Fire Emblem 1 on NES Walkthrough/FAQ Version 0.1 Written by Gloivok Mindu 0-Updates 1-Intro 2-Controls 3-Menus 4-Classes 5-Soldiers 6-Terrains/Places 7-Weapons Chart 8-Walkthrough 9-Legal Stuff 0: Updates Version 0.1: Put up the FAQ, with part of the Weapons Chart, and up to Mission 9 in the walkthrough. I'll get to all that other stuff once I'm finished with the main walkthrough. 1: Introduction Yo! Name's Vok, and this is an FAQ for one of the greatest strategy/RPG games out there. This is also my first FAQ, so don't be surprised if it's not that great. This FAQ got started with a simple chart of weapons that I was keeping for my own purposes, because the one FAQ that was up at the time was very lacking. Then, I noticed that Fire Emblem was on the GameFAQs wanted list, so I decided to go the whole way. Right now, you'll notice that there are a lot of things missing. I'm going to fill those in once I finish with the actual walkthrough. Please note that the terms I use are not direct translations; I can't read Japanese, so the terms you see here I either found in other places, or just made up, so they may not coincide with other sources. Also note that in several places I have inserted Japanese characters. In the Weapons Chart, this is for translation purposes. Elsewhere, they are placemarks for things I haven't had translated yet, and I'll replace them in a later version. 2: Controls *to be inserted* 3: Menus *to be inserted* 4: Soldier Classes *to be inserted* 5: Soldiers in your Army *to be inserted* 6: Terrains/Places *to be inserted* 7: Weapons M=Marth P=Paladin Pk=Pegasus Knight Sk=Social Knight Ak=Armor knight A=Archer Pr=Priest Ax=Axe Warrior Me=Mercenary H=Hunter T=Thief Ha=Horseback Archer Ma=Mage B=Bishop Dk=Dragon Knight Mc=Mamcoot S=Sniper M |P |Pk|Sk|Ak|A |Pr|Ax|Me|H |T |Ha|Ma|B |Dk|Mc|S | Weapon Charges -------------------------------------------- ------- レイピア=rapier 28 x |/ |/ |/ |/ |/ |/ |/ |/ |/ |/ | |/ | | | | | てつのつるぎ=sword1 42 x |x |x |x |x |/ |/ |/ |x |/ |x | |/ | | | | | ぎんのやリ=Silver Spear 20 / |x |x | |x |/ |/ |/ |/ |/ |/ | | | |x | | | やリ=spear2 38 / |x |x |x |x |/ |/ |/ |/ |/ |/ | |/ | |x | | | てやリ=javelin 22 / |x |x |x |x |/ |/ |/ |/ |/ |/ | |/ | | | | | ボウガン=crossbow 40 / |/ |/ |/ |/ |x |/ |/ |/ |x |/ | |/ | | | | | はがねのゆみ=long bow 26 / |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x |/ | | | |x | ライブ=healing staff1 20 / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ | | | | | | | ぎずぐすリ=healing potion 5 x |x |x |x |x |x |x |x |x |x |x | |x | | | | | ゆ み=short bow 33 / |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x | | | | | | おの=axe1 43 / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ | |/ | | | | | はがねのおの=axe2 31 / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ | | | | | | | ておの=throwing axe 13 / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ | |/ | | | | | ハンマ-=axe3 40 / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ | |/ | | | | | はがねのつるぎ=sword2 38 x |x |x |x |x |/ |/ |/ |x |/ |x | | | | | | | ワ-プ=transportation cane 7 / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ | |/ | | | | | とうぞくのカギ=lockpick 16 x |x |x |x |x |x |x |x |x |x |x | | | | | | | デビルアクス=axe4 9 / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ | |/ | | | | | キルソ-ド=sword3 22 x |x |x |x | |/ |/ |/ |x |/ |/ | |/ | | | | | リライブ=healing staff2 16 / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ | |/ | | | | | ナイトキラ-=spear3 14 / |x |x |x |x |/ |/ |/ |/ | | | |/ | | | | | ア-マ-キラ-=sword4 22 x | | |x | |/ | | |x | | | |/ | | | | | エクスカリバ-=wind cutter 33 / |/ |/ |/ |/ |/ |/ |/ |/ | | | |x | | | | | ブリザ-=ice 23 / |/ |/ |/ |/ |/ |/ |/ |/ | | | |x | | | | | サンダ-=lightning 21 | | | | | | | | | | | |x |x | | | | ぎんのつるぎ=Silver Sword 17 |x | | | | | | | | | | | | | | | | M.ツ-ルド=magic shield 18 | | | | | | | | | | | | |x | | | | かリゅうせき=Dragon Stone 0 | | | | | | | | | | | | | | |x | | とびらのカギ=door key 1 | | | | | | | | | | | |x | | |x | | てんしのころも=health potion 1 | | | | | | | | | |x | | | | | | | リブロ-=healing staff3 10 | | | | | |x | | | | | | | | | | | ファイア-=fireball 25 | | | | | | | | | | | |x | | | | | ぎんのゆみ=Silver Bow 24 | | | | | | | | | | | | | | | |x | めがみのぞう=luck potion 1 | | | | | | | | | |x | | | | | | | ドラゴンキラ-= 16 | | | | | | | | | | | | | | | | | Weapon Notes: axe3 is VERY strong against Armor Knights (translates to "Hammer") Priest spells can only be used on other units, not on the holder of the spell javelin and throwing axe can be used as both melee and distance weapon axe1=iron, axe2=steel, axe4=?silver=?special, axe3=special sword1=iron, sword2=steel, sword3=special (steel), sword4=special (iron), sword5=silver spear2=?iron, spear1=?silver, spear3=?steel sword3 requires weapon level of 7 sword5 requires weapon level of 9 Silver Spear requires weapon level of 7-10 sword4 is strong against Armor Knights raipier has strength of iron sword, strong against Armor Knight, healing staff3 can heal from any point on the map Health potion increases Max Health by 9 Luck potion increases Luck by 7 Swords work well against Archers Axes work well against Archers 8: Walkthrough Mission 1: Enemy Forces: 11 Pirates 1 Hunter 1 Thief Boss: Pirate Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 2 Social Knights 1 Armor Knight 1 Archer Villages: 1-Gives 10000G 2-Recruit Priest Reinforcements: None Shops: Weapon Shop: てつのつるぎ 320 ゆ み 400 ボウガン 950 おの 360 やリ 450 てやリ 600 Strategy: Just send all your guys out and kill. If any of your guys die here, just restart. No real strategy involved. Send Marth to the Villages to collect their loot, and kill everything. Mission 2: Enemy Forces: 9 Pirates 2 Social Knights 2 Thieves 2 Hunters Kashim (Hunter) Boss: Garuda (Pirate) Friendly Forces Added: 1 Mercenary 3 Axe Warriors Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 2 Social Knights 1 Armor Knight 1 Archer 1 Priest Villages: 1-Gives 5000G Reinforcements: None Shops: Weapon Shop: てつのつるぎ 320 ゆ み 400 ハンマ- 300 おの 360 はがねのおの 550 ておの 450 Strategy: Ok, this is still pretty easy. The level is basically split into two segments, one above the start, and one off to the left with the castle. First off, you'll want to split your troops. Take two of your Axe warriors, the Mercenary, a Social Knight, and your Archer, and send them to kill the pirates above you. While they're doing that, send the rest of your army to the left. Make sure that you don't kill the lower hunter. This is Kashim. At the first chance, get Sheeda (your Pegasus Knight) next to him. You will get an extra menu option. Use this to bring him to your side. Then, just kill the rest. Once they're dead, get Marth into the village for some quick cash, and get your guys ready for Garuda, the boss. He's pretty easy, but he has high defense, so he'll take a few hits to get rid of. When you kill him, he drops a Steel Sword, which is stronger than the sword everyone started with. It doesn't matter who gets that, just make sure whoever has it can use it. Now, just get Marth into the castle, and end the mission. Mission 3: Enemy Forces: 3 Hunters 8 Axe Warriors 2 Thieves Navaare (Mercenary) Boss: Axe Warrior Friendly Forces Added: 1 Priest 1 Thief Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 2 Social Knights 1 Armor Knight 1 Archer 1 Priest 3 Axe Warriors 1 Mercenary 1 Hunter Villages: 1-Gives Axe4 Reinforcements: None Shops: Weapon Shop: てつのつるぎ 320 ゆ み 400 ハンマ- 300 おの 360 はがねのおの 550 ておの 450 Strategy: As soon as you start this mission, your new thief and priest are in danger. The thief is one of the most useful units in the game, and you don't get many of them, so, GET THEM OUT OF THERE RIGHT AWAY! Don't waste charges on the transportaion cane, though; you can get out without it. Have them run down to the rest of your army ASAP. At the same time, have a force split off to meet up and beat off the guys tailing them. Send Sheeda over the mountains three spaces to the left of the path, then send the Paladin, the Hunter, a Social Knight, and an Axe warrior up the path. Don't kill the Mercenary; Sheeda can convert him just like Kashim. The rest of your army should go to the left to storm the castle. Have Marth visit the village, of course, to get an axe. Give this to one of your Axe warriors the next chance you get. Somewhere near the castle, one of the Axe Knights drops a Healing Potion when you kill him. Just blast your way through, no special strategies needed yet. The boss is relativly easy; 3 or 4 hits will knock him out. He drops a Healing staff2; give this to your new Priest so both of them can heal. Get Marth in the castle, and get 15000G! Mission 4: Enemy Forces: 4 Social Knights 2 Archers 2 Hunters 2 Horseback Archers 2 Thieves 4 Axe warriors 1 Armor Knight 1 Priest Marchis (Social Knight) Boss: Social Knight Friendly Forces Added: None Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 2 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 2 Mercenaries 1 Hunter 1 Thief Recommended Army: Marth 1 Paladin 2 Social Knights 1 Armor Knight 1 Archer 1 Pegasus Knight 3 Axe Warriors 2 Mercenaries 1 Hunter 1 Priest; Rena (レナ) Villages: 1-Gives 5000G 2-Recruit Maric (Mage) Reinforcements: None Shops: Weapon Shop: てつのつるぎ 320 ゆ み 400 ハンマ- 300 おの 360 はがねのおの 550 ておの 450 Strategy: The first thing you should notice about this mission, if you've had very little death, is that you can't use your whole army. From this point on, this will be very common. The "Recommended Army" above was the army I used to beat this level, and it assumes that you have the Best Possible Army (meaning you recruited all of the extra troops and nobody has died. Yes, it is possible). Anyway, on to the strategy. You will notice that this level, like the previous two, is also split into two sections; one above, and one to the left. Send a Social Knight, an Axe Warrior, a Mercenary, and your hunter up to the right, send the other Social Knight up the bridge in the middle, send the Pegasus Knight over the lake, and send the rest to the castle. Take out the nearby Theif with whoever needs the XP. Once you get near the village, be a bit cautious about where you put Marth. If you send him too far out, everyone will attack him and you're dead. He can survive, however, if you use the Rapier, but you should probably conserve that, as you won't be able to get another one for a while. Also, one of the Social Knights there is Marchis, who can be turned with Rena. There are two ways to tell which one he is; a dialouge comes up if he attacks Marth, and you'll see his face when you look at his stats (normal enemies don't have face graphics). Marchis isn't all that great; his begining stats are low, and he doesn't have a sword, just a spear. Give him one of the swords that some of the other Social Knights drop before he actually fights. Now, at this point, the upper group should be finished. Send the Pegasus over the rivers to meet up with the others. You can ignore the rest of them, as they won't make it there in time to be of any use. Once the guys at the southern bridge are taken care of, send Marth to the Village for some Gold, then bring the troops up and clear the way to the boss. Send Marth to the other Village to recruit Maric, your first Mage, one of the best fighting units in the game. Use the Mage, and possibly a few others, to take out the boss. He'll drop quickly. Before getting Marth in the castle and ending it, you may want to consider leveling up a bit in the Collosiem. In fact, I highly suggest it, but only use weapons that are sold in this level. Also, be careful; the matchups are random, and if you lose, the unit dies. Read more about the Collosiem in the "Places" section. I trained most of my guys up to level 5, but that's really not neccesary. Once you've had your fill, stock up on weapons, and end the mission. Marth will recieve a sword5 when he enters the castle. Mission 5: Enemy Forces: 2 Armor Knights 1 Priest 3 Thieves 2 Pegasus Knights 5 Social Knights 3 Archers Wendel (Bishop) Boss: Armor Knight Friendly Forces Added: 3 Social Knights 2 Horseback Archers Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 3 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 2 Mercenaries 1 Hunter 1 Thief 1 Mage Recommended Army: Marth 1 Paladin 1 Social Knight 1 Armor Knight 1 Pegasus Knight 2 Axe Warriors 1 Mercenary 1 Hunter 1 Mage Villages: 1-Gives かリゅうせき Reinforcements: Turn 11+12, 1 Social Knight from north fort; Turn 13-16, Above plus 1 Pegasus Knight from North-east fort Shops: Weapon Shop: てつのつるぎ 320 はがねのつるぎ 500 はがねのゆみ 560 ボウガン 950 やリ 450 てやリ 600 ハンマ- 300 Strategy: At the start of this mission, your forces are already split up, with the new additions being separate from the old army. Do not attempt to storm the castle with just these 5 guys; you'll get them all killed. Instead, leave them where they are until the others can come. The enemy troops won't notice. Start off by sending your main force north to clear out those few guys there, sending the Pegasus Knight over the river to help with the others. The Bishop, Wendel, can be converted in two ways. Either bring your mage next to him to get the extra menu choice, or have Marth end his turn next to him. The second method converts him during the enemy's next turn though, so you won't get to use him right away. What you could do is just ignore him for a while, because he's programmed to head straight for Marth anyway, and eventually he'll reach him and convert. Once your guys start to cross the bridge, bring the others up to strike from behind. They'll get beat up a little, but they should survive. While they do that, have Marth visit the village for a Dragon Stone. Make completly sure that you get this item! You'll se why in Mission 7, but for now, get it into storage. In another turn, you should be left with just the Armor Knights on the castle. The one on the right will move off if your guys get too close, but the Boss won't. Make use of your Axe Warriors, the Mage, and the Bishop here. Armor can't block Magic, and the Axes are just plain powerful. You should clean them up in one turn. Now, if your guys are really weak, you may want to end it right now. But, if they're still pretty good on health, just use the castle and forts to heal up to full, and wait until Turn 11. Once you end that turn, reinforcements will start to come from the two forts at the north. This will happen in pretty much all of the missions from now on, so after this you'll want to start thinking about speed. These new guys aren't so bad, but the Pegasus Knight has a javelin, so he'll get in a free shot each turn. Once they're all dead, if you feel like fighting them (or if you don't then maybe before they start coming), I suggest taking a look at the shop. You don't have to do it now, since you find the same shop in the next level, but you won't want to be wasting any time there, so you should do it now. You will find sword2, which is a bit stronger than sword1, the long bow, and the javelin. I went and replaced all of my old sword1s using the 100,000G I won in the Collosiem, as well as buying some javelins for my horsemen, and long bows and crossbows for all of my archers. Once you're completely done with all that, you can end it. Mission 6: Enemy Forces: 4 Thieves 4 Armor Knights 4 Archers 2 Mages 2 Priests 2 Social Knights Ricardo (Thief) Boss: Shogun Friendly Forces Added: None Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 6 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 2 Mercenaries 1 Hunter 1 Thief 2 Horseback Archers 1 Mage 1 Bishop Recommended Army: Marth 1 Paladin 3 Social Knights 1 Armor Knight 3 Axe Warriors 2 Mercenaries 1 Mage 1 Thief 1 Priest; Rena (レナ) Treasures: 1-10000G 2-healing staff3 3-sword3 4-sword4 5-health potion Reinforcements: None Shops: Weapon Shop: てつのつるぎ 320 はがねのつるぎ 500 はがねのゆみ 560 ボウガン 950 やリ 450 てやリ 600 ハンマ- 300 Strategy: In this level, you'll want to move quickly to grab those treasures. The problem is, only a thief can open a treasure chest. The enemy thieves will race to grab them, and you want to get there first. What you'll want to do is use your thief to open the door where the other thief is locked up. Move Marth up to him and end the turn there. You'll convert him, so now you'll have twice the ability to steal things. Now, use Rena's transportation cane to send the thief you already have over to the treasure closest to the Shogun. This is the hardest one to grab, since three of the enemy thieves start right near it, and there's really no way to run there quick enough. Now, send the rest of your troops down the path. On the second turn, have the thief open the chest over there (it's a menu command) to get a health potion (no, not healing, health. It increases your max HP, so save it for now). Send your new thief out with the others. Don't warp him, he'd die right away. Rather, warp your Armor Knight to the top chest. If you've done enough training, he should be able to take out the Social Knights, or at least take the blows until the others arrive. The Armor Knights near the Shogun will come after your thief, so once he grabs the chest, get him out. Take out the Armor Knights with the Axe Warriors and the Mage. If you have any axe3, use it; it's about 3x more powerful on Armor Knights than any other weapon you've seen. Once they're all dead, send your thieves around to collect the last treasures, pass the swords around, and bring your force up to the throne. The guys surrounding the Shogun are easy, so just take them out with whoever needs the XP. As for the Shogun, use Marth's raipier, and then have the Mage finish him if he's still standing. Now you can take some time to do some shopping. There are no reinforcements in this level, so take your time and do as much as you need. Also, you may want to use that Health potion on someone. It would be best to use it on Marth, but it doesn't matter all that much. Or, if you're the indecisive type, just put it into storage for now and use it later. Sit Marth on the throne to finish the level. Mission 7: Enemy Forces: 2 Archers 2 Mercenaries 1 Thief 1 Dragon Knight 2 Pegasus Knights 2 Armor Knights 1 Priest Minerva (Dragon Knight) Paola (Pegasus Knight) Katua (Pegasus Knight) Est (Pegasus Knight) Boss: General Harmain (Shogun) Friendly Forces Added: None Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 6 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 2 Mercenaries 1 Hunter 2 Thieves 2 Horseback Archers 1 Mage 1 Bishop Recommended Army: Marth 1 Paladin 1 Pegasus Knight 3 Social Knights 2 Axe Warriors 2 Mercenaries 1 Hunter 1 Thief 1 Horseback Archer 1 Mage Villages: 1-Recruit Banetou (Mamcoot) Reinforcements: Turn 13, 4 Social Knights, from the bottom 4 forts Shops: Weapon Shop: てつのつるぎ 320 はがねのつるぎ 500 はがねのゆみ 560 ボウガン 950 やリ 450 てやリ 600 ハンマ- 300 Strategy: First off, though the initial forces may look a bit intimidating, don't worry at all. On the second turn, Minerva decides that she will refuse to fight, and she and the three Pegasus Sisters, Paola, Katua, and Est, all retreat from the battle. Now the enemy army looks just plain pathetic! Now, the first thing you'll want to do is open the door and get Marth into the village enclosed in the mountains. As you come in, the Dragon Knight will approach. Bring in the Horseback Archer; anything that flys is incredibly vulnerable to arrows. One shot and he'll fall. Take out the Pegasus Knights, and get Marth to the Village. Here you'll get Banetou, your first Mamcoot, or half-dragon. He has no weapons when you first get him, so get him the Dragon Stone out of storage. This will make him quite useful. If you didn't get the Dragon Stone, keep him away from the battle and never use him again. Take your main force down to the castle. Wipe out the Armor Knights with your Social Knights, Paladin, and Axe Warriors, and take out the Shogun with the Mage and Axe Warriors, and possibly the Paladin if you need him. This level also has reinforcements, but they're hardly anything to worry about. Just get everyone healed up and take them out for the XP. Also, if there's still any more shopping you want to do, go right ahead. There's nothing else important to do, so end the level. Mission 8: Enemy Forces: 6 Social Knights 4 Horseback Archers 4 Armor Knights 4 Archers Boss: Armor Knight Friendly Forces Added: 2 Mercenaries Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 6 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 2 Mercenaries 1 Hunter 2 Thieves 2 Horseback Archers 1 Mage 1 Bishop 1 Mamcoot Recommended Army: Marth 1 Paladin 4 Social Knights 1 Armor Knight 3 Axe Warriors 1 Mercenary 1 Mage 1 Mamcoot Reinforcements: Turn 11+12, 2 Armor Knights from North-East forts Turn 13-30, above, 2 Social Knights, 1 Horseback Archer from North-West forts Shops: Weapon Shop: てつのつるぎ 320 はがねのつるぎ 500 レイピア 900 やリ 450 ぎんのやリ 1800 はがねのゆみ 560 ボウガン 950 Magic Shop: ぎずぐすリ 600 とびらのカギ 500 ライブ 780 ファイア- 300 サンダ- 460 Strategy: This is where it starts to get a bit hard. You are outnumbered, and all of the enemy troops are on top of each other, so if you send any single troops in, they're dead. On the first turn, send your guys out as far as you can. Several of the enemy horses will come down, but half of them will stay behind, and all of the Armor Knights and Archers will come down. Your Social Knights should be close enough to start attacking, so get them in there. You can take out at least one of them, two if you get lucky. Send the Paladin towards the Armor Knights, and equip the Silver Spear, if you still have it. The Horseback Archers will pick on your Social Knights a bit, but their shots will only do about 2 damage each, so try to take out the other Social Knights first. Once your Mamcoot gets out there, send him straight into the fray. His defense is higher than an Armor Knight's while equipped with the Dragon Stone, and his attack will kill anyone who trys to hit him, or at least knock him down for someone else to finish easily. Once you kill the horses at the entrance, send your Social Knights in to take out the rest of them, but only send them if they have plenty of HP. The enemies are smarter now, and they'll give all their hits to one guy until he's dead before attacking anyone else. Send your Axe Warriors to take out the Armors. What the Mercenaries do depends on their equipment. If either of them has a sword4, kill the Armors. Otherwise, help with the horses. Marth should go wherever they need help more, and take all the blows. If you did use the Health Potion on Marth a few missions back, he should have enough HP to hold his own. If not, you can still use him as the decoy, just be a bit more careful about it. Now the Archers are going to come down and bother your other units. Use whoever is available to destroy them. Pick off the last few straglers, and head for the boss. If you've taken a while out here, you'll want to send some guys to guard the forts. You do not want to try fighting the reinforcements here. There are far too many of them for you to fight. In fact, you won't even want to start fighting them. If you want to level up, there's a Collosiem here. But anyway, take out the Boss with your Mage, your Mamcoot, and the Paladin's Silver Spear. He's a bit tougher than previous bosses, but you can still take him out without much trouble. Once he's finished, take some time to go back to the shop. You do NOT want to pass up this new equipment. Buy a Silver Spear for everyone who can use it, buy Marth another Rapier, buy Steel Swords for anyone who needs them, buy some Magic for your Mage, and then grab about 10 more Silver Spears and put them into storage. If you ever start running low on cash, do some fighting in the Collosiem. You'll also want to take some time to do some more Collosiem training. Once you reach turn 31, you can take the guys off of the forts to do some shopping and training themselves. Don't do anything with the Axe Warriors though; axes are the only thing they don't sell here, and you don't want them to become weaponless. Also note that the Mamcoot can't fight in the Collosiem. Now, this isn't neccesary, but the rest of the game would be a lot easier if you train all your guys up to level 20 right now. Although you may feel that this will take the challange out of the game...it does. I won't lie. It's also very boring and time consuming. But if you feel the need to completly annihalate every enemy from this point on, do it. Oh, and you will only want to try this if you're playing through an emulator with save states. If you're using the actual cart, don't even think about it. Most of your characters, including Marth, will probably die multiple times along the way. If you're not that patient, or you just don't want to kill the challange, then just train as much as you feel neccesary, restock on weapons again, and end the mission. Mission 9: Enemy Forces: 8 Pirates 1 Mage 1 Priest 5 Hunters 2 Thieves Boss: Mamcoot Friendly Forces Added: None Best Possible Army: Marth 1 Paladin 1 Pegasus Knight 6 Social Knights 1 Armor Knight 1 Archer 2 Priests 3 Axe Warriors 4 Mercenaries 1 Hunter 2 Thieves 2 Horseback Archers 1 Mage 1 Bishop 1 Mamcoot Recommended Army: Marth 1 Paladin 1 Pegasus Knight 3 Axe Warriors 2 Social Knights 1 Mamcoot 1 Mercenary 2 Thieves 1 Hunter 2 Horseback Archers Villiages: 1-Recruit Sniper Treasures: 1-15000G 2-めがみのぞう 3-ドラゴンキラ- Reinforcements: Turn 10+11, 2 Pirates from south-east forts. Turn 12-14, 6 Pirates from all southern forts. Shops: Weapon Shop: Strategy: First off, if you actually did take the time to level everyone up previously, ignore most of what I tell you for about 10 missions, bring those Lv20 guys in, and obliterate everyone that you can't turn. If you didn't, there are two ways to go about this. The first way is faster, but more dangerous, so only do this if you're confident, or crazy. Take one of your thieves and open the closest door on the first turn. Then proceed to send your troops through while Marth and a few others go the other way to save the village. If you're not lucky, at least one of your guys will probably die this way. The other method takes the long route around, and will be a good deal easier since the thin path will only allow the enemy to make one attack. Either way, make sure Marth gets to the village quickly. If an enemy thief reaches it first, he'll destroy it, along with the Sniper you will recruit there. And you do NOT want to miss the Sniper. He's the highest class of archer, and the Silver Bow he starts with is more powerful than most swords. Once you get to the main area with the boss, be very careful. One of the pirates there has an axe4, and this will tear through your defenses. Use the archers to pick him off, and be rewarded with his axe. Clear out the guys here; no real strategy needed. For the Boss, use only your strongest units, and make sure you take him out in one turn, otherwise he'll heal on the castle. When he's out, pick up the treasures around, and you'll probably want to end it quickly. The reinforcements here are a bit tough, and they spawn from across the water so there's no way to stop them from coming. That takes care of that level. 9: Legal Stuff Fire Emblem, Marth, and all related names and ideas are copyrights and trademarks of Nintendo Company Limited (NCL). This FAQ/Walkthrough was written by me, Gloivok Mindu. It may not be posted anywhere without my permission. If you have any questions, e-mail me at flionk@world-of-nintendo.com.