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FAQ/Walkthrough by Trooprm32

Version: 1.03 | Updated: 04/06/09

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Full Walkthrough/FAQ for Fire Emblem: Shadow Dragon
By Trooprm32 (c) 2009
Contact; trooprm32@hotmail.com, gamefaqs PM system
Version 1.0

Table of Contents
All catagories are coded, Ctrl+F to search and put [XXX] into the field.
X's represent the number/letter combination on the certain catagory.

Version History,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[v00]
Before you start;
    i)Stratagies and Advice,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[sa1]
Main Walkthrough,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[mw2]
    Prologue I
    Prologue II
    Prologue III
    Prologue IV
    Chapter 1 ~ Marth Embarks
    Chapter 2 ~ The Pirates of Galder
    Chapter 3 ~ A Brush in the Teeth
    Chapter 4 ~ Battle in the Lea
    Chapter 5 ~ Champions of Aurelis
    Chapter 6 ~ Fire Emblem
    Chapter 7 ~ Lefcandith Gauntlet
    Chapter 8 ~ Port Warren
    Chapter 9 ~ The Pyrathi Dragon
    Chapter 10 ~ Princess Minerva
    Chapter 11 ~ Knorda Market
    Chapter 12 ~ The Ageless Place
    Chapter 13 ~ The Wooden Cavalry
    Chapter 14 ~ Land of Sorrow
    Chapter 15 ~ An Oasis of Magic
    Chapter 16 ~ The Battle for Altea
    Chapter 17 ~ Star and Savior
    Chapter 18 ~ The Sable Order
    Chapter 19 ~ Manakete Princess
    Chapter 20 ~ Camus the Sable
    Chapter 21 ~ Clash in Macedon
    Chapter 22 ~ A Knight-Filled Sky
    Chapter 23 ~ Dark Pontifex
    Chapter 24 ~ The Dragonkin Realm
    Endgame ~ Chosen by Fate

Gaiden Walkthrough,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[gw3]
    Chapter 6x ~ In Wars Grip
    Chapter 12x ~
    Chapter 17x ~
    Chapter 20x ~
    Chapter 24x ~
Game Features,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[gf7]
    Secret Shops
Questions and Answers,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[qa1]
Special Thanks,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,[ty1]

Version History                                                           [v00]

03/22/2009 - Started and added Chapters 1-7

Introduction                                                            [in0]|
Ohh the ever so acclaimed Marth, yes, your awake.
This is my first written FAQ for a game, which so happens to be a good one.
This FAQ covers everything I can think of for this game, a main walkthrough,
a gaiden walkthrough, and everything down from units to items.
The walkthroughs are based on Normal mode.
I am biased towards certain characters, theres a set team I will use and bench
everyone else, it's my opinion and im entitled to it, but i will try new guys 
over time. ;D
I will not class change any units, and they will stay the same until lvl 20,
where they promote.

* Main Walkthrough                                                       [mw2]*

Prologue I

Run Marth as far right as he can go, enemies will appear after you end, then
they will start to advance upon you. Since you will nail these Fighers in one
fight anyways, run past them towards the throne, and equip your Iron Sword,
it's better to save the Rapier for later. Both Fighters should be dead, so
continue to run up. The Soldier will attack, ignore him for now, and attack the
bozo who just stood on your throne. Both Soldiers will then attack you again, 
and you should have killed both, if not then finish them off. 
Finally stand on the glowing square to seize then throne and continue to the
next chapter.

New Units
Marth - Lord

Prologue II

Oh Yes!! Mr. Frey and Abel have come to join you, both are great Cavaliers, and
begin at level 1. They both have a major movement advantage over Marth, so give
him a kill or two to even out the experience gains.
Now start off taking the first guy out with Marth, easy. You may have noticed a
new enemy, the Archer. They will hit you from one square away, so take them out
quickly. Like the last chapter, make your way towards the glowing square, and
seize after your defeat all the Gra enemies.

New Units
Frey - Cavalier
Abel - Cavalier

Prologue III

At the beginning you get two more guys on horses, horay?! Cain is another
Cavalier and Jagen is a currently overpowered Paladin, and already
pre-promoted. Jagen shouldn't be used, as he will literally waste experience,
so keep him at the top. Another new guy, the Mage who is blocking the seize.
Like the Archer they hit from one space away, but are much strong, and more
nimble in comparison. you shouldnt have trouble, so finish the chapter and 

New Units
Cain - Cavalier
Jagen - Paladin

Prologue IV

*2 Pegasus Knights at turn 8

You start this one off with many more enemies, and with an actual enemy Boss
character. Your given a door key at the beggining, so on that note, make your 
East towards the small fortress dividing the land. A scene will cut, and Gordin
an Altean Archer will appear, so open the door and talk to him with Marth, then
give him the bow from the killed enemy Archer.

On turn 5 a force of 10 invincible Knights appear at the West edge. Your
buddy tells you one of your characters has to be a decoy, which means you will
never get him back, luckily Jagen is a terrible unit and whom you will never
Before you do though, it's very very important that you take his equipment
from him, especially the Silver Lance.
Run him down to the fortress and use the Decoy option, all the Knights
will leave and the door above you will open. Make your way up and to the
village where you will get a Steel Bow. Two Pegasus Knights will appear at the
fortresses to the West on turn 8, perfect experience for Gordin. This boss
gives you a chance to pick between an existing unit, and Norne who is an Archer
you will recieve if you leave the prologue with only 4 units. If you are
considering it, Gordin and Frey are viable options, the choice is yours.
Take out the boss by weakening him and finishing it off with a weak character,
seize and now the real game begins.

~Door Key
~Iron Bow - Archer
~Steel Bow - Village

New Units
Gordin - Archer

Chapter 1 ~ Marth Embarks|

You are now given Draug, a lame Knight, and Caeda, who is a pretty good Pegasus
Knight. If you happened to loose a character during the prologue, or killed one 
off, not counting the decoy, leaving you 4 units, Norne, an Archer will join

First of all, trade Caeda a Javalin, so she won't waste her Winged Spears uses,
just like your did with Marth at the start of the game.
Start off by visiting the village, and scoring 10,000 Gald. Take out the Thief
who just ransacked the village below, and advance your units towards the 
Along the way, there are many Fighters who wield Axes, if Marth is attacked,
they will die in 1 turn, so try to use him sparingly, and keep him from being 
attacked. Since you now have a flying unit, Archers will inflict high damage 
on you, keep that in mind when your using Caeda. 
In the far left village holds a recruitable stinky bald old man, a Curate, so 
use him for now until he can be replaced.
Heal up your guys and prepare to fight the boss. Marth getting healed while he
smacks the boss will do the trick, and of course the weak character finishing
him off to maximize exp. gained, is the best way to go with every boss.

~10,000 Gald - Eastern Village

New Units
Wrys - Curate
Extra~ Norne - Archer

Chapter 2 ~ The Pirates of Galder|

Altea: 12
Galder Pirates: 17
Armory: 1

You start off completely surrounded, but OH WAIT... you just got 4 new guys,
Ogma, Bord, Cord, and Barst. Ogma is a Mercenary, uses a sword and excels in
Skill and Speed, compared to Marth's Strength and Luck. With that, he will
double hit more often. Bord, Cord, and Barst are all Fighters who wield Axes.
By looking at their stats, Cord is better than Bord, and Barst is better than
Cord, leaving Barst the best of the 3, so it would be best not to use the
other two.

Moving on... Take Ogma, and Marth to the top Island, as you will see Darros, a
Pirate who is even more mediocre then Bord, Pirates also use Axes, and the only
difference is that they can walk on water, Yes Jesus was a Pirate. So go and
talk to him with Marth and leave him with other cruddy characters.

Finish off the thieves, hunter, and pirate up top then assemble your main force
and start to push West. Watch out for the 2 Hunters, who will easily kill
Caeda. Quickly take out the no name one, and fly up to Castor, who turns out to
be another recruitable character. Comparing sad face Castor to Gordin, he has
an advantage in Strength, but he lacks the Defence and Luck to pull off Crits
in which Gordin will alot later on. Nag the village up top for 5,000 Gald, then
finish off the last 3 pirates, heal up, save if you want, and then prepare to
fight the boss. This guy fights at range, and close up, so be wary on where you
place your healer. Once again, as you should know by now, let the weaker guy
finish him off.

~5,000 Gald - Village
~Steel Sword - Boss

New Units
Barst - Fighter
Bord - Fighter
Cord - Fighter 
Ogma - Mercenary
Darros - Pirate
Castor - Hunter

Chapter 3 ~ A Brush in the Teeth |

Altea: 14
Other: 2
Soothsires: 15
Armory: 1

You start off in the mountains, with forces above, and to the left of you. Lena
and Julian appear to be running away from a bunch of ruffians at the top,
including the recruitable Navarre. Navarre is a Myrmidon who is great in Luck
and Speed, but mediocre in the rest, but still manages to be a great character. 
Run the 2 guys down and move up Caeda and another character to fight off the 
Thieves, Fighters, and Hunter. 
Caeda's job is to recruit Navarre, whom she seems to know, but he has no 
recollection of ever knowing her, one of them must be delusional. Lena is a 
Cleric, identical to the Curate, but not as ugly, and Julian is a thief whos 
purpose is to loot chests, and open doors.
Take Wrys' heal and give it Lena, you might be tempted to get him killed, but
maybe another time :). Finish off the guys from both sides and make your way to
the boss, and grab the Devil Axe from the village.
Once all the enemies are dead, go after the jerk boss who stole Lenas Mend.
Like the last one he hits ranged as well as close up, so prepare accordingly.
Seize and prepare for the next chapter.

~Devils Axe - Village
~Mend - Boss
~15,000 Gald - End

New Units
Lena - Cleric
Julian - Thief
Navarre - Myrmidon

Chapter 4 ~ Battle in the Lea|

Finally, just get to use the Preparations Base. This menu will basically help 
you organize yourself and help you prepare for upcoming battles.
Here I will describe its function, if this is old news, just skip down.


Pick Units~ A maximum of 14-16 units are allowed on the field at once,
depending on the chapter. This helps you organize who you want to use, and who
sits the bench.

View Map~ Look at the terrian, enemies you will be facing, and most importantly
it allows you to rearrange your units positions, except Marth.

Inventory~ Allows you to trade between guys, send or take items from the
Convoy, equip, use, discard, and a new feature; Merge which combines 2
identical items into one.
i.e., Iron Sword 26/40, and a Iron Sword 10/40 will combine uses left to make
36/40. It cannot exceed its maximum, therefore a 30/40 and a 16/40 will still
make 40/40.

Reclass~ Allows you to change into a different class, discussed further at the
end of the walkthrough

Armory~ Sells basic weapons, staves, tomes. You can sell unneeded items, and
you can also forge items, that add or subtract weapon attributes for a cost.

Save~ Save preparations.

Fight~ Start the Battle.


Altea: Max. of 14
Macedon: 20
Armory: 1
Arena: 1
Village: 2

Your out at the bottem, solid team, all equiped, and ready to go. You'll notice
a large horde of guys randomly up top, and since most of them are fighters,
send Ogma, or Navarre, along with Julian, and possibly another unit of your
choice. A thief up top should start running West, and even though he can run
over rivers, he doesn't, so he will run down and you can easily intercept him
with your main force.
So start moving the rest of your guys to the left, and make sure you have Lena
with you to recruit another cavalier, Matthis. Unlike other guys so far, he
will attack you, so make sure you don't kill him. Matthis as another cavalier,
is useless, his skill is obviously too low for him to be good, so don't use
Just after all those cavalier are dead, Mr. thief should be close, so take him
out before he gets to the village. Speaking of which, visit it with Marth and
suprise, Merric, a decent mage who is a childhood freind of Marth will join
you. He comes with Excalibur, so avoid wasting it this chapter. Continue
forward and 2 new units, horseman, will attack, luckily they only have bows,
and that knight on the bridge doesn't move. Place the guy who needs kills a 
space away from the knight, and a tank behind him, probably Cain. The horseman
will move inbetween your weak unit, and the knight to attack your tank, move
him away, and the horseman will have no one to attack, and he won't move, so
kill him, and repeat with the next. Due to them being pre promoted, they give
a lot of exp. Take out the knight and make your way to the boss.

Divert Marth to the right and nab the 5,000 from the village. The boss Bentheon
has a close ranged Ridersbane spear, and you just so happen to get it after
he's dead. Most of your units don't stand a chance against him, so try using
your fighter, archer, and mage to take him out.

It's now entirely your choice to use the arena before you seize, personally I
think it makes the games too easy if all your guys are lvl. 20 by chapter 5,
regardless, seize when your done, and an old man will give you a silver

~5,000 Gald - Top Village
~Ridersbane - Boss
~Silver Sword - After seize

New Units
Matthis - Cavalier
Merric - Mage

Chapter 5 ~ Champions of Aurelis |

Altea: Max. of 10
Archanea: 5
Macedon: 18
Armory: 1
Village: 1

*1 Cavalier on turn 10

Right off the bat, you get 5 new units, Wolf, Sedgar, Hardin, Vyland and 
Roshea. Wolf and Sedgar are both horsemen and have insane stat growths. Roshea 
and Vyland the Cavaliers and about the same when they are the same level. 
Finally Prince Hardin, his strength and skill are the only shining points to 
him. I don't recommend using any of them at the moment.

As you first move, run all your main force up and protect weaker units, 3
cavaliers will charge you from up top. Send marth and another guy to finish off
the archer and pegasus knight, and another 1 or 2 to guard the village from
upcoming thieves. Talk to the sage Wendell with Marth to recruit him, but don't
use him, hes prepromoted with aweful stats other then speed, which is
ridiculously high.
You will have to block both bridges and place high defence units, because you
will most likely be attack by several archers on one guy. While they're
distracted, snag the dragonstone from the village. The knights near the boss
will take alot to kill, if it comes down to it, use Caeda's wingspear. Once
the enemy is dead, heal up, use the armory if you want, and go for the
overpowered knight boss.
This boss is insane, none of your units except Marth with the rapier, Caeda
with the wingspear, and Merric do anything. If you brough Merric kill the boss
with him, if not then Marth/Caeda. He drops a silver lance, seize map.

~Dragonstone - Village
~Silver Lance - Boss

New Units
Wolf - Horseman
Sedgar - Horseman
Roshea - Cavalier
Vyland - Cavalier
Hardin - Cavalier
Wendell - Sage

Chapter 6 ~ Fire Emblem|

Altea: Max. of 14
Macedon: 24
Armory: 1

By far, this has got to be the most annoying maps I've played.
This map, as you may have noticed, has a large number of knights, which are all
though to take down. To counter this well, set an axe user, and a mage close to
the front. The problem is there is also many ranged units such as archers, and
mages, so watch where you step. A strong cavalier up top who holds a master key
wields a silver sword, be very cautious. 
Many thieves will be looting chests, with 4 thieves in total, you must act 
quick to kill them all for a handful of valuable loot. Up top, there is 1 
square in which they all escape through to the right of the map. Send a unit or
2 to block and kill them off, and to claim their loot. 
Move your way down to the boss, save just in case. Lure out all the enemies, 
and once there dead, it's exp harvesting time for your mage. Since he cannot
counter attack ranged characters, and your mage hits minimal damage, you may
truly only do 1-3 damage per turn, which is Alot of exp. if you keep it up.
Once your done seize, and you get the Fire Emblem, how this thing opens chests?
Dont ask me...

~Master Key x2 - Cavalier, Boss
~Bullion(S) - Chest
~Physic - Chest
~Killing Edge - Ches
~Seraph Robe - Chest
~Armorslayer - Chest
~Fire Emblem - After Seize

New Unit
Rickard - Thief

Chapter 6x ~ In Wars Grip|

Arch. League: Max. of 12
Other: 1
Ruffians: 18
Village: 1

Pirates, mercenaries, archers, and a couple of mages is what your up against
in your first gaiden chapter. Start by moving your forces north-west towards
the village, killing guys as you go. Not much stratagy is needed on this map,
all of the enemies are normal low level units, should be much trouble.
In the village will be Athena, a chick with a Russian accent. She is actually a
pretty good myrmidon, her strength makes up for her lack of luck.
The boss is like any other pirate, just stronger, your swords users will take
him out easy.

New Unit
Athena - Myrmidon

Chapter 7 ~ Lefcandith Gauntlet|

Arch. League: Max. of 14
Grust: 9
Whitwings: 4
Dragoons: 3
Armory: 1
Village: 1

*4 Cavaliers on turns 4-5, 11-12, and 15-16

Three sexy sisters, and Minerva probably caught your eye, too bad you don't get
them yet. They aren't much of an enemy in this chapter anyways, they will fly
up to you, do nothing and fly away at turn 6.
Anyways send Marth, an archer, and a cavalier to the village area after opening
it with a thief, and send the rest down south. On turn 1 the dragoons will fly 
right for you, and land most like smack in the middle of your 2 groups. The 2 
archers guarding the door will attack, and one has a longbow which hit 2-3
squares away, so watch where you place the healer and mage. Sweep through them,
and down to the middle area where cavalier reinforcements will arrive every 
turn starting at the end of turn 4 to 5, 11 to 12, and 15 to 16.
Once cleared the guys around the village, enter and recruite Bantu, a manakete.
He doesn't have a firestone, so unless you brought one, he's unusable this map.
The many cavaliers will all charge you at once, so form a defensive triangle
to keep your ranged units inside, and your frontlines out, with your healer in
the middle.
When all the reinforcements are finally gone, take the mage down to the boss
again, and  exp. leech until hes dead.

~Silver Axe - Boss

New Unit
Bantu - Manakete

Chapter 8 ~ Port Warren|

Arch. League: Max. of 13
Grust: 19
Armory: 3
Vendor: 2
Arena: 1

*2 Knights on turn 11-12, 14-15, 17-18.
*2 Cavalier on turn 12-13, 21-22, 26-27.
*1 Horseman on turn 12-13, 21-22, 26-27.

Off the start, Caesar, and Radd join your team, Caesar is a mercenary, and at
equal level with Ogma, he greatly outclasses him in speed, while only lagging
behind in about 3 points with skill, use him if you wish. Radd is a myrmidon,
and comparing him to a lvl. 8 Navarre, hes only down a maximum of 3 points in
one stat, except for luck which is extremely low by 9 points compared.
Let your new guys shop at the vendors, and armories for equipment. There is a
rapier, and wingspear, so I recommend grabbing those. As for the arena, it's 
your choice.
Right at the beginning you will be charged by 4 cavalier using steel swords,
and following are 2 basic archers, and knights. Set up a defensive line,
probably spear wielders for fending off the swords, and then an axemen for the
knight, use weaker units to finish them off of course. You will note that one 
of the knights is Roger, a decent unit that is worth using if you dont have
Now for the hard part, on the first cove there is 4 horsemen, and on the
second there is another 2 archers and 2 knights. To not have all of them swarm
you at once, drag 1 or 2 at a time, kill them and continue on. Quickly take 
them out before the reinforcements come, and make your way towards the bridge
to set up a triangle defence. A total of 36 units will be reinforced and with
run for you right away. These will arrive from turn 11 to 27, and will truely
define the word nightmare. On the up side, killer experience. ;)

After all that, you hope the boss is great, tough, and fun to kill... Wrong!
Yet again, hes a knight, with no ranged weapons, fun, you know the drill.

~Levin Sword - Boss

New Units
Caesar - Mercenary
Radd - Myrmidon
Roger - Knight

Chapter 9 ~ The Pyrathi Dragon |

Arch. League: Max. of 15
Pyrathi: 18
Armory: 1
Village: 1

*5 Pirates on turn 6, 8, 10.

You will have to split your force in 2, Marth and Caeda must go up top, and 
your thief down. Marth and your thief will need to quickly get to the village 
and chests before the other 2 thieves do.
On the downwards path, 3 pirates will run for you, 2 use hand axes, and the
other a devil's axe. The hand axe pirates will typically go for weaker units,
so keep Lena, and Merric safe, assuming you used them. The devil's axe has a
Mt of 17, which is about 2x stronger then a iron axe, so careful. Kill the
pirates and thieves that approach, and snag the village with Marth to recruit
Jeorge, who is a sniper, and the only thing that good about him, is that he
comes with a silver and steel bow.
Your low defense units will be at risk here, since most of the enemy walks on
water or fights by range, some of your guys will be at risk. I suggest you 
leave them in the back of the small corridors to avoid getting hit, which your
other guys clear out the middle to move them in. On the top side, theres not
many enemies, so thats easy, and when you start to approach the right side of
the map, a thief should have made it to the door by now. Let him unlock it and
loot the chest, and then kill him.
By now barely any enemies will be alive, start to group your units near the
boss, Oh!, but wait, 5 pirates will spawn from the fortresses at the bottem of
the map, and will do so 3 times.
After that, you will be faced with a much harder boss then you're used to.
A manakete named Manu will be extremely powerful, although he lacks long range
fighting capabilities. This is where an archer or mage comes in again. He is 
very week to magic and 2-3 turns with a mid-level unit will take him out. He
drops a door key, but considering you opened the only door on this level, 

~Wyrmslayer - Chest
~Goddess Icon - Chest
~Bullion(M) - Chest
~Door Key - Boss

New Unit
Jeorge - Sniper

Chapter 10 ~ Princess Minerva|

Arch. League: Max. of 14
Grust: 18
House Macedon: 1
Whitewings: 1
Armory: 2
Vendor: 1

*4 Cavalier on turn 6, 10
*2 Horsemen on turn 6, 10
*2 Knights on turn 6, 10

Remember Minerva the dracoknight? Well shes back, and this time you'll be
attacked by her if you don't save her little sister who is trapped within the
castle. As a start off, 4 cavaliers will run towards from the left, 2 pegasus 
knights and 2 dracoknights from the top will go down, and Minerva with flutter 
right above the castle to the right side. 
Make your way into the castle and eliminate the thief who stole the levin sword
quickly, or he will escape, and grab the other chest up there for a physic
While inside be careful, because a sniper, a 2nd class unit has a higher range 
then an archer, and does massive damage. By now the cavaliers should easily be 
dead, and the fliers will be approaching very soon, so place a few units to 
fend them off, preferably bow users and defensive units. Once all thats said is
done, take a defensive stand within the castle and brace yourself for 4 
cavaliers, 2 horsemen, and 2 knights who all wield steel weapons.
It would now be a good idea to charge the archers and sniper, send Marth and
your thief to unlock and recruit Maria, and quickly save at the bottem of the 
map. This way you wont have to worry about Minerva attacking you, and having to
restart the level if a guy dies.
The 2 waves of reinforcements of 8 will be hard to handle, keep your flyer in
the back, as well as your healer, who will surely go down in one hit. Most of
your frontline units could loose over half thier health, so when that happens,
a good thing to do is to retreat him to the back and replace him with another 
guy, while your heal your other up. Once they're gone, Minerva will talk to
Marth and join with your force. Weave your units up through the castle, and up 
to the hero lock behind the door. This guy is tough, and will easily kill a 
unit, be warry and send in a strong guy to get him out of the way. He 
convieniently drops a master seal, which class changes a guy who is level 10 or
higher, and the only one who should be close to that is Lena.

After him, head to the boss Zharov who is a general, and wields a javalin for
long range, finally a challenge, or not. Since most of your units can't hurt
him from sheer overpowered defense, it leaves you a mage, Caeda, Marth, and any
armor piercing weapons you might have. So kill him, get as much exp. as
possible, get the speedwing, and seize.

Both Maria and Minerva have low growth rates, and minerve is already promoted, 
so I don't recommend them.

~Levin Sword - Thief
~Physic - Chest
~Silver Sword - Sniper
~Master Seal - Hero
~Speedwing - Boss

New Units
Maria - Cleric
Minerva - Dracoknight

Chaper 11 ~ Knorda Market|

Arch. League: Max. of 14
Grust: 13
Ruffians: 7
Armory: 2
Vendor: 2
Village: 1

Legal                                                                     [cr1]

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