Fire Emblem: Path of Radiance (GameCube) - RetroAchievements/guides GitHub Wiki
- 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
- Retroachievement set developer: voiceofautumn
- RAGuide Author: PenguGG
- Sprite Resources, for the different sprites of weapons, items, icons, and more.
- Fire Emblem Wiki, Serenes Forest, and Fire Emblem Wars of Dragons for various informations about the game mechanics and the maps.
Welcome to the RA Guide for Fire Emblem: Path of Radiance, for the GameCube!
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. Please be advised that other difficulty settings may change enemies' stats, their density, and the availability of specific items on each map.
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.
Since the guide will be based around Hard Mode, I suggest making an initial playthrough on an easier difficulty, to get a better understanding about how the game works. Though Path of Radiance, conversely, is easier compared to other titles, and even Hard Mode shouldn't bring too many issues for a first playthrough.
Related Achievements
- Fresh Member of the Greil Mercenaries
- Kidnapped!
- Sea Scum
- The War Begins
- Into the Mist
- Escaping the Homeland
- Reunited
- Backed into a Corner
- Pirates!
- Pressured Shoulders
- Ignorance Is Bliss
- Helping Hand
- Begnion Beginnings
- Sniffing the Truth
- Desert Classic
- Suspicious Bishop
- Champion of Beauty
- Counterattack!
- Normal Route
- Reminisce
- The Truth Revealed
- Holy Spirit Activate
- Riven Bridge
- The Elite Guard
- Uphill Battle
- A New Recruit
- Laguz Slayer
- It Is Truly Over
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 how some of these achievements are structured, a heads-up about them is necessary before starting the game. For more in-depht explanation about them, consult their chapter's portion of the guide.
Challenger Route (25) Clear 'Entrusted' after defeating Naesala and having no Ravens die during the chapter
Chapter 19: Entrusted
You need at your disposal strong units to be able to defeat Naesala. While Bows and Wind Tomes can be effective against him, you should rather forge them with max might and accuracy, so that they'll deal more damage and being more reliable to hit him. With that in mind, units like Soren, Astrid, Shinon. You could even use the triangle attack of Oscar, Boyd, and Rolf, although it requires positioning, and Oscar having Bows learned.
You'll also need to clear the chapter, so you'll need anyone who can defeat the boss. Homasa has a magic weapon, so preferably use anyone who has decent RES, or equipped with a Pure Water, if attacking from the distance.
You don't have to do this without dying, and you may just reload a save before this chapter when you're done with the achievement.\
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 to deploy Jill in this chapter (Mist is not necessary), and have her talk with Shiraham, without skipping the dialog.
Further note, if Jill speaks with Shiraham while not having A rank support with Mist, she will defect to the enemy, with no other option 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. You can either get Ike to the maximum level, ensuring high stats, or use stat boosters like Speedwing, Seraph Robe, or Dracoshield if more stats are needed.
Child of Gawain (50) Clear 'Moment of Fate' and recruit Nasir on Hard difficulty
Chapter 27, Moment of Fate
Not only does Ike need to survive each attack of the Black Knight, but he'll also need to be able to defeat him. Besides any suggestions made previously to survive against the Black Knight, you're also needed to learn Aether, the most probable solution to deal damage. Consider to also give Ike some Secret Books, to increase his SKL stat, increasing the probability to activate Aether.
Mist will also be in this fight, and she needs to heal Ike whenever he takes damage. Have her equipped with Mend and Physic. Promoting her to a Valkyrie might help her to be safer against the enemies that'll spawn some turns later.
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 (can be found on Chapter 18, or can be stolen from a Bishop on Chapter 27). Once silenced, you need to lower his HP to a single digit, to force him to use the Elixir, making him unequip the Rexaura.
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 can also possibly lower their HP themselves, but it might be dangerous if they make a critical hit or if Volke activates Lethality, if he has it).
Related Achievements
- Dakova the Slain
- A Hard March Towards the South
- Heya, Boss!
- Hero Training
- Merchant Mercenary
- On Wings
- Solid Ike
- A Classic Profession
- United We Stand
- Stowaway
- Laguz Hunter
- The True Lord of Begnion
- Shiny!
- Halfway through a Hard Journey
- Pushed by the Storm
- Stupid Brother
- Freedom and Peace
- Is That an OSRS Reference?
- Hidden Swordsmaster
- Polite and Well Mannered!
- Bullseye!
- Birds of a Feather Flock Together
- Pacifist Route
- Challenger Route
- Dialogue Route
- What Side Are You On?
- The First Lover
- Finders Keepers
- Arrival
- Honorable General
- Pacifist
- Peter's Pence
- Taking a Nap
- Early Exit
- Bad Omen
- Growth
- Child of Gawain
- Last Call
- An End to the Terror
- Shining Light
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.
The Trial Maps will let you use your finished game save, with any units or items that you have.
Each unit can have a different set amount of stats on them. These can determine the strenght and the weakness of each unit:
- Strenght (STR): Determines the amount of damage dealt with physical weapons (Swords, Axes, Spears, Bows). It is also used to determine the attack speed of the unit.
- 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. It 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 an enemy unit, and the capability of dodging attacks.
- Luck (LCK): Determines the accuracy of the unit's attacks, capability of dodging enemies's attacks, and 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.
- Build/Constitution (CON): Determines the Weight of a unit.
The rest of the stats are related to the primary ones:
- Attack (ATK): Amount of damage dealt by the unit with the currently equipped weapon;
- Hit (ACC): Value that determines the probability to hit enemy units;
- Avoidability (AVO): Value that determines how probable it is to avoid attacks from enemy units;
- Critical (CRIT): Value that determines the probability of dealing x3 the damage with a critical hit;
- Dodge (DDG): Value that determines the probability of avoiding critical hits, by decreasing the critical hit of the enemy;
- Range (RNG): The distance a unit is capable of attacking from, based on currently equipped weapon;
- Effect: Unit's capability of dealing x2 the damage against specific enemy units, based on currently equipped weapon.
Units can increase these stats primarily by leveling up. Each unit have different Growth Rates on each stat, determining how likely it is to increase said stat on level up. For example, Ike has a growth rate of 75% on HP, meaning it is very likely that he'll increase his HP on each level up, while 20% in MAG means that he'll rarely increase this stat.
Units may also increase these stats through class change (either by using a Master Seal, or by leveling up after reaching level 20), or by using Stat Boosters.
Stat Boosters are items that on usage by a unit will increase one of their stats. They can be in a very limited amount on certain maps, making them very precious. Units may use them to increase their stats, up until their maximum possible amount for them.
Item | Effect |
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+7 HP |
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+2 STR |
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+2 MAG |
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+2 SKL |
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+2 SPD |
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+2 LCK |
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+2 DEF |
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+2 RES |
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+2 MOV |
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+2 CON |
The Support System is a bonus that two units may get when deployed in the same maps together enough times. Compared to other titles, units only need to be deployed in the same map for a certain amount of time, with no need to stick together for a certain amount of turns. After enough deployments, both units can rank up their support through a conversation in the base, up to rank A, the highest rank.
In order to activate this bonus, units with a support rank need to be 3 spaces close to each other. This effect is then applied to both units.
The bonus itself is determined by the type of affinity of both units, and their amount is determined by their current rank support, with A rank support increasing these bonus by x3 times.
Affinity | Effect |
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Attack +0.5, Accuracy +2.5 |
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Attack +0.5, Defence +0.5 |
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Accuracy +2.5, Avoidance +2.5 |
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Defence +0.5, Avoidance +2.5 |
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Avoidance +5 |
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Defence +0.5, Accuracy +2.5 |
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Attack +0.5, Avoidance +2.5 |
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Accuracy +5 |
Some units can have an extra bonus based on their relationships between eachother. These bonuses can grant these units either 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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The Biorhythm is a 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 current status of the Biorhythm can changed in each turn, or after partecipating in enough battles.
If the indicator is in the two highest spaces, that unit receives +5 Accuracy and +5 Evasion for that turn. Otherwise, if it is instead in the two lowest spaces, that unit suffers -5 Accuracy and -5 Evasion for that turn. The two middle spaces yield no bonus or penalty to the unit.
Tipically, this is not a really important mechanic to keep track of constantly, but it may matter in certain occasions or while fighting bosses.
Laguz are unique units that are capable of transforming in their animal form. In order to transform, their transformation gauge needs to be filled up, through differnt actions. When it reaches 20/20, they'll transform, gaining an increase in their stats, and the ability to attack. Reyson, the only Heron in the game, will instead gain the ability to affect multiple allies surrounding him with his abilities.
Laguz | Not Transformed (Turn) | Not Transformed (Battle) | Transformed (Turn) | Transformed (Battle) |
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Everyone | +4 | +3 | -3 | -1 |
Once transformed, any action that would increase it will instead decreases it. When the gauge reaches 0/20, the Laguz will transform back in its Human form, and will require to fill the gauge again.
Laguz units can also have varying amount of starting transformation gauge. For example, Lethe has a starting gauge of 16/20, meaning that in the very first turn she'll transform and be ready to attack.
Items of exclusive usage by the Laguz units can alter the Transformation Gauge.
Item | Effect |
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Transforms the Laguz on use |
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Maintains transformation, with penalty |
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Maintains transformation, with no penalty (exclusive to Tibarn, Naesala, Giffica) |
The weapon triangle dictates whether a unit's weapon is advantageous against the enemy's weapon. A unit whose weapon is at an advantage gets a bonus of +1 damage and +10 accuracy, viceversa, if in a disadvantage, they suffer a penalty of -1 damage and -10 accuracy. Bow, Knifes, and Light Tomes are considered neutral, and do not get any bonus or penalty.
In Path of Radiance, the variant of the triangle for the tomes functions differently to the other games that possess this system, due to there being no dark tomes in the game.
Weapon Triangle | Magic Triangle | |||||||||||||||||||||||||||||||||
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Certain weapons can increase their might x2 when used against specific enemies which they are effective against. FOr example, the Armorslayer is effective against armored knight, and the fire tome is effective against Cats and Tigers.
Unit Type | Weapon Effective |
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None |
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Regal Sword - Armorslayer - Hammer - Heavy Spear - Stiletto |
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Regal Sword - Long Sword - Poleaxe - Knight Killer |
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Sonic Sword - Any Bow - Any Wind Tome |
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Laguzslayer - Laguz Axe - Laguz Lance - Laguz Bow |
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Flame Lance - Any Fire Tome |
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Sonic Sword - Any Bow - Any Wind Tome |
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Bolt Axe - Any Thunder Tome |
Skills are abilities that any unit can possess that can be activated under certain conditions. Some skills' activation are also dependant on the amount of SKL of the unit, with only one skill being dependant on the LCK stat, Miracle. Some units may already come with certain skills already learned, or with none at all.
There are two types of skills: the first are the normal ones, that can be learned by anyone. The second are called Mastery Skills, and and can only be learned by specific units when promoted, through the usage of Occult Scrolls.
Each skill requires a unit to have enough Capacity (CAP) to learn it. Units can have varying amount of it, and can only be expanded by 5 points through promotion. This capacity can be seen through the unit's personal information.
The Forge gives the ability for only once in each chapter to create a new weapon with enhancements. It becomes available from Chapter 8, through the shop menu. With the forge you are able to create basic weapons with a modification to their stats, to make them stronger (it is also possible to make them weaker, although not suggested). The following can be modified:
- 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 with the desired stats.
The most suggested weapon to forge are mostly Lances and Axes (especially the Steel ones when they become available) as most of the units use them. Anything else will depend on certain needs for specific maps. For example, if you need a forged fire tome or wind tome to defeat enemy Laguz more easily, or a forged Sword or Bow to give a better performance to certain units, like Mia or Rolf.
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.
- 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
- Accuracy (while in combat): Player Unit's Accuracy - Enemy Unit's Avoidance
- Avoidance: (Attack Speed x 2) + LCL + Biorhythm bonus + Support bonus + Terrain bonus
- Staff's Accuracy: {30 + [(MAG – Enemy Unit’s RES) x 5] + SKL} – (Distance between units x 2)
- Critical: Weapon's Critical + (SKL / 2) + Support Bonus + Bond Bonus + Critical Bonus
- Critical (while in combat): Player Unit's Critical Chance + Enemy Unit's Avoidance
- Dodge: LCK + Support Bonus (100% if Bond Bonus< in effect)
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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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, whether to fix a bad important stat, or to just make them stronger.
- 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.
Prologue: Mercenaries
Objective
Victory: Defeat boss
Defeat: Ike dies
Ally
Mercenaries: 1 (Ike obligatory)
Enemy
Boyd (O)
Treasures
After defeating Boyd: Vulnerary
Enemy Reinforcements
After defeating Boyd:
Greil (B), to the left side of the map.
Boss
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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.
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
Objective
Victory: Seize
Defeat: Ike dies
Bonus EXP
Clear the chapter in 3 turns or less: 200 BEXP (-10 EXP penalty for each extra turn taken)
Ally
Mercenaries: 4 (Ike, Boyd, Oscar, Titania obligatory)
Enemy
Zawana (B)
9x Bandits
Treasures
If the tutorial is skipped: 4x Iron Sword
1 - Steel Sword
2 - Seraph Robe
Enemy Drops
B - Iron Axe
a - Iron Sword
Boss
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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.
Chapter 2: Rescue
Objective
Objective: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 5 turns or less: 200 BEXP (-10 penalty for each extra turn)
Ally
Mercenaries: 4 (Ike, Boyd, Oscar, Rhys obligatory)
Enemy
Ikanau (B)
13x Bandits
Enemy Drops
B - Speedwing
a - Vulnerary
b - Steel Axe
Ally Reinforcements
Turn 3:
Titania (T), just a bit far from the starting area.
Boss
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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!.
Chapter 3: Pirates Aground
Objective
Victory: Defeat boss
Defeat: Ike dies
Bonus EXP
Clear the chapter in 6 turns or less: 200 BEXP (-10 EXP for each extra turn)
Ally
Mercenaries: 4 (Ike, Titania, Shinon, Gatrie obligatory)
Enemy
Havetti (B)
14x Pirates
Treasures
1 - Elixir
Enemy Drops
a - Vulnerary
b - Hand Axe
c - Vulnerary
Other Reinforcements
When crossing the green line:
Marcia (M), next to the bandits (can be talked with Ike, making her retreat from the map, and reapearing in Chapter 8)
Boss
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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. You need to make sure that Ike talks with her in this chapter, so that you may be able to 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.
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.
Chapter 4: Roadside Battle
Objective
Victory: Defeat boss
Defeat: Ike dies
Bonus EXP
Clear the chapter in 4 turns or less: 300 BEXP (-10 EXP for each extra turn)
Ally
Mercenaries: 6 (Ike, Titania, Rhys, Shinon, Gatrie, Soren obligatory)
Enemy
Maijin (B)
21x Army
Treasures
Beginning of Chapter: Regal Sword
Enemy Drops
B - Javelin
a - Vulnerary
Boss
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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.
Chapter 5: Flight!
Objective
Victory: Defend for 6 turns
Defeat: Ike dies; enemy seizes location
Ally
Mercenaries: 8 (Ike, Titania, Boyd, Oscar, Rhys, Shinon, Gatrie, Soren, Obligatory)
Enemy
Dakova (B)
18x Army
Enemy Drops
B - Ashera Icon
a - Torch
b - Hammer
c - Vulnerary
d - Iron Blade
Enemy Reinforcements
Turn 4:
3x Soldiers, to the south;
1x Soldier, 1x Archer, to the west.
Turn 5:
3x Soldiers, to the south;
1x Soldier, 1x Archer, to the west.\
Boss
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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. Of course, you'll also get the achievement for finishing the chapter, Into the Mist.
Chapter 6: A Brief Diversion
Objective
Victory: 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
Ally
Mercenaries: 6 (Ike, Titania, Boyd, Oscar, Soren, Rhys, Obligatory)
Enemy
Emil (B)
23x Army
Treasures
Clear the chapter with Rhys alive: Mend
Enemy Drops
B - Short Spear
a - Poleaxe
b - Vulnerary
Boss
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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 wields 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. If you're playing on Hard difficulty, you'll also earn A Hard March Towards the South.
Chapter 7: Shades of Evil
Objective
Victory: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 10 turns or less: 300 BEXP (-10 EXP for each extra turn)
Ally
Mercenaries: 6 (Ike, Titania, Boyd, Oscar, Rhys, Soren obligatory) + 2 (Shinon, Gatrie, appearing alongside enemy reinforcement) + 1 (Mia, upon being recruited)
Enemy
21x Army
Treasures
1 - Armorslayer
2 - Ward
3 - Miracle
Enemy Drops
a - Chest Key
b - Chest Key
c - Fire
Other Reinforcement
Turn 1:
Mia (M; Can be recruited by talking to her with Ike)
Enemy Reinforcements
Turn 2:
1x Thief, on the lower-left side of the map.
When moving towards the top part of the map, designated by the orange line:
Baulmer (B), 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
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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!.
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.
Chapter 8: Despair and Hope
Objective
Victory: Defend for 8 turns
Defeat: Ike dies, Enemy seizes location
Bonus EXP
For each unit not deployed: 50 BEXP
Ally
Mercenaries: 6 (Ike obligatory) + 1 (Ilyana, upon being recruited)
Enemy
Kamura (B)
Ilyana (I; can be recruited by talking to her with Ike)
25x Army
Enemy Drops
a - Longbow
b - Red Gem
c - Pure Water
Enemy Reinforcements
Turn 5:
2x Knights North;
2x Soldiers South-East, near the boss.
Turn 6:
2x Soldiers West;
1x Soldier East.
Turn 7:
1x Mage and 1x Soldier West;
2x Soldiers South-West;
2x Lance Knights South-East, near the boss.
Turn 8:
1x Soldier and 1x Myrmidon East.
Boss
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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.
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. Also, make sure she moves to safety.
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
Objective
Victory: Seize
Defeat: Ike dies
Bonus EXP
Clear the chapter in 8 turns or less: 300 BEXP (-20 for each extra turn)
Ally
Mercenaries: 8 (Ike obligatory) + 2 (Mist and Rolf, recruited in the first turn) + 1 (Marcia, upon being recruited)
Partner
Lethe (L; recruited at the end of the chapter if she survives)
Mordecai (O; Recruited at the end of the chapter if he survives)
Enemy
Kotaff (B)
1x Pirates
21x Army
Treasures
1 - Restore
2 - Talisman
Enemy Drops
B - Arms Scroll
Other Reinforcements
Turn 3:
Marcia (M; will only appear if Ike talked to her in Chapter 3; can be recruited by talking to her with Ike)
Enemy Reinforcements
Turn 5:
Nedata (N), 2x Bandits, to the north, near the Buildings.
When crossing the orange line:
2x Bandits, in the same spot as the previous reinforcement.
When crossing the red line, near the boss' location:
4x Myrmidons, besides the trees;
2x Soldiers, in front of the boss.
Boss
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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.
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 wield 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!.
Chapter 10: Prisoner Release
Objective
Victory: 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
Ally
Mercenaries: 9 (Ike obligatory)
Other
Sephiram (S)
Brom (B; can become a Partner by talking to him with Ike; will be recruited in the next chapter when talked to with Ike);
Kieran (K; will be recruited in the next chapter as long as the door of his cell is opened);
Nephnee (N; can become a Partner by talking to her with Ike; will be recruited in the next chapter when talked to with Ike)
Enemy
Danomill (B)
5x Army
Treasures
Beginning of Chapter: 20.000 Gold
1 - Javelin
2 - Short Axe
3 - Steel Lance
4 - Counter
5 - Statue Fragment
Enemy Drops
B - Master Seal
a - Door Key
b - Door Key
c - Chest Key
d - Chest Key
Enemy Reinforcements
If one of the allied units are in the Soldier's attack range at the end of player's 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, 3x Soldiers North, near escape point.
Boss
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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.
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.
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.
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, whether in stealth or not, you'll get Pressured Shoulders.
Chapter 11: Blood Runs Red
Objective
Victory: 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
Ally
Mercenaries: 13 (Ike obligatory) + 1 (Zihark, upon being recruited)
Enemy
Mackoya (B)
Zihark (Z; Can be recruited by talking to him with Lethe or Mordecai)
5x Vigilantes (V)
1x Thief
27x Army
Treasures
When viewing the base conversation "Man" - Laguzslayer
1 - Dracoshield
2 - Elwind
3 - Killer Lance
Enemy Drops
B - Master Seal
Enemy Reinforcements
Turn 5:
Jill (J; will appear in the next chapter if she survives) and 3x Wyvern Riders, in the down-right corner of the map, near where you begin.
The turn after any unit attacks or enters in the boss' attack range:
Black Knight (K), in front of the red house near the wooden bridge
Boss
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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.
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.
Chapter 12: A Strange Land
Objective
Objective: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 9 turns or less: 200 BEXP (-20 for each extra turn)
Ally
Mercenaries: 10 (Ike obligatory) + 1 (Jill, upon being recruited)
Enemies
Seeker (B)
4x Army
Enemy Drops
a - Arms Scroll
b - Laguz Stone
c - Secret Book
d - Seraph Robe
e - Coin
f - Coin
g - Secret Book
h - Seraph Robe
Other Reinforcements
Turn 3:
Jill (J; appears if she survived the previous chapter; can be recruited by talking to her with Ike), bottom-left of the map.
Enemy Reinforcements
Turn 3, before of Enemy Phase:
1x Raven, near the boss' location.
Turn 5, before of Enemy Phase:
2x Ravens, one to the top right and one bottom left of the map.
Turn 7, beginning of Enemy Phase:
1x Raven, to the left of the map.
Turn 9, beginning of Enemy Phase:
1x Raven, to the right of the map.
Turn 11, beginning of Enemy Phase:
1x Raven, same location as the Yellow reinforcement
Turn 13, beginning of Enemy Phase:
2x Ravens, in the same location as the Orange reinforcement.
Boss
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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.
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.
From the moment you recruit Jill, you'll need to make sure that both Mist and Jill are deployed together (this map included), to built up their support level for the achievement What Side Are You On.
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 all the enemies are defeated, the map will be cleared. You'll also get the achievement Helping Hand.
Chapter 13: A Guiding Wind
Objective
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
Ally
Mercenaries: 12 (Ike obligatory) + 2 (Astride and Gatrie, upon being recruited)
Other
Astrid (A; Can be recruited by talking to her with Ike)
Gatrie (G; Can be recruited by talking to him with Astrid)
4x Army
Enemy
Norris (B)
22x Unknown
2x Army
Treasures
1 - Killer Bow
2 - Laguz Axe
3 - Elfire
4 - Longsword
5 - Occult Scroll
6 - Energy Drop
7 - Speedwing
Enemy Drops
B - Longbow
a - Coin
b - Coin
Enemy Reinforcements
Turn 5:
2x Ravens, to the top-left of the map.
Turn 5, before the enemy phase:
2x Ravens, behind the previous reinforcement.
Turn 7:
2x Ravens, same location as the first one.
Turn 9:
2x Ravens, same one at the previous.
Boss
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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
On the base, you should see a conversation between Oscar, Boyd, and Rolf, about making a new attack. If you watch this conversation, and another one on Chapter 19, they'll be able to perform the Triangle Attack, a guaranteed critical attack with all three attacking at the same time. This attack requires all three of them to be promoted and able to use Bows (Therefore Oscar would be required to learn Bows on promotion). To make this attack, all three need to be around an enemy on a triangle formation, with one space of distance from it. It can be powerful, but also kind of difficult to pull off, due to the requirement and the positioning. It can potentially be important for Challenger Route, although not required.
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.
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.
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.
Just clearing the chapter, you'll earn Begnion Beginnings. If you've opened all the chests before the Ravens, you'll earn Shiny!.
If you clear the chapter on Hard Mode, you'll also earn Halfway through a Hard Journey.
Chapter 14: Training
Objective
Victory: 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
Ally
Mercenaries: 13 (Ike obligatory) + 1 (Makalov, upon being recruited)
Enemy
Gashilama (B)
Makalov (M; Can be recruited by talking to him with Marcia)
20x Peddler
Treasures
1 - Spirit Dust
2 - Vantage
3 - Secret Book
Enemy Drops
B - Killer Axe
M - Red Gem (you can obtain this also by recruiting him)
a - Laguz Lance
b - Laguz Bow
Enemy Reinforcements
When crossing the yellow line:
2x Tigers, next to the boss
Boss
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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 wielding 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.
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.
Chapter 15: The Feral Frontier
Objective
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
Ally
Mercenaries: 14 (Ike obligatory)
Enemy
Muarim (B)
19x Rebels
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 - Coin
2 - Guard
3 - Silver Blade
4 - Coin
5 - Shine
6 - Physic
7 - Boots
8 - Statue Fragment
9 - White Gem
S - Vague Katti (if anyone besides Lethe or Mordecai walks on this tile; you can obtain this also by recruiting him)
Boss
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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.
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.
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.
If you are able to find all of the hidden treasures in the map, you will also earn Is That an OSRS Reference?.
Simply clearing the map will earn you Desert Classic. If you are able to defeat Muarim, without killing any other Laguz on the map, you will earn Freedom and Peace.
Chapter 16: The Atonement
Objective
Victory: Seize
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
Ally
Mercenaries: 11 (Ike obligatory) + 1 (Devdan, upon being recruited)
Enemy
Kimaarsi (B)
Devdan (D; Can be recruited by talking to him with Soren, or Mist, or Rolf, or Sothe, or Tormod)
28x Army
Treasures
When viewing the base conversation "Stefan", and selecting "Yes" - Occult Scroll (requires Stefan recruited)
1 - Silver Lance
2 - Ashera Icon
3 - Full Guard
4 - Dracoshield
5 - Bolting
6 - Physic
Enemy Drops
B - Spear
a - Gamble
b - Chest Key
c - Chest Key
Enemy Reinforcements
Turn 5:
1x Thief, near Devdan.
Turn 7:
2x Soldiers, at the starting point.
Turn 8:
2x Soldiers, same as the previous one.
Turn 9:
1x Archer, 1x Soldier, near Devdan.
Boss
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Achievements
Polite and Well Mannered! (5) Recruit Devdan
Suspicious Bishop (5) Clear 'The Atonement'
Guide
You need to get to the left side of the map as fast as possible, before the Thief appears and gets to the door to the tresure's room. Your mounted Knights will do the job, naturally, but you'll also need someone who can recruit Devdan who is near there. Many units can recruit him, so just remember to deploy them and to bring them with you with your mounted units.
Recruiting him will also earn you the achievement Polite and Well Mannered!
Before opening the doors with Volke, make sure to have some units near him who can still move, this way you can immediately deal with the enemies inside (and possibly don't risk Volke dying).
The middle of the map can be tricky if you don't mind the enemy's attack range. Use your most defensive units to attract the Knight's attention on them, then when defeated send a cavelier to defeat the mage, making sure to not be too close to the enemy units near the boss.
One important thing here: make sure to get the Full Guard item! This item will protect your flying units from any weapon that is effective against them. This can help them be more aggressive in maps where there are too many Archers, and even open up more strategies to consider.
Kimaarsi's Spear can be dangerous for your Mages, so instead make someone with high defence attack.
After killing the boss, have Ike seize the objective, once you've also opened all the chests in the map (especially the one with Full Guard). You'll finish the chapter, and also earn Suspicious Bishop
Chapter 17: Day Breaks
Stage 1
Objective
Victory: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 30 turns or less: 700 BEXP (-40 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Mercenaries: 10 (Ike obligatory)
Enemy
14x Army
Enemy Drops
a - Antitoxin
b - Killer Lance
c - Hand Axe
Enemy Reinforcements
Turn 3:
3x Myrmidons, where the player units are initially deployed.
Turn 4:
1x Myrmidon, 1x Archer, to the left, next to the swamp;
1x Fighter, to the top of the map;
1x Fighter, 1x Myrmidon, close to the player unit's starting point.
Turn 6:
2x Myrmidon, 1x Fighter, near the Halberdier.
Guide
This chapter will be devided into 4 stages, taking place in the same map but on different parts of it. Each stage is essentially a normal map, but you'll get to save in-between stages. You won't be able to access the shop after finishing Stage 1, but you'll be able to call in two allied units as a reinforcement, who can not only make it easier to clear the stages, but also carry items and weapons, in case your units need it.
An important suggestion, however, is to take this opportunity to level up or promote your main units, as these maps can give a good amount of EXP. This is especially important for Ike, as he will promote at the end of this chapter. Make sure he gets to level 20 at the end of the chapter.
Also, buy one Pure Water to each of your units. This will become important in Stage 3.
For this stage, try to move to the center of the map while making sure to keep your frontline units healthy and your backrow units protected, especially by the reinforcements that will soon arrive in their direction. As you move, watchout for the swamp tile, as that can cause to reduce your movement.
Enemies won't have much in particular, except for an Halemberdier who has a Killer Lance, making him a very dangerous unit to confront face to face. Attack it with ranged attacks, escpecially with Handaxes, or Tomes.
Once you've defeated all of the enemies, you'll proceed to Stage 2.
Stage 2
Objective
Victory: Arrive
Defeat: Ike dies
Bonus EXP
Clear the chapter in 30 turns or less: 700 BEXP (-40 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Mercenaries: 10 (Ike obligatory) + 2 (Reinforcement Stage 2)
Enemy
20x Army
Enemy Drops
a - Poleaxe
Ally Reinforcement
Turn 3:
2x Player Units (must be chosen at the beginning of the chapter, otherwise none will appear)
Enemy Reinforcement
When crossing the yellow line:
2x Soldiers, to the left.
When crossing the orange line:
1x Lance Knight, 1x Sword Knight, near the Wyvern Rider at the top of the map.
Guide
Stage 2 has a great number of Knights, so have prepared any weapon that can be effective against them, especially for the Paladins (Poleaxe, Longsword, Regal Sword). Whether you have them or not, make sure to slowly approach them, to not get overwhelmed by all of them and to not risk any of them going for one of your weaker units.
Some reinforcements will happen if you traverse a certain portion of the map, with any unit. Only try to activate these reinforcements when you're very sure that you can deal with them, otherwise wait until defeating all the other units.
This stage is an arrive stage, so you could basically send either Marcia or Jill all the way to the arrive point to finish this chapter, but you'll be missing on some EXP, so it is not suggested doing so.
Once any of your units has reached the point, you'll move on to Stage 3.
Stage 3
Objective
Victory: Survive for 10 turns
Defeat: Ike dies
Bonus EXP
Clear the chapter in 30 turns or less: 700 BEXP (-40 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Mercenaries: 10 (Ike obligatory) + 2 (Reinforcement Stage 2) + 2 (Reinforcement Stage 3)
Enemy
25x Army
Enemy Drops
a - Elfire
b - Mend
Ally Reinforcements
Turn 3:
2x Player Units (must be chosen at the beginning of the chapter, otherwise none will appear)
Enemy Reinforcements
Turn 2:
2x Mages, 1x Soldier.
Turn 3:
2x Myrmidon, 1x Soldier.
Turn 5:
3x Lance Knights.
Turn 7:
1x Archer, 2x Soldiers.
Turn 8:
2x Soldiers.
Turn 9:
2x Soldiers.
When crossing the mustard line:
1x Soldier, 1x Mage.
When crossing the emerald line:
1x Myrmidon.
When crossing the pink line:
2x Fighters.
When crossing the fuchsia line:
2x Mages.
Guide
For this stage, Ike will be carrying Leanne, the Heron, and it won't be possible to put her down or give her to someone else. THat means that Ike will have a penalty in his SKL and SPD for the whole stage (and the next one), meaning the enemies will be able to hit him easily and also attack him twice. If your Ike is already level 20, then you won't be needing him anyway, but if not, you should give him the EXP in earlier Stages, due to the last two become more difficult for him to kill anyone.
This map will have a great number of reinforcements, and some of these you may activate accidentally due to where your units are beginning. There is especially a good number of Mages that can be dangerous, especially for Ike. Which is where your Pure Water will come in handy. Just make sure to use them when Mages are in range of your units.
You don't necessarily need to kill all of the enemies here, so the best strategy to take here is to move to the top-left of the map, kill all the units there, and watchout for any of the reinforcements that'll appear in that part of the map. If able, you may also slowly move towards the bottom of the map, where the Sage is located, though you'll need a good unit who has good RES or is under Pure Water effect (Marcia or Oscar can be really good here if equipped with Javelins).
If you are able to survive for 10 turns, you'll move to the final Stage.
Stage 4
Objective
Victory: Defeat boss
Defeat: Ike dies
Bonus EXP
Clear the chapter in 30 turns or less: 700 BEXP (-40 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Mercenaries: 10 (Ike obligatory) + 2 (Reinforcement Stage 2) + 2 (Reinforcement Stage 3) + 2 (Reinforcement Stage 4)
Enemy
Oliver (B)
26x Army
Enemey Drops
B - Nosferatu
a - Iron Blade
b - Adept
c - Armorslayer
Other Reinforcements
When crossing the green line:
Tibarn (T), Reyson (R), Janaff (J), Ulki (U), near the Knights at the bottom.
Enemy Reinforcements
Turn 6:
3x Bow Knights, 1x Paladin, where the Player Units begin.
When crossing the green line:
1x Lance Knight, 2x Sword Knights, 1x Paladin, close to the boss.
Boss
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Achievements
Champion of Beauty (10) Fully clear 'Day Breaks'
Guide
The very first thing to watchout here is your very first enemy Mage who wields a long-range tome, Meteor. The range of this weapon is very big, and can be deadly to your low RES units. When moving towards the bottom, make sure to highlight the attack range of this Mage, and avoid to position any units in there. Alternatively, you may put someone with high RES here (Soren), let them tank all Meteor's hits, and let the enemy waste it. If you're interested instead in stealing it with Volke, you'd need to make the Mage use its other Tome to attack, to unequip Meteor. Because of where it is positioned on the map, putting someone in front of it should make it use Fire (as long as there is nobody else who they could hit with Meteor), giving you the chance to steal Meteor with Volke. A flying unit might be the best choice to block them (Marcia). If you, instead, want the Mage dead, use your flying units to kill is as fast as possible.
This Stage will have another wave of Caveliers, so weapons effective against them are welcome, once again. The terrain around them might be annoying to your units, but also for the enemies, so don't cross it just yet, and let them try to reach you.
If you cross the green line, Tibarn with Reyson and his retainers, Janaff and Ulki, will appear at the end of your turn. Tibarn is a very strong unit, and can easily kill any unit in one shot. This is very good news to end the chapter quickly, but it is also bad news, as he can also steal the EXP for your allies, and even make you lose the Adept held by one of the enemies near Oliver. Before crossing this line, make sure that all of your units are near the line, and then move past it when ready. If you're interested in Adepts, have someone like Titania or Oscar get there as quickly as possible, to not lose it because of Tibarn.
When Oliver is defeated, you'll finally clear this chapter and earn the achievement Champion of Beauty. Clearing this chapter will also finally change Ike's class into a Lord.
Chapter 18: Crimea Marches
Objective
Victory: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 10 turns or less: 300 BEXP (-30 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Army: 13 (Ike obligatory)
Enemy
Kayachey (B)
Shinon (S; to recruit him, you need to talk to him with Rolf, then defeat him with Ike)
22x Army
Treasures
1 - Recover
2 - Silence
3 - Wrath
Enemy Drops
B - Tornado
S - Brave Bow (you'll get this whether you fulfill the requirement to recruit him or not)
a - Knight Killer
b - Shade
Enemy Reinforcements
Turn 7:
2x Lance Knights, at the starting point.
Turn 8:
1x Axe Knight, 1x Lance Knight, x1 Paladin, in the same position as the precedent reinforcement.
When crossing the red line:
3x Ravens (untransformed), on the other side of the map.
When crossing the purple line:
4x Ravens (untransformed), in the same location as the precedent one.
Boss
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Shinon's level and stats will depend on the level and stats that he had at the end of Chapter 7 |
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Achievements
Birds of a Feather Flock Together (1) Recruit Ulki, Janaff and Reyson
Bullseye! (10) Recruit Shinon
Counterattack! (5) Clear 'Crimea Marches'
Guide
The Silence Staff you can find in this chapter is very important for the achievement Shining Light on Final Chapter: Repatriation. Make sure to deploy Volke/Sothe and to get this staff before finishing the chapter. If you're unable to get it, In chapter 27 there's a Bishop with a Silence staff you can steal. You could also get it anyway to have another chance at landing the debuff, if inclined.
When beginning the chapter, after some dialog, you'll be asked if Reyson can join you. If you decline him, you'll be given a scroll for the skill Renewal. If you accept, Reyson will join, together with Ulki and Janaff. This will also get you the achievement Birds of a Feather Flock Together.
Remember to use your Occult Scrolls to your promoted units, especially to Ike, who now should be able to use them.
As you move forward, be aware of the two sages with long range magic. Put in front anyone who can tank their hits, or use some Pure Water to increase the RES of your most vulnerable units. Send any unit with high movement to the Sages to make it safer for your units to traverse. Make sure to also put some units in the back, to deal with the Wyvern Riders and the reinforcements that can surprise you from the back. If you are using Reyson, remember, from now on, that it's especially important that he is not put in any danger, as he is very fragile (at the least against physical weapons, while he can tank magical weapons just fine with enough stats). He can be really useful to make some units reach the Sages or any other important enemy.
Shinon will be an enemy in this chapter, with a Brave Bow, which lets him attack twice in a row. His stats are dependent on how you left him at the end of chapter 7, the chapter where he leaves you. Even if you left him at level 1, he can still be somewhat a danger for your more fragile units. After you've dealt with any units around him, you need to have Rolf talk to him first (Shinon is programmed to not attack Rolf at all, the same with Mist or Rhys). Once you've talked to Shinon with Rolf, have Ike defeat him. Don't worry if he looks like he died, you'll recruit him once you complete the chapter. This will of course earn you the achievement Bullseye!.
The boss wields a long range tome, so he can also be annoying while dealing with other enemies and while trying to get to him. Once you've catched up to him, he'll be a sitting duck, unable to do anything, since he has no other weapon. Kill him with any unit that may need the EXP.
When all the enemies in the map have been defeated, you'll finish the chapter and earn Counterattack!.
Chapter 19: Entrusted
Objective
Victory: Defeat Boss
Defeat: Ike dies
Bonus EXP
Clear the chapter in 9 turns or less: 300 BEXP (-30 for each extra turn)
For each enemy Laguz that escapes: 30 BEXP
Ally
Army: 13 (Ike obligatory)
Enemy
32x Army
Objects
Ballista (BS)
Treasures
Talk to Naesala with Janaff or Ulki, then let Naesala talk with Reyson - Knight Ring
Enemy Drops
a - Coin
b - Killer Axe
c - Laguz Bow
d - Coin
e - Longsword
Boss
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Achievements
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
Guide
Let's start by talking about the achievement Challenger Route.
As the achievement requests, you need to defeat Naesala, while none of the Ravens die in this map. Ravens may die by one of your units, or by the enemy when they change as Other Units, when you either defeat Naesala or you have him make peace with Reyson, by first talking to him with Janaff or Ulki, and than let him talk with Reyson. One thing of particular note of this, is that if, say, Janaff talks with Naesala, he will stop going after any of your units, and will prioritize talking with Reyson. This can give you more time to attack him without any risk of dying, while also forcing him to move in a position where your other units can reach him while trying to reach Reyson.
A good strategy, therefore, would be to position Janaff (because he transforms in the first turn) just on the edge of Naesala's attack range, while having a Full Guard equipped. You may not be able to do this in the first turn, so use Reyson's Chant to make sure he can be in position (also give Reyson Boots, so that he can reach anyone easily). However, sometimes the Wyvern Riders may try to attack Janaff, and while doing so may make it impossible for Naesala to reach Janaff. Not only that, but Balistas can also be dangerous, even if Janaff has a Full Guard equipped. Try to position your other fliers forward, but outside of the range of the Balistas, so that the next turn they can try to take them down. If you somehow have a long range Tome, use them on the one Balista on the hill, as that one covers a critical part of the map.
If Naesala has tried to attack Janaff with Vortex, he'll be close enough to talk to. Do so, and then make sure that Reyson is not positioned close enough to be talked to, while also being south, near the trees, so that the other allies can reach him. Meanwhile, have your flying units attack the Balistas, or the other Wyvern Riders if not able. On the next turn, Naesala should have moved to get closer to Reyson.
On the next turn, have your best units attack him, with Wind Tomes and Bows, preferably forged with maximum might and accuracy, so that they can more reliably hit him and also deal good damage. Best units for this can be Soren, Iliyana, Astrid, Shinon. Another option is a triangle attack, with Oscar, Boyd, Rolf, which inflicts a guaranteed critical attack. To do this, you need to have watched the base conversations on chapter 13 and chapter 19 involving the brothers, then have all three of them promoted and capable of using Bows (Rolf can naturally do so, Boyd needs to promote, and Oscar needs to choose to learn Bows on promotion). Then to trigger the triangle attack, have them positioned in a triangle formation, with a one space of distance from the enemy, and using their strongest Bow to attack.
When defeated, make sure to kill any Balistas and Wyvern Rider that can be dangerous for the Ravens, and let them retreat. If done correctly, when defeating the boss, you'll earn Challenger Route.
For the other achievement instead, Pacifist Route, it's essentially the same, except that you'll let Naesala talk with Reyson. In the mean time, instead of preparing to defeat him, you'll defeat the Balistas, Wyvern Riders, and any other enemy on the map. If done correctly, you'll earn the achievement when killing the boss.
The final achievement, Dialogue Route, simply requires any sword wielding unit to attack the boss, Homasa. The units for this are Zihark, Stefan, Ike, while Mia is excluding from this. All they need to do is engage in combat Homasa. They are not required to survive, but they also should avoid killing Homasa. Have each one equipped with an Iron Sword, and take off their skills if necessary (as long as you'll reload a prior save after this, there's nothing to worry about). Also, have Ike attack last, in case Homasa is near death.
For the map itself, you should definitely have Naesala talk to Reyson, since that'll get you the Knight Ring, and still get some BEXP out of it, if all the Ravens retreat from the map. Some enemies can be equipped with Longbows or Armorslayers, a Sniper in the middle of the map, and a Warrior wielding a Killer Axe, next to one of the Ballistas, so be cautious when moving. The boss, Homasa, will not move from his spot, but he does wield a Sonic Sword with a decent MAG stat, so he can still be dangerous even from distance. Use any unit who has a decent RES stat, or a Pure Water, and avoid attacking him close-range.
Once you've killed Homasa, you'll end the chapter, and earn Normal Route.
Further note, after some dialog, Volke will ask you if you would like to hire him indefinitely. If you choose the option "Hire", he'll change class to an Assassin, and will no longer take off 50 gold from you anything he steals or open chests/doors.
Chapter 20: Talrega
Objective
Victory: Arrive 20 turns
Defeat: Ike dies, Exceed 20 Turns
Bonus EXP
Clear the chapter in 10 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 150 BEXP
Ally
Army: 11 (Ike obligatory)
Enemy
32x Army
Treasures
1 - Smite
2 - Rescue
Enemy Drops
B - Tomahawk
a - Shine
b - Provoke
Enemy Reinforcements
Turn 3:
2x Wyvern Riders, bottom-right corner of the map.
Turn 5:
1x Knight, from the building bottom-right of the map.
Turn 8:
3x Wyvern Riders, to the left of the houses at the top.
Turn 10:
3x Wyvern Riders, same location as the previous one.
When crossing the blue line:
1x Mage and 1x Sage, from the building to the top, next to the one with a treasure.
When crossing the teal line:
1x Myrmidon, from the building near the arrive point;
2x Wyvern Riders, near the fort.
When crossing the mustard line:
1x Knight, from the same building as the orange reinforcement.
Boss
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Achievements
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
Reminisce (10) Clear 'Defending Talrega'
Guide
Before moving to the map, in the base conversations, you'll find a three star option named "Woman". Watch the conversation, then select "Hire", to recruit Calill (and get Meteor, a long range tome). This will earn you the achievement The First Lover. She might become important with her capability of using Meteor and other long range tomes in Chapter 22: Solo. Make sure to save these Tomes for that chapter.
Also, for the achievement What Side Are You On?, you need to make sure that both Jill and Mist have A rank support, and that you're playing on Hard difficulty (the conversation is the same on any difficulty). To get to this ranking, both need to be deployed in the same map just 5 times, including the same map were you recruit Jill. When you've achieved this rank, Jill just needs to talk with Shiharam, the boss of the chapter. Do not skip the conversation, watch it in its entirety (text speed doesn't matter here). If Jill did not reach A rank support with Mist, she will get converted as an enemy unit, with no way to get her back. Otherwise, if A rank was reached, even if Mist is not present on the map, the conversation will be resolve amicably, and Jill will stay an ally. You'll then earn the achievement.
This time around, you'll need to arrive to the point in 20 turns or less. Failing to do so will result in a game over. This means that you need to be a little quicker with your strategy.
This map will have an high prevalance of Wyvern Riders, so weapons that are effective against them will make the map more manageable. Only exception is the boss, Shiharam, due to him having a Full Guard equipped. Coupled with the Tomahawk, a strong 1-2 range handaxe, you're better off sending a tanky unit or your strongest sword unit.
The map will also have some Sages, one of which is equipped with a long range tome, positioned on spot on the way to the boss were there won't be much possible movement to avoid it. Prepare some Pure Waters, or send your strongest flying units to deal with them. If going for this route, watch for the reinforcements for crossing the hills, as that may complicate things for your other units.
You should consider grabbing the Rescue staff in one of the buildings. The staff would allow to teleport any distant ally near the user. It may come useful in specific situations, mainly to put allies back to safety.
Clearing this chapter, by making any allied unit arrive at the point, will earn you the achievement Reminisce.
Chapter 21: Without a King
Objective
Victory: Seize
Defeat: Ike dies
Bonus EXP
Clear the chapter in 18 turns or less: 400 BEXP (-40 for each extra turn)
Clear the chapter: 200 BEXP
Ally
Army: 13 (Ike obligatory) + 1 (Teuroneo, upon being recruited)
Enemy
Ena (B)
Kasatai (K)
Tauroneo (T; can be recruited by talking to him with Ike)
34x Army
Treasures
1 - Stiletto
2 - Parity
3 - Energy Drop
4 - Talisman
5 - Corrosion
6 - Thoron
7 - Master Seal
8 - Brave Sword
Enemy Reinforcements
Turn 6:
x1 Fighter, x1 Warrior, to the right of the starting point of your units.
Turn 19:
x1 Thief, all the way to the left.
When crossing the red line:
x2 Fighters, x1 Warrior, top right of the map.
When crossing the purple line:
x2 Halberdiers, x1 Sniper, near the room to the south with two chests:
When crossing the teal line:
x2 Myrmidons, x1 Swordmaster, just to the left of the entrance to the boss room.
Boss
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Achievements
Honorable General (5) Recruit Tauroneo
Finders Keepers (10) Obtain all treasures during 'Without a King' in one session and clear the chapter without having an enemy open any
The Truth Revealed (10) Clear 'Without a King'
Arrival (25) Clear 'Without a King' on Hard difficulty and arrive in Nevassa
Guide
This chapter has 3 Bishops equipped with Sleep staves. They can be very disruptive to your planning, or can even risk some unit's life if sleep lands on them. Units that have naturally high RES will have less of a probability of getting hit, but the possibility is still there. While advancing your units as a group, send some flying units to deal with these Bishops immediately. Alternatively, bring a a staff user with a Restore staff, to recover units from sleep, or some Pure Water to increase their RES, and make the debuff less likely to land.
There are many doors that will be required to reach the chests on the other side, so Volke and/or Sothe will be needed here. An enemy Thief will appear on turn 19 to open and steal the contents of the chests, starting by the closest room south. If you want to open all chests in time and earn the achievement Finders Keepers, you need to be quick with taking care of the other enemy units to reach him. You'll also need to play around with Rescue command from your mounted units, or even use Reyson's Chant to make your Thieves move quickly to one spot to another. If you have some Chest Keys from previous chapter, you may use them to offload some work from your Thieves. Of course, make sure that there is some units behind your Thieves who can deal with any enemey unit inside these rooms. One room in particular has a Swordmaster with a Killing Edge (the one north-west), so send anyone who can kill him from a safe distance.
If you plan on using your flying units to dispatch some enemies on certain parts of the map, beware of the reinforcements that will appear if crossing a certain distance (and the Bishops with Sleep Staves). One of these reinforcements has a Warrior, who comes with a Killer Axe (north-east). Before taking these units anywhere, calculate first if you're ready to deal with these reinforcements.
Kasatai doesn't have any impressive stats for his level, but he does come with a Brave Lance, giving him a second attack automatically. Still, he can be taken care of by your Mages/Sages, or any weapon effective against armored units. Though make sure to kill the Bishop near him, so that he doesn't heal him.
Right at the entrance to the room with the boss, is Tauroneo. This unit can be recruited by simply speaking to him with Ike, and you would want to do so, so that you obtain his Occult scroll. This also gets you the achievement Honorable General.
Ena can be difficult to deal with, since she heals each turn. But she has also has a Demi Band equipped, causing a reduction to some of her stats, making her just a tad bit easier. A strong enough Ike with Aether and a staff user should suffice. Consider to also use any Laguz weapons or Thunder tomes.
Seizing the point with Ike will clear the chapter, and earning you The Truth Revealed. If you were also playing on Hard Mode, you'll also earn Arrival.
If you cleared the chapter and managed to open all of the chests, and not let the Thief open any, you'll earn Finders Keepers.
Chapter 22: Solo
Objective
Victory: Defeat boss
Defeat: Ike dies
Bonus EXP
Clear the chapter in 12 turns or less: 300 BEXP (-20 for each extra turn)
For each Priest alive: 20 BEXP
Clear the chapter: 200 BEXP
Ally
Army: 11 (Ike obligatory)
Enemy
Schaeffer (B)
21x Priests (P)
25x Army
1x Thief
Treasures
1 - Sleep
2 - Nosferatu
3 - Spirit Dust
4 - Silver Bow
5 - Tomahawk
6 - Bolgannone
Enemy Drops
B - Killer Bow
a - Chest Key
b - Chest Key
c - Bolting
Enemy Reinforcements
Turn 5:
1x Thief, on the enclosed room to the right.
Turn 6:
1x Cat, 1x Fighter, to the left of the starting location.
Turn 10:
2x Tigers, 2x Sages, to the right of the starting location.
When entering either of the enclosed rooms:
1x Tiger, 1x Swordmaster, on the room to the left;
1x Cat, 1x Sniper, on the room to the right.
Boss
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Achievements
Holy Spirit Activate (10) Clear 'Solo'
Pacifist (10) Clear 'Solo' without killing any priests
Peter's Pence (10) Obtain all treasures during 'Solo' in one session and clear the chapter without having an enemy open any
Guide
This map has many unarmed enemy priestes that should not be killed. Completing the map while keeping all of them alive, can award you a good amount of BEXP, and an Ashera Staff, an S rank staff that can heal all allies on the map and recover them from any negative status. You can still shove them to let yourself pass through certain parts of the map. Mounted units can't Shove other units, so you may need to deploy more on foot units for this map. Be careful were you're pushing these units, as it may instead block your path, and may need to restart the map if it happens.
There is one Thief on the map that is placed near one of the chests, in the room to the left. This Thief will immediately go for this chest if left alive, making you fail the achievement Peter's Pence. To kill this Thief in time, a very easy solution is to use a long range tome. Calill is capable of using these Tomes, and even comes with one already, but if any other unit is capable of using these Tomes, that require at the least a B rank on its element, you may use them too. For the other Thief that appears on turn 5 in the other room, as long as you send any units to deal with that room, it'll be fine.
For the enemies in the rooms, the room to the left has Swordmasters, while the room to the right has Warriors. Both of them also have Snipers, putting any flying unit in possible danger, unless they have Full Guard equipped. Send lance users on the room to the left, and sword or axe users on the room to the right. Consider also Laguz weapons or other effective weapons against the Laguz that'll appear in either side of the map (they can be a bit tanky).
The Boss will be behind many unarmed Priestes, and one Bishop among them, who doesn't move, but can attack you if you're in his attack range. There are also enemies behind them that will move if you're in their attack range, and a Sage with a Bolting in the middle of them. If you can, kill the Sage first with a long range Tome, then have any high DEF unit force these enemies to attack them by standing in their attack range. If you can't kill the Sage first, then first take care of the other enemies, then push the Priestes away to reach this Sage with any of your units.
The priests need to be pushed with cautioness, to not block the path instead. Plus, the Bishop can attack, so make sure to unequip any weapons first if you're near this unit. Assuming you've eliminated the enemy units first, the way to creat a path with pushing should look like this:
When done so, you can reach the boss and the rest of the enemy units on the top of the map.
The boss of the map can be extremeley dangerous. He wields an Axe Killer and a Killer Bow, so he has a good chance of dealing a critical hit and possibly killing any of your units. He starts off with the Axe equipped, so attacking from range will be the safest method (if you can retreat that unit right after from his attack range). Incidentally, he has low RES, so he can be easily killed using Calill, or any other Mage/Sage unit that can use a long range Tome, by somwhere just in front of the Priests. If they can't attack the boss twice, use Reyson to give them another attack. If they can't kill him in one turn, they should be able to in the next one, since he won't heal fully. Plus, the Sage in the middle of the map drops a Bolting that can be used against him.
Once you've killed the boss, you'll clear the chapter and earn the achievement Holy Spirit Activate. You'll also earn Pacifist and the Ashera Staff if you left all the Priestes alive, and also Peter's Pence if you opened all the chests in the level.
Chapter 23: The Great Bridge
Objective
Victory: Seize
Defeat: Ike dies
Bonus EXP
Clear the chapter in 12 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 200 BEXP
Ally
Army: 13 (Ike obligatory) + 1 (Haar, upon being recruited)
Enemy
Petrine (B)
Haar (H; can be recruited by talking to him with Jill)
40x Army
Objects
Ballista (BS)
Iron Ballista (IB)
Killer Ballista (KB; 10% Crit)
Stone Thrower (ST; damages units surrounding target)
Trap (X; if a unit moves in this tile, they won't be able to move, even if refreshed with Canto; can still counterattack enemies)
Enemy Drops
B - Flame Lance
a - Long Bow
b - Blizzard
c - Killer Bow
d - Heavy Lance
Other Reinforcements
When crossing the green line, the turn after:
5x Paladins, near the boss.
Enemy Reinforcements
When crossing the yellow line:
1x Swordmaster, 2x Myrmidons, near the starting point.
When crossing the orange line:
1x Paladin, 2x Sword Knights, on the top-right corner, near the starting point.
When crossing the red line:
Haar (H; can be recruited by talking to him with Jill), 3x Wyvern Riders, all the way to the right.
When crossing the purple line:
1x Wyvern Lord, 2x Wyvern Riders, all the way to the left, close to where the green units appear.
Boss
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Achievements
Taking a Nap (5) Recruit Haar
Riven Bridge (10) Clear 'The Great Bridge'
Guide
Before the start of the Chapter, among the base conversations you can get an Hammerne staff. This staff can restore all the usability of any weapon/staff equipped by another unit. It is highly suggested to grab it.
Two obstacles presents themselves in this map: the first ones, are the hidden traps. If any unit moves in these tiles, they immediately end their turn. This doesn't take effect just by a unit moving in that tile, but also if they have to move there to reach another tile (just like bumping against an enemy unit in fog of war). All of the traps are already tracked in the map, and you should avoid them as much as possible. Flying units can't be affected by these traps, of course.
The second obstacle is the presence of Ballistas. This can put any flying unit that does not have a Full Guard equipped in danger (even the Stone Thrower is effective against them), or also any unit who has low DEF. Certain traps are also set up in a way to not make it easy to reach the Archers/Snipers operating the Ballistas. If you have any available, you could use a long range tome to immediately kill the units operating them, or Long Bows to reach the Ballistas easily. Sending first your high DEF units is mandatory, and even better if there are any staff user that can use Physic, to keep themselves out of their range. There are also some Mages/Sages on the bridge, including one with Blizzard, a wind long range tome, so consider bringing a Pure Water too if magic is a concern.
Haar is initially in the middle of the map, but before your first turn will disappear. When reaching the middle point of the map, he appears again behind you, all the way to the right. To recruit him, just talk to him with Jill. This will earn you Taking a Nap.
The boss, Petrine, comes with a Lance that deals fire damage. For damage calculation, it uses the MAG stat of the unit, rather then their STR. Even so, Petrine does have a good amount of MAG to still deal some damage, or even more depending on your unit's RES. Use any unit with high enough RES, or use magic users to deal the most damage while resisting her counterattacks.
Ending the map and the chapter will get you the achievement Riven Bridge.
Chapter 24: Battle Reunion
Objective
Victory: Arrive
Defeat: Ike dies
Bonus EXP
Clear the chapter in 7 turns or less: 400 BEXP (-40 for each extra turn)
Clear the chapter: 250 BEXP
Ally
Army: 11 (Ike obligatory) + 2 (Bastian and Lucia, appearing on turn 2)
Other
Geoffrey (G; recruited at the end of the chapter if he survives)
6x Army
Enemy
Rikard (B)
43x Army
Treasures
If Bastian, Lucia, and Geoffrey survive until Chapter 26 - Amity
1 - Savior
2 - Nihil
Ally Reinforcements
Turn 2:
Bastian (A), Lucia (L), next to your starting point.
Enemy Reinforcements
Turn 3:
1x Berserker, 2x Bandits, close to the building on top.
Turn 4:
2x Lance Knights, between the Ballista and the building to the top.
Turn 6:
Black Knight (K), close to the starting point.
Turn 7:
1x Halberdier, 2x Soldiers, 1x Bishop, near the building south-west.
Turn 8:
1x Berserker, 2x Bandits, near the building south-west.
When crossing the teal line:
1x Wyvern Lord, 2x Wyvern Riders, top-right corner of the map;
2x Wyvern Riders, close to the starting point.
Boss
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Achievements
Early Exit (5) Have the Black Knight leave early during 'Battle Reunion', then clear the chapter
The Elite Guard (10) Clear 'Battle Reunion'
Guide
Same suggestion as the previous map applies here: have your units with high DEF move forward, take on the enemy units, and tank some of the Ballistas hits. Lance users are better to the left, to take care of the Myrmidons and the Swordmasters, but they should have a Pure Water of the Sage near the Ballista; For the Ballista to the top, Axe or Sword users should be sent there. Bring anyone who can use weapons effective against the Wyvern Riders. If you have a really strong flying unit with a Full Guard, send it to dispatch the Ballistas (give them an Elixir, for emergency).
Both buildings will be at risk of being destroyed by Bandits, and require to make it quick. Moreso, among the Bandits, are Berserkers, who have an higher probability of dealing critical hits. Sword units, or anyone that can attack from distance, are important to deal with them.
You're also required to both make sure Lucia and Bastian survive, and to also reach and help Geoffrey before he dies to the enemy reinforcements. If they survive up to Chapter 26, Elincia will joing you with her personal weapon, Amiti. The green units can put up a fight against the enemy units, but can potentially die to the boss and the Knights, when they start moving in around 6 turns or so.
The boss himself is quite resistant to attacks of any type, and uses the Parity skill, which disables any bonuses a unit may have. Beware of what weapon he has equipped, and use the strongest weapon effective against it.
On turn 6, the Black Knight will appear, but he won't move from his spot this time. For the achievement Early Exit, you need to engage in combat against him with Ike and survive. A level 10 Ike should have the SPD to make sure he doesn't get attacked twice (23 SPD or so), and also enough DEF and HP to survive better. If your Ike is not there yet, consider using Seraph Robs, Speedwings, Dracoshields, or even Ashera Icon, to increase his LCK, and make it less probable for the Black Knight to activate his Luna. If you have BEXPs, consider also giving them to Ike, and even reloading your game if he didn't get any desidered stat.
After you've earned Early Exit, just make any of your units reach the arrive point, to clear the chapter and earn The Elite Guard.
Chapter 25: Strange Lands
Objective
Victory: Rout
Defeat: Ike dies
Bonus EXP
Clear the chapter in 7 turns or less: 300 BEXP (-30 for each extra turn)
Clear the chapter: 300 BEXP
Ally
Army: 12 (Ike obligatory)
Enemy
Gromell (B)
28x Army
Objects
Ballista (BS)
Stones (S; will roll down the hill, dealing 10 damage to any unit in its path)
Stone Throwers (ST; damages units surrounding target)
Enemy Drops
B - Bolt Axe
a - Laguzslayer
b - Purge
Enemy Reinforcements
When crossing the yellow line:
1x Wyvern Lord, 2x Wyvern Riders, on the top left side of the map.
When crossing the orange line:
2x Cats, on top-left side of the map;
1x Raven, to the top-right side of the map.
Boss
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Achievements
Uphill Battle (10) Clear 'Strange Lands'
Guide
Although there is no achievement about this recruitment, if you view the base conversation "Man", and select "Hire", you'll recruit Largo, the only playable Berserker of the game.
Consult the map carefully to see where the boulders can come from. Each boulder deals 10 damage, and are capable of killing any unit. One possible way that can also create less of a headache is to trigger all the boulders with your tankiest units, or by making just one unit getting hit by them, while the other units stand in a safer place.
Map's terrain penalizes movement to your mounted units, so deploy units on foot or flying units for this map. While you can kill any enemy that is operating the boulders or the stone throwers, one Ballista is sitting on top of the mountain, that can be mortal to your flying units. You can either make it waste all of its ammunition by putting a high DEF unit in its attack range, or sending a flying unit with Full Guard. Long range tomes should also be used here, especially if they are capable of killing any units operating the Stone Throwers.
The boss is waiting at the top, and will move towards anyone that gets in his attack range. He wields a Bolt Axe, but doesn't really have high stats, unless he gets to 50% of his HP, were his stats will get multiplied x2 with his Resolve skill. Still, best way to deal with him is to send a flying unit to attract his attention (better with Full Guard, as his attack range overlaps with the Ballista's), and then using your flying units to kill him, being careful of the Ballista. Tanith's Sonic Sword will be very effective agains the boss, especially if Resolve is activated.
When you've defeat all of the enemies, you'll clear the map and earn Uphill Battle.
Chapter 26: Clash!
Objective
Victory: Seize
Defeat: Ike dies, Elincia dies
Bonus EXP
Clear the chapter in 13 turns or less: 500 BEXP (-40 for each extra turn)
Clear the chapter: 400 BEXP
Ally
Army: 19 (Ike, Elincia obligatory)
Enemy
Bertram (B)
43x Army
Enemy Drops
B - Runesword
a - Silver Sword
Enemy Reinforcements
Turn 4:
3x Wyvern Lords, near the Knights, north of the starting point.
Turn 5:
3x Paladins, near the fort.
Turn 7:
3x Sages, x1 Swordmaster, in front of the fort's entrance.
Turn 9:
3x Paladins, same placement as the orange reinforcement.
Turn 10:
4x Paladins, same as the previous reinforcement with an extra Paladin.
Turn 13:
6x Paladins, final reinforcement in the same location, with an extra Paladin.
Turn 16:
6x Wyvern Lords, on top of the rocks to the right of the fort.
Boss
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Achievements
A New Recruit (10) Clear 'Clash!'
Guide
This map can easily overwhelm you if you do not take care of the enemies coming at you as fast as possible. Elincia will also be playable for now on, but on this map, if she dies, it'll result in a game over. Keep all of your units close together, while also moving them just outside of their attack range.
Start with the Paladins to the north and work it out through the Knights and Laguz to the left. Use your best units with high DEF for the Paladins and the Wyvern Lords, and prioritize any enemy with magic or bows, since they can deal heavy damage to flying units or units with low RES. For the Blizzard user at the start to the north, have someone with high movement to kill him, but not before dealing with the Paladins (or the Wyver Lords if you were slow).
Be aware the near the fort there will be a constant reinforcement of Paladins. They can potentially surprise you, if you don't mind your unit's positioning when reaching that spot.
Bertram uses the Runesword, a 1-2 range light magic sword that recovers his HP for the damage he deals. Use a unit with high RES, or Pure Water or the Ward Staff, if he is using this Sword. Of course a magic user will deal the most damage to him, just be aware that he may change into his spear if he can deal more damage with it. You could also use Ike, if he needs the EXP for the next chapter.
When Ike seizes the objective, the chapter will end, and you'll earn A New Recruit.
Chapter 27: Moment of Fate
Part 1
Objective
Victory: Arrive
Defeat: Ike dies
Bonus EXP
Clear the chapter in 19 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 500 BEXP
Ally
Army: 11 (Ike obligatory)
Enemy
Hafedd (B)
50x Army
3x Thief
Tresures
1 - Bolganone
2 - Resolve
3 - Laguz Axe
4 - Fortify
5 - Spear
6 - Silver Lance
7 - Physic
Enemy Drops
B - Occult Scroll
a - Antitoxin
b - Double Bow
c - Silver Lance
d - Door Key
e - Door Key
f - Chest Key
g - Chest Key
Boss
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Guide
This chapter will be divided in two parts. The first part's map starts with two paths that you need to take, to reach the doors with the chests and the boss. You'll have to deploy two units that can use staves, as you'll need to divide your army for both paths. At the beginning, you'll need sword users or axe users for the warriors to the left, and lance users or axe users for the Knights to the right. When reaching the doors, there will be Knights awaiting you to the left, and some Laguz enemies to the right, so it would be better to have axe users to the left, while the right side should be accompanied by a Sage with a Fire and a Wind tome, and they can also be useful against the Knights at the beginning. For the middle, you could put Ike there (he should be strong enough for this, if you've trained him well for Child of Gawain), or you can just leave it be for the time being. There is a Sage with a long range tome, so have someone that can tank the hits of this Sage and make them waste it, so that you'll be free to move as you please.
There are also three thieves, all of them at the beginning of the map with you, but behind the enemies there. If you are using mounted units and manage to kill the enemies fast enough, next turn it shouldn't be a problem to reach them. Another option is to also use a long range tome, kill the one on the left, so that you'll have to worry about the two on the right. As long as you kill them, you are safe for Last Call. However, while this map does give you Chest Keys, they can only 6 out of the 7 chests on the map. Remember to deploy a Thief/Assassin, so you do not get stuck here.
The boss will occupy the arrive point and wields a Brave Lance, giving him a guaranteed follow-up attack. He also has the Knight Ward, increasing his DEF and RES, but Mages/Sages should still be the best option to kill him. He also comes with Miracle, and if it activates, it can let him survive the final hit, so make sure to have another unit ready to kill him if it happens.
When the boss is killed, and you've opened all of the chests on the map, move any unit on the blue square to finish this part of the map.
Part 2
Objective
Victory: ???
Defeat: Ike dies
Bonus EXP
Clear the chapter in 19 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 500 BEXP
Ally
Army: 2 (Ike, Mist obligatory)
Enemy
Black Knight (B)
Enemy Reinforcements
Turn 3:
2x Halberdiers, 1x Bishop; both Halberdiers will be in both sides of the map, while the Bishop will be in the right.
Boss
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Achievements
Bad Omen (10) Clear 'Moment of Fate' and recruit Ena
Growth (25) Clear 'Moment of Fate' and recruit Nasir
Last Call (10) Obtain all treasures during 'Moment Of Fate' in one session and reach the Black Knight without having an enemy open any
Child of Gawain (50) Clear 'Moment of Fate' and recruit Nasir on Hard difficulty
Guide
If you managed to do Early Exit, then Ike should be able to survive at least one attack from the Black Knight, and even have enough HP to survive his Luna. Ike this time around will also need to be able to kill the Black Knight with the assistance of Mist, and earn Child of Gawain.
But before doing this, you may want to first do Bad Omen. You simply need to move both Ike and Mist to the escape point, and make them escape. Doing this, they'll both retreat, finish the Chapter, earn both this achievement and Ena. After doing this, you'll unfortunately need to reload a prior save and re-do the chapter again.
Ike's most reliable way to kill the Black Knight is to activate Aether at the least two times. At max level, he should have enough SKL to make it probable enough to activate. This however will mean that this may require trial and error to get it right. It sadly can't be helped.
Mist will also be present on the map, and her job is to heal Ike and help him survive against the Black Knight. Have her equipped with Mends and Physics. On turn 3, some units will appear, but they won't target Ike, instead will target Mist. It's a waste of time to make Ike kill them, so just make sure that Mist is out of danger as much as possible. If she is promoted as a Valkyrie, she'll have the Canto ability, were she can use any unused movement after taking action, to reposition to safety. It is suggested for her to have it, but not really a necessity either.
When Ike manages to kill the Black Knight, the chapter will be properly completed. This will earn you both Growth (25) and Child of Gawain, if playing on Hard Mode. If you've also managed to open all of the chests in the first part, without any enemy Thieves opening them, you'll also earn Last Call.
Chapter 28: Twisted Tower
Objective
Victory: Seize
Defeat: Ike dies
Bonus EXP
Clear the chapter in 10 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 700 BEXP
Ally
Army: 11 (Ike obligatory)
Partner
Tibarn (T)
Enemy
Heddwyn (B)
40x Army
Enemy Drops
B - Rexbolt
Enemy Reinforcements
Turn 5:
2x Cats, at the entrance of the tower.
Turn 6:
1x Hawk, to the left of the entrance to the tower;
1x Hawk, 1x Raven, to the right of the entrance.
Turn 8:
2x Tigers, on opposite sides of the tower.
Turn 9:
1x Hawk, to the left of the entrance to the tower;
1x Hawk, 1x Raven, to the right of the entrance.
When crossing the blue line:
3x Tigers, at the entrance of the tower.
Boss
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Achievements
Laguz Slayer (10) Clear 'Twisted Tower'
Guide
Not only will there be a great density of Laguz units, but there will also be Dragons. These Laguz are far worse and Tigers, boasting high DEF and high magical damage. Ike, especially when strong enough to take on Child of Gawain, can deal with the Dragons with Ragnell, and even attack them from the distance, to not get counterattacked. If you have both Wrath and Resolve, you could give them to Ike and replace them with his Aether. Both those skills make an absurd combination, were Ike gets high critical chance, while also having high avoidance. If you do not have both of their scrolls available, keeping him on Aether will sufficie too, as it would heal him and also ignore the DEF of the enemies.
In this chapter you'll also have recruited either Nasir or Ena, a Dragon Laguz. Nasir, outside of having the hardest requirement, killing the Black Knight, is also the better unit among the two, and can help out agains the Dragons and other Laguz. Do not give him a Demi Band, and instead use a Laguz Stone, to transform him. Though do save at least one for the next chapter, where he becomes obligatory to deploy. Outside of the Dragon Laguz, you'll also have Tibarn as a partner unit. Tibarn is really strong and can deal high damage against the Dragons and other Laguz enemies. It's very hard for him to be in danger, but the possibility is still there. He also doesn't need to survive for him to join you in the next chapter.
With your other units, equip your best ones with Laguz weapons, and give your Mages/Sages Thunder tomes (even better if they are forged). Other Laguz types are present, so make sure to also have anything that is effective against them. Further more, units that have high enough SPD makes sure that they'll survive longer against these enemies.
Your approach for this map, if you're especially not confident in your units' survival, should be to move forward slowly, making sure to not be in danger against a surprise attack by either Tigers or Hawks. There are also 2 Sages, of which one is the boss, and one Bishop that can attack you from great distance with long range attacks. The Bishop possess a Sleep Staff, and if it lands, could be immediate danger to that unit if there are numerous enemy units around. You can resolve either of these issues by sending Tibarn to them with Ike, though the "Target" function won't make Tibarn attack them, rather just move there. You can Target a location, and then the next turn instruct him to "Roam", and he should attack the Sages/Bishops first before anyone else. You can also use any flying unit to kill these enemies, better yet with Pure Waters in effect.
As you approach the boss, a Dragon that does not move obstructs your way to them. Even if you were to kill the Dragon, the boss possess the highest level lightning tome that can do heavy magical damage. Ike, at this point in the game, should have no issues to kill him, but anyone else may need a Pure Water or the Ward Staff effect applied to survive.
When the boss is dead, have Ike seize the location, and end the chapter. This earns you the achievement Laguz Slayer.
Final Chapter: Repatriation
Objective
Victory: Kill boss
Defeat: Ike dies, Elincia dies (if she's deployed)
Ally
Army: 13 (Ike, Nasir/Ena obligatory)
Enemy
Ashnard (B)
Bryce (R)
38x Army
Enemy Drops
R - Speedwing
Player Reinforcements
After defeating Ashnard the first time:
You can choose between calling Tibarn, Naesala, or Giffica for reinforcement, but will appear the turn after the call.
Enemy Reinforcements
Turn 9:
4x Paladins, 1x Bishop, all next to Ashnard.
Boss
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After being defeated the first time:
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Achievements
Shining Light (10) Steal the Rexaura during 'Repatriation'
It Is Truly Over (50) Clear 'Repatriation'
An End to the Terror (50) Clear 'Repatriation' on Hard difficulty and end the Mad King's terror
Guide
Some of the enemy units in this map possess skills such as Adept (low chance of performing a follow-up attack), Vantage (will always attack first), or Deadeye (100% accuracy, and chance of putting units to sleep). These skill can be devastating and potentially put your units in danger. Check which of these units possess skills and be careful around them.
Ike by himself can be put at the center of the fountain with a Laguzguard equipped, and will be able to defeat any Tigers or Dragons that are there, and even defeat Bryce, as long as you do not position Ike in Ashnard's attack range. Bryce can still deal some damage to Ike due to his Wishblade, therefore some Vulneraries can become important for Ike. If he's running Wrath and Resolve, give him an Elixir, for later on against Ashnard.
With the rest of your units, you can go in this map with two strategies in mind: divide your army in two and make them move to either side of the map, and kill the enemy units slowly there, while assisted by at the least one staff user on each. Spear users are better to the left, while to the right Axe users are better. A magic user might be necessary to kill the Tiger and the Cat to the right, while the Cat to the left can be killed by any of your other units. You should also try to make them stand on the bushes, to gain defence and avoidability, and make them survive better.
You can also just move all of your units to the center of the map, and take on any enemey unit one by one, by blocking the pathways with your most resistant unit. If you block the passage correctly, only one enemy units will be able to attack, and maybe some other unit that can attack from distance, while you can change positioning between the units and attack any enemey close enough to you. It is more suggested the first approach, as that would let you move close to the Bishop with the Rexaura next to Ashnard, while also avoiding him.
For the achievement Shining Light, you need to steal this tome. Normally it is not possible, since the Bishop has it equipped, and they won't unequip it when using staves. The only method to make it possible to steal the Rexaura is to Silence him with the Silence Staff (can be found in Chapter 18, or possible to steal from a Bishop in Chapter 27), and then force him to use his Elixir by dropping his HP to the single digit, making him unequip his Rexaura. The chance of landing Silence depends on the distance between the staff user and the target, and the amount of MAG the staff user possesses. A Soren with MAG 30 and just in front of the Bishop gains somewhere like a 30% chance to land silence (due to the Bishop having high RES). Once they've used their Elixir, you're then capable of stealing the Rexaura, and earn the achievement.
Ashnard will begin to move towards Ike on turn 10 if no one moved in his attack range. Ike and Nasir are the only units that can deal any damage to him. Even so, Nasir is not really a great unit and uncapable of doing much, so you'll have to rely mostly on Ike. An Ike with the Wrath and Resolve combo just needs to be hit by Ashnard one time, and will be able to one-shot Ashnard with one critical hit. But when Ike makes a counterattack against Ashnard while activating both skills, it is best to make him use an Elixir, in case Ashnard is capable of killing him, especially if he gets in his second phase. If your Ike possesses Aether instead, you'll need to have a staff user accompany him, with a Physic staff, so they stay out of Ashnard's attack range.
When you've defeated Ashnard, he'll transition to phase two. On Hard Mode, you'll be able to call a Laguz royal only during phase two. Among the three choices, Naesala is not suitable for this fight, so the only more relevant ones are Tibarn and Giffica. Tibarn has a skill that nullifies damage and has great reach, while Giffica is very resistant. Either of them can assist you to deal damage against Ashnard.
Once you've defeated Ashnard for the final time, you'll finally beat the chapter and finish the game, earning you It Is Truly Over, and An End to the Terror on Hard Mode.
Trial Map 1: Hillside Battle (beat the game on Easy Mode)
Objective
Victory: Rout
Defeat: Ike dies
Ally
Army: 8 (Ike obligatory)
Enemy
31x Army
Enemy Reinforcements
On turns 3, 6, and 9:
2x Halberdiers, 1x Sage, at the top of the hill.
On turns 5, 8, and 12:
1x General, 1x Sniper, 1x Sage, at the bottom of the hill, were units are deployed.
Achievements
Upwards! (10) Clear the Trial Map 'Hillside Battle'
Guide
This map is essentially Chapter 25's map, but with stronger enemies. There are also reinforcements that can appear behind you, and any Sages that appears on this map will have long range tomes. The Stones are at the least avoidable, minus the two in the top-right, as you're forced to kind of move in their range.
Mounted units will have their movement penalized, so try to bring any on-foot units or flying units, the best that you can bring. A very strong Ike can take on the map by himself, but will still take some damage from the stones, so give him some Vulneraries and Elixirs. Your flying units (or Tibarn if you've recruited him) could immediately go to the top of the hill to kill some of the units there, and to move immediately to the reinforcements that will happen at the end of the map. For the reinforcements that instead will appear at the beginning of the map, you could leave someone behind to kill the Sages, and preferably with as high DEF as possible, to resist the Snipers and the Generals. As for the rest of the enemies, lance users or axe users with high DEF would be more indicated for this, accompanied by Ike, to take care of the Swordmasters and the Warriors there.
When you've managed to kill all of the enemies, you'll complete the trial map and earn Upwards!.
Trial Map 2: Lonely Island (beat the game on Normal Mode)
Objective
Victory: Defend for 8 turns
Defeat: Ike dies
Ally
Army: 11 (Ike obligatory)
Enemy
22x Army
Enemy Reinforcements
Turn 3:
6x Wyvern Lords, bottom-left of the map;
6x Ravens, top-right of the map.
Turn 5:
6x Wyvern Lords, bottom-right of the map;
6x Ravens, top-left of the map.
Turn 7:
4x Wyvern Lords, to the left of the map;
4x Wyvern Lords, to the right of the map.
Turn 8:
6x Ravens, to the left of the map;
6x Ravens, to the right of the map.
Achievements
Stranded (10) Clear the Trial Map 'Lonely Isle'
Guide
All of the enemy units in this map will be Wyvern Lords and Ravens. They usually will come from the edges of the map, meaning that they have to spend one turn to be close enough to the middle island. The same applies to also the ones at the beginning, as they are far enough to need a turn to get closer.
Use any unit that uses Bows, or Wind tomes, or has high enough speed to contest against the Ravens (Someone like Marcia will suffice against them). You could bring a Sniper to use the Ballistas, but usually your own equipment will be far better then them, and you would only use them if they are far enough from you.
Disposition wise, have your tankiest unit surrounding the entrance of the castle, and Ike standing in the green square. That is, if you bringed any units here. If ike is at max level, and comes with Wrath and Resolve combo, he can be deployed alone on the green square and can complete the map by himself. Otherwise, Aether is also good enough, and can give him more resiliance. Give him also Elixirs and Vulneraries for emergencies and he'll be fine. If you did bring other units, besides giving them the best equipment and some healing, they'll do a fine job, as long as they slow the enemy down, up to 8 turns.
After turn 8, you'll complete the trial map, and earn Stranded.
Trial Map 3: Strange Turn (beat the game on Hard Mode)
Objective
Victory: Rout enemy
Defeat: Ike dies
Ally
Army: 6 (Ike obligatory)
Enemy
17x Army
Enemy Reinforcements
On turns 2, 4, 6, 7, 9, 10, 12:
2x Swordmasters.
On turns 2, 5, 7, 8, 9, 10, 12:
2x Halberdiers.
On turns 3, 4, 6, 8, 9, 10, 12:
2x Snipers.
On turns 3, 5, 6, 7, 8, 10:
2x Warriors.
On turns 11 and 13:
2x Paladins.
On turns 11 and 13:
2x Paladins.
On turns 11 and 13:
2x Generals.
On turns 11 and 13:
2x Sages.
Achievements
Hostage (10) Clear the Trial Map 'Strange Turn'
Guide
This trial map will have a big number of reinforcement units that will appear in each of the entrances. Specific units are guaranteed to appear on any of these exits. For example, Snipers always appear at the top exit, and Warriors will always appear at the bottom one. After some turns, these units will be equipped with killer weapons (high critical chance), and past turn 10, Sages with long range tomes, Paladins with bows, and Generals will appear, in the same fashion as the previous units.
With this in mind, the safest spot to stand on would be the bottom-right. Standing there means that you'll have to deal with the Halberdiers and the Warriors, while staying out of range of the Swordmasters, Snipers, and the Sages' long range tomes. At the beginning, make your units kill any enemey that is in the bottom-right corner (usually being at the last one Bishop), and make position them in a way to close on the healer, so that they are safe from any direct attack, although they can still be attacked by ranged attacks. You at most would need two units for this,
Use a healer and your strongest units with high DEF (Oscar, Kieran, Jill with Full Guard...), equip them with the best equipment they can use, including Handaxes or Javelins. If you have Tibarn/Naesala/Giffica, bring them with you, as they can just roam the map for a bit and kill Bishops or other targets (Naesala will be a bit worse, but the other two will be strong enough). Ike, if he is max level, can just stand on the other side of the map with Ragnell and kill any unit by himself. Especially if he has Resolve and Wrath, will make him very difficult to die. Equip him with an Elixir anyway, just for emergency.
Reinforcements should stop by turn 14, in which you can just have all of your units attack any remaining enemies on the map. And after doing so, you'll finish the trial map and earn Hostage.