Fire Emblem DS Walkthrough by Blazer
Download .txt Version (easy to read)
Fire Emblem: Shin Ankoku Ryuu to Hikari no Tsurugi [DS] Walkthrough
Walkthrough by Blazer of the Fire Emblem Shrine
Table of Contents
Prologue P1
Prologue P2
Prologue P3
Prologue P4
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Contact Info
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Hey, I'm Blazer, and here I am presenting you with a walkthrough to Fire Emblem: Shin Ankoku Ryuu to Hikari no Tsurugi, the 11th installment in the Fire Emblem series for the DS.
The game itself is a remake of the first Fire Emblem, featuring Marth as he fights Durhua and Medeus and restores
his homeland of Aritia.
I won't keep you long; may I present the walkthrough of Fire Emblem [DS].
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Prologue
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New Characters:
Marth, Level 1 Lord on Turn 1, automatically (if dies, game over)
# of Enemies: 5
Enemy Classes: Soldiers, Fighters
Reinforcements: None
Boss: None (Soldier)
Difficulty: *
Chapter Goal: Defeat all enemies and Seize the Throne
Strategy: This is a piece of cake. Just move Marth next to the enemies and use his iron sword to kill them off.
You can use his Rapier, however his Rapier may prove very useful later on, so I recommend saving it for later.
Just for the info, if Marth dies, it's game over.
Boss: The boss is also easy. I defeated him with the Iron Sword as well.
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Part 2
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New Characters:
Freyr, Level 1 Social Knight on Turn 1, automatically
Abel, Level 1 Social Knight on Turn 1, automatically
# of Enemies: 6
Enemy Classes: Soldiers, Fighters, Archers
Reinforcements: None
Boss: None
Difficulty: *
Chapter Goal: Seize
Strategy: Have Freyr attack the fighter all the way at the other end using his sword. You need to use his sword
because of the weapon triangle. Then have Abel use his javelin against the soldier, and have Marth tag along.
Once you have defeated the fighter, go ahead and heal Freyr if you really want. Attack the incoming soldier
either with Abel's javelin or whoever you want. I would leave the archer to Marth and his rapier, and have
the Social Knight's finish everybody off, unless you are really desperate to get Marth some experience.
Once you've defeated all the units, just have Marth step on that glowing square and seize it.
It's Jeigan time!
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Part 3
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New Characters:
Jeigan, Level 1 Paladin on Turn 1, automatically
Kain, Level 1 Social Knight on Turn 1, automatically
# of Enemies: 10
Enemy Classes: Soldiers, Archers, Fighters, Mages
Reinforcements: None
Boss: Mage
Difficulty: **
Chapter Goal: Seize tile being guarded by mage
Strategy: Just to start, you now have Kain and Abel, the famous cavalier pair. I would only use one of them
and only level them up, rather than use both. It'll create better chemistry for your units. As for Jeigan,
don't dare use him. He's one of the worst units in the game as he starts extremely bad and he has horrible growths.
He's a no-no.
Now, leave one of your social knight's in the range of the soldier and have one of the other units visit
the house on the right side. Wait for the soldier to die, and back-up with one of your units if necessary. Just take it slow
and let the enemies come to you. If a unit loses 10 HP or more, have them use a vulnerary to heal themself.
Continue on visiting villages and staying precautious of long-range users.
Boss: Go beat up that mage with Marth or something and seize. He's really easy. Congrats, you win.
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Part 4
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New Characters:
Gordon, Level 1 Archer after opening first door, recruit with Marth.
# of Enemies: 9
Enemy Classes: Soldiers, Archers, Fighters, Armor Knights, Mages, Pegasus Knights, Social Knight
Reinforcements:
Armor Knights x10 (bottom-left) once you enter the castle room
Pegasus Knights x2 (far-left) late-chapter Turn ???
Boss: ??? (Social Knight)
Difficulty: **
Chapter Goal: Seize tile guarded by boss
Strategy: Have your units wait in the trees and equipt them with swords to fight off the fighters.
The fortress is also a good place to have your units in; the better terrain the more bonuses you get.
Once you defeat the archer, he will drop his weapon; take note of this in the future and which units drop items.
Visit the villages if you want and use the key you obtained to open the door (Marth has it, for the info)
and then talk to Gordon with Marth. After you enjoy listening to Encounter, or Together We Ride, he will join you.
Once the Armor Knights appear, you can either try and fight them and get your butt-kicked, or listen to that man
and have somebody wait on the fortress. Whoever waits on the fortress will disguise as Marth, runaway,
and trick the enemies into leaving; so make it a unit that you don't like or aren't using.
The other door will open, so continue on and if you have trouble, then just have Gordon wait right in the range of the
archer (use the 'X' button to see the range of enemies), then have Marth and Gordon finish the archer off once
it's your turn again. You can then use your Social Knights to defeat the soldiers. The fortresses will heal your HP
just a tiny bit, so if you are running low, feel free to spend some time healing. Move forward and defeat
the two other enemies, as well as making sure to visit that village. Then head for the boss, who this time isn't
a generic unit.
Boss: The boss is easy. You could defeat him using a Social Knight with a lance, or you could use have Marth
use his Rapier against him and kill him in one quick battle. Once you're done, seize the tile and complete this baby.
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Chapter 1
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New Characters:
Sheeda!, Level 1 Pegasus Knight on Turn 1, automatically (only if you have played the prologue)
# of Enemies: 13
Enemy Classes: Brigands
Reinforcements: None
Boss: ??? (Brigand)
Difficulty: *
Chapter Goal: Seize tile guarded by boss
Strategy: As of now, I don't know whether you have played the prologue or not, so I will continue without the
prologue, however I extremely recommend that you play the prologue.
Take your social knight Kain and kill the thief with his javelin. Send in the rest of your units, but move them slowly;
send them in too far and you might get into a sticky situation. Remember the weapon triangle, and have units like
Sheeda and Gordon finish the enemies off rather than lose HP to them. Remember to use the forests to your advantage
and wait your units instead of attacking them head-on.
Don't use Jeigan unless you are about to lose. Double-team your enemies and decrease their number rather than
decreasing the overall damage. The things that you will learn tactic-wise in the beginning chapters will help you throughout
the rest of the game, of course. The only use Jeigan has is using him as a wall to protect others, or to weaken enemies
so people like Gordon can kill them.
Keep on healing (have your units wait on fortresses) and once you are ready, you can attack the final two enemies
on the left side of the map. Once they are defeated, use Marth to visit the village and obtain Riff, a healer, who will
be very valuable as there are very few vulneraries and fortresses take up a whole turn to use (and I can't say they are
that plentiful either...) Then head to the boss.
Boss: He may look simple, however he will be able to kill most of your units in two hits. You can have up to 3 people
surround him however, so if you want to go all out, you can. He will heal about 5 HP every turn due to him standing
on the gate. To defeat him, use the Social Knight's swords and Gordon's strongest bow to weaken him until he comes
within 10 damage and it is your turn. If so, you can team up on him with units and finish him off with Marth or
any other unit in need of the experience. You may then seize the tile and continue on to the next chapter.
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Chapter 2
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New Characters:
Oguma, Level 4 Mercenary on Turn 1, automatically
Barts, Level 2 Fighter on Turn 1, automatically
Saji, Level 2 Fighter on Turn 1, automatically
Maji, Level 3 Fighter on Turn 1, automatically
Daros, Level 3 Pirate, recruit with Marth
Kashim, Level 3 Hunter, recruit with Sheeda
# of Enemies: --
Enemy Classes: Fighters, Pirates, Thieves, Hunters, Social Knights
Reinforcements: None
Boss: ??? (Fighter?)
Difficulty: **
Chapter Goal: Seize tile guarded by boss
# of Save Points: 1
Strategy: You've just obtained four new characters from King Talis to aid you on your quest. The fighters
are all pretty much meh; if you want to use all of them it won't be bad, but there are always better units.
I only use Maji as I find that his strength can come in handy, especially against bosses. I even traded some weapons
around now that you have a whole variety of axes.
To start, send Oguma to wall the top-right area (have him wait on the bridge, blocking the path) and equip him with
his stronger sword so that he can double the thieves and knock half of them out by next turn. Keep Marth around
as he will be needed to recruit Daros, the pirate with an actual portrait. I left the remaining enemies in the
right-corner up to the fighters and left them there for the remainder of the chapter, but that's just me.
Send out your units and equip them with swords to fight off the enemies as you further west. Sheeda can be quite useful
with her long-range and she almost always get's two hits on enemies. Keep your guard up and use Riff to heal
when necessary (don't abuse his healing though, or his staff will run out on you too quick). Once you see Kashim
the hunter start to step up, get Sheeda to talk to him A.S.A.P. so he doesn't weaken your units. Beat the axemen
with lots of teaming-up and using long-range attacks as much as possible (Gordon, Kain's Javelin, Kashim once you
get him). Don't worry about the armory for now, as once you clear up the map of enemies and visit the village
you will have the money and time to go there.
The Social Knights will come and they will look like trouble as it takes a lot of hits to beat them; but all you need to do is
use Marth's Rapier and Sheeda's unique lance to crush them. You can then use the rest of the units to clear up that
area, and have one of your units save on the save point. The other hunters can easily be beaten by Oguma's Iron Sword.
I used Doga as bait for the hunters, and then had everybody else attack them like crazy. The idea is to beat them in
one turn or as little time as possible so that they don't get the chance to attack you. Visit the village with Marth
and take a small trip to the armory. After that, off to the boss!
Boss: He's not that tough, but if you aren't going to be a risk-taker, it could take some time to defeat him, especially
because he heals HP every turn. I had my units wait next to the boss and then be attacked. Once he gets to a
reasonable HP, use all your other units and surround him (don't forget long-range users!) and finish him off in one turn.
Be cautious of any units that may be knocked out in one hit or have a low hit percentage-- if you miss, and that boss
stays alive, it could mean losing one of your valuable units.
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Chapter 3
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New Characters:
Julian, Level 3 Thief on Turn 1, automatically
Rena, Level 3 Cleric on Turn 1, automatically
Navarre, Level 3 Myrmidon, recruit with Sheeda
# of Enemies: --
Enemy Classes: Fighters, Hunters, Thieves
Reinforcements: None
Boss: ??? (Fighter)
Difficulty: **
Chapter Goal: Seize tile guarded by boss
# of Save Points: 2
Strategy: This is quite the large map, so I will warn you right now-- always remember where your units are,
and what they are doing. If by accident you end the turn and you forgot to move a unit, it could mean losing that unit.
Just a friendly tip/reminder.
I split my party into two groups-- one that advanced to the left, and one that took care of the top-right enemies
while recruiting one of the best units in the game, Navarre. First of all, get Julian and Rena out of the way.
The staff that Rena has is an extremely valuable staff, the Warp Staff, which can warp you next to anywhere on the map.
It can come in handy a lot, but you have to know when to use it.
Since there are sword-users in the top-right, I recommend sending in Oguma and the Social Knights to kill them off.
You also have to keep Sheeda around, and keep her out the of the Hunter's range. If you view the Hunter's
danger range, it can help you keep Sheeda safe. Have the battle come to you and remember to abuse Kain's
Javelin (or whoever has his Javelin) as far as backing-up people and finishing off enemies goes. Once Navarre
comes, use Sheeda to recruit him, and then have Navarre attack the nearest enemy. If anybody gets under 50%
of HP, send them back and have Riff heal them, or use the fortress around where you started. Once you've defeated
a majority of the units, have somebody kill off the final hunter.
From here, you can travel all the way around and get to the castle from behind (as well as go to it's armory),
or you can go the simple way. If it's the former, then have fun; just remember to use the terrain to your advantage
and kill off long-ranged units as quick as possible. If you are going the other way, then have somebody save
and then kill the bandits. Remember to always have a few units for "back-up", in case somebody misses
or an enemy is left with 1 HP lefft. >_> It can really suck if you aren't prepared for the unexpected. Especially
in Fire Emblem.
Have Marth visit the village to get an axe, and eventually give it to an axe-user for them to use.
Bait in the hunters and then triple-team them to defeat them. Eventually I'm going to stop telling you, but for now,
I'm going to tell you. Bows + Sheeda = FAIL. To be more specific, Bows + Flying Unit = Fail.
In any case, heal your units on the multiple fortresses and save, and then gather up all your tough sword users
*coughOgumaNavarrecough* as well as Riff and your Social Knights and go get that boss!
Boss: This is a semi-tough boss. He can double a lot of your units, and kill most of them in two hits; meaning if he gets
lucky and hits your units twice, you're dead. Thankfully his hit% is really low though. I would follow the same strategy
as last-time, but if your units are too fragile, then you need to use Oguma and Navarre and have them wait next to him.
If they don't get a critical, keep on weakening him and alternating units, using the fortress to heal. Once he reaches
12 HP and it is your turn, go all-out with Oguma, Navarre, Sheeda, and anybody else to attack him.
Tip: Sheeda can fly around the boss, you can attack the boss from the sides, and straight up-front, meaning upto 4
units can attack, not including long-range. ^_^
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Chapter 4
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New Characters:
Machis, Level 1 Social Knight, recruit with ____
# of Enemies: 20
Enemy Classes: Thieves, Hunters, Archers, Fighters, Priest, Horsemen, Social Knights
Reinforcements: None
Boss: ??? (Social Knight)
Difficulty: ***
Chapter Goal: Seize tile guarded by boss
# of Save Points: 2
INCOMPLETE
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Contact:
E-mail: blazer@feshrine.net or fireblazerwyvern@hotmail.com
AIM: fireblazerx17
Website: http://www.feshrine.net