Fire Emblem: Path of Radiance - GC/Walkthrough

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Contents

Prologue: Mercenaries

The Prologue is designed for you, the player, to become acclimated to the game's combat and movement mechanics, and as such is nearly impossible to lose. You begin as the young but determined Ike, son of Greil, the leader of a pack of mercenaries, sparring with your father and another mercenary, Boyd. Whether or not you choose to let the Tutorial walk you through this, approach Boyd and slash at him a couple times to defeat him, then heal with a Vulnerary, a type of item that recovers HP. Now approach Greil and deal with him the same way to end the fight.

Greil will agree to let Ike join the mercenaries now, with his first official day as a merc starting tomorrow.

Chapter 1: The Battle Begins

It seems there are some bandits that need taking care of, and you've been hired to do just that. You're added to the crack team of Titania (a very strong unit), Boyd, and his brother Oscar. Before you begin, Titania will give you some tips on the weapon triangle (swords beat axes, axes beat spears, spears beat swords) and visiting villages/houses. As you ready your attack, try to keep Titania in the rear, as she's already far more powerful than your other units, and as such won't need the valuable EXP these early levels offer. Try to use just Ike, Oscar, and Boyd here to boost their stats. When you reach the boss, Zawana, hit him first with Oscar or Boyd, then let Ike finish him for the EXP.

Chapter 2: Rescue

Mist (Ike's sister) and Rolf have been kidnapped by the bandits, and now you have to rescue them! Titania won't join the battle until Turn 3, but you'll have a new character, Rhys, here, who's a healer. Rush to him with your party of three (Ike, Oscar, and Boyd) to protect him, and fight back the enemies. Let Rhys heal anyone whose HP drops too low. Take care of the boss, Ikanau, the same way you dealt with Zawana: weaken him with Oscar and Boyd, then let Ike deal the coup de grace.

You'll meet two new allies, Shinon and Gatrie, after the battle, when they kill the last incorrigible bandit.

Chapter 3: Pirate Aground

A pirate ship has landed at Port Talma, and its crew has been stirring up trouble ever since. Titania has been commissioned to stop them, and she's taking Ike, Shinon, and Gatrie along with her. A pegasus knight named Marcia will show up soon after the battle gets underway, looking for her older brother. Seems the pirates threw him overboard, and now they're going to kill Marcia, too! Rush to her side and have Ike speak to her so she'll flee to safety. As for the pirates, let Ike and Gatrie kill as many of them as you can for the EXP, and try not to let Shinon and Titania attack too much, as they're already quite powerful. Instead, use Shinon's long-range attack to weaken the boss, Harvetti, and let Ike run up for the kill to end the level.

Chapter 4: Roadside Battle

The mage Soren returns from his training sessions and delivers news that Crimea and Daein have gone to war. Greil sends a team including Titania, Shinon, Soren, Gatrie, Ryhs, and headed up by Ike to find out more about the war, and on the road they're accosted by invading Daein troops who demand they surrender. Well, that's not going to happen. You'll definitely want to start leveling Soren up here, as he'll eventually become a very powerful mage, but don't neglect Ike, either. Have Titania and Shinon lure the enemies toward you, and keep them around for last-minute protection while your weaker units kill them off for EXP. When you've defeated all the enemies, attack the boss, Maijin, until his HP is low, then let Ike or Soren kill him to reap the EXP reward.

Rhys will find an unconscious woman lying on the ground after the battle, who you'll take with you for safe keeping, despite Soren's misgivings.

Chapter 5: Flight!

The woman Rhys rescue awakens and says her name is Elincia, the princess of Crimea! This is big news, since the King has never publicly announced that he had any children. She was seeking shelter from the war by traveling to Gallia, where King Caineghis would protect her. Her entourage was discovered by Daein troops, and she was left for dead. Then Daein soldiers arrive at the mercenary base, demanding you hand Elincia over! Well, that's not going to happen.

Your objective in this battle is to survive for six turns, though this certainly does not mean you should stand by idly for the whole battle. There's EXP to be gained out there, so get killin'! Kill the units at the gate in front of you, then head out and take care of the rest of these treacherous scumbags. There are several lance-wielders here, so Ike may not be the best offensive choice here. If you reach the boss, Dakova, here before the end of the sixth turn, kill him quickly to gain the EXP, even if you have to use a powerhouse like Titania.

Greil immediately orders you all pack up and leave for the beast kingdom of Gallia, now that you've made enemies with the Daein invaders. You head south through the ocean of trees with the princess in tow, with General Petrine and the Daein army at your heels.

Chapter 6: Brief Diversion

Daein troops await you at the edge of the woods, ready to reclaim the princess and kill the rest of you. Well, that's not going to happen. There are two bridges leading over the water here, one to the west and one to the east, and there are enemies on both sides of them. Kill the soldiers on your side of the water, then send Titania down to draw out more troops and kill the Cavalry with the Poleax. Kill all the remaining soldiers, then advance upon Emil, the enemy commander. Weaken him, then kill him with Ike. To beat the level, you have to "escape" through the square the Halberdier was standing on. Let everyone but Ike escape first, then send Ike through for some bonus EXP, and to end the battle.

You've reached Gallia now, and Ike sends Elincia ahead with Mist while he goes back to aid the other mercenaries.

Chapter 7: Shades of Evil

No, this chapter's title does not reference a pair of murderous sunglasses. Ike and Co. spot some movement inside the nearby Fort Meritenne, and decide to further investigate. Guess what: it's swarming with Daein troops! Luckily, another mercenary named Mia shows up to fight alongside you, as do Greil, Shinon, and Gatrie! Greil convinces Petrine to take him on one-on-one, leaving you to fight off the Daein troops yourselves. Send Boyd left with the Hammer and some bodyguards to kill off the Knights, and send Ike up to talk to Mia and fight off the soldiers there. Don't worry about using Titania or Shinon here--there are enemies galore and you'll need your powerhouses to fight them off. As with every other boss, nail Balmer until he's weakened, then let Ike deal the death blow.

Gallian beast-soldiers, led by Ranulf, rush onto the scene afterwards and frighten off the Daein troops. Petrine stays to try to kill Greil, but a Black Knight appears and orders her to leave before exiting himself. Greil asks Ranulf to continue escorting the princess to King Caineghis while he takes his mercenaries to the abandoned Gebal Castle. The Black Knight reappears and deals a mortal blow to Greil before being frightened off by the beasts.

Chapter 8: Despair and Hope

Greil's dead, and Ike is now in charge. Shinon and Gatrie are none too pleased to hear this, and so decide to abandon you, but the rest of your mercenaries remain loyally by your side. Good thing, because a brigade of Daein troops are marching on your new castle right now! You'll have to stay alive for eight turns, but again, you'll want to use those eight turns to slaughter everyone in sight. You can recruit the mage Ilyana here if you like by having Ike talk to her, though it isn't necessary. Enemies will pour into the castle through the various entrances, so plug them up with your strongest fighters, and keep Soren behind them to cast magic from afar. If you're feeling daring, go after the boss with Titania and a Hammer-wielding Boyd.

The Gallian beasts Mordecai and Lethe show up to kill off the remaining soldiers, though Soren nearly gets your party killed by stupidly hurling insults at them.

Chapter 9: Gallia

As you travel through Gallia, you'll come across more Daein soldiers at Fort Tatana. Mist and Rolf will run onto the battlefield and ask to join in on the fighting once the brawl gets underway, but they're both at Level 1 and as such not particularly useful. You'll have Mordecai and Lethe here too though, and they'll be quite helpful, particularly Lethe. The boss for this area, Kotaff, is in the lower-left corner of the area, so make your way toward him. Marcia, who you saved in Chapter 3, will show up and join your ranks here, and some pirates make an appearance as well. The pirates will try to pillage the towns, so get to them before they do! The enemies here are pretty basic and not too stressful; just take them out, along with the pirates and Kotaff, then seize his location to end the fight.

You'll reach Castle Gallia after the battle and speak to King Caineghis. He'll ask you to become Princess Elincia's royal escort, and join forces with you. And by "join forces" I mean he gives you 20,000 gold pieces and no other fighters.

Chapter 10: Prisoner Release

Ike and Co. decide to appeal to the Begnion Empire on the continent of Tellius, but can't reach it because of an impassable mountain range. They turn back with their guide, Ranulf, to find a ship that can take them there, and stop at Canteus Castle at Ranulf's request. There are Crimean prisoners trapped inside that you need to free.

During battle, you'll see three soldiers roaming around; if you stop within their attack range, they'll call for reinforcements, so keep that in mind. Avoiding them means lots of Bonus Experience, but it's also a major chore, and may not be worth it to you. Regardless, head up to the cells, and have Volke unlock Sephiran's so that you can speak to him. Continue opening the remaining cells to free Brom, Kieran (talk to him with Oscar), and Nephenee and have them follow Ike to the escape tile. Make sure everyone else escapes before Ike to get the Bonus Experience. Brom, Kieran, and Nephenee are now part of your squad, as is Volke, if you could afford him.

Chapter 11: Blood Runs Red

The party reaches Toha, Crimea's westernmost port town, but before they can charter a ship, Daein forces enter the city looking for them. The citizens start to beat the living tar out of Ranulf for his beastly heritage, and Ike steps in to stop them. The town vigilantes take umbrage to Ike's alliance, and set out to put you in your place. Namely, a coffin! And with the Daein army on their side, the odds are stacked against you.

To beat this challenge, you'll need to get someone from the bottom-right corner of the map, where you start, to the blue "Arrive" square in the upper-left corner. On the way, of course, you'll want to earn EXP by wiping out every enemy daring to step in your path. You can get a small amount of Bonus EXP if you leave the vigilantes here alive, but it's hardly worth it (and besides, they attacked you, so they deserve death!). The boss, Mackoya, has no short-range attack, so get directly next to him and pound away for an easy victory. The Black Knight will show up on the battlefield (battledock?) now, so stay away from him! You can recruit the vigilante Zihark if you speak to him with Lethe or Mordecai, but be careful not to step into the Black Knight's range. Step on the Arrive square to end the battle.

You'll escape on the ship now, and head out across the sea for Tellius.

Chapter 12: A Strange Land

Halfway into your two-month sea voyage, you'll find the thief Sothe aboard, and he'll agree to join your ranks (he happens to be a horrible character, so don't even bother using him again). As you sail closer and closer to Tellius, the crows of the bird tribe descend upon your ship! Luckily for you the wyvern rider Jill arrives to help slay the half-breeds. Wait for the crows to come to your ship, then take them out; arrows work especially well here. The boss, Seeker, will eventually come to you, so surround him as best you can and take him down before he can use his Miracle skill.

As the ship sits trapped on a reef, the dragon prince of Goldoa, Kurthnaga, arrives and helps push the ship free.

Chapter 13: A Guiding Wind

After meeting with a Begnion emissary, Tanith, you'll volunteer to help fight back the laguz pirates. When the battle starts, talk to Astrid with Ike to recruit her, then speak to Gatrie with Astrid to have him rejoin your ranks! You have to survive this battle for ten turns to win; not too difficult a task, but you'll have to be careful to keep Astrid alive, as she's only Level 1. Use Volke to open the chests along the way as you press forward, and send Mia or Zihark to kill the boss, Norris.

Tanith will ask Ike to help the kingdom find the missing apostle, and of course Ike agrees. Searching the ship, he finds a small child, Sanaki, who turns out to be the apostle! Empress Sanaki invites Ike to her court at Sienne, the capital of Bergnion.

Chapter 14: Training

Talks at the apostle's temple don't go particularly smoothly, and in the end the apostle tasks you to stop a band of merchants on the highway and seize their "cargo" which just happens to be laguz slaves! Killing the boss will be your objective here, but you'll have to fight your way to him (and of course you should kill everyone for the EXP). There is a swordsman here named Makalov that you can recruit if you speak to him with his sister, Marcia. When you near the boss, Gashilama, two Feral Ones will appear nearby; hit them with long-range attacks to weaken them, then swoop in and kill Gashilama before he can heal himself.

Chapter 15: The Feral Frontier

Now you must deliver the "cargo" north to the Grann Desert. Ground and mounted units' movement will be severely lessened on desert tiles, so be aware of that. The enemies are spread out here, so split your party up into three smaller groups and head out in packs. There are many treasures scattered throughout the sands, as well as a new character, Stefan; recruit him by having one of your own laguz stand on the tile in the upper-right corner of the map (two squares left and one down). After you defeat the boss, Muarim, he'll join you, as will the laguz Tormod.

Chapter 16: The Atonement

Back in the apostle's temple, Sanaki tells Ike that she wants him to rout out the laguz slavery trade going on in her kingdom. To start, she suggests checking out the Duke of Tenas, Oliver, in his villa near the woods of Serenes. Bring back proof of his wrongdoing, and Sanaki will give you her kingdom's full support. Ike confronts Oliver with the slavery charges, but of course Oliver denies them. Mist enters, saying she saw a laguz slave in the upper tower, and Oliver responds by ordering his guards to kill you all!

Bring Volke and Soren with you into this battle (though they should already be party of your permanent party); Volke to open the chests and Soren to speak to Devdan to recruit him. A thief will appear after several turns, so rush your troops to the chests to get them before he does! The boss, Kimaarsi, wields a spear that can reach two tiles, so watch out for it. Finish the battle by seizing his location.

Chapter 17: Day Breaks

Part 1

Somehow, Oliver escaped the attack, along with the laguz slave, so Sanaki asks you to find them both. Ike heads into the heart of the Serenes Forest, and ends up running into a legion of Duke Oliver's soldiers. The enemies here can poison you with their weapons, so bring along several Antitoxins to counter the effects. Just lead your troops up the map, killing all the enemies, and note that a few reinforcements will arrive behind you after Turns 2.

Part 2

You'll track Oliver's men to some ruins, and engage them in combat there. You can bring in two reinforcement units here, and they will arrive on Turn 3. You have to reach the Arrive square to the northeast, but there'll be several enemies standing in your way. Take the western path to reap the EXP rewards of killing them all, and be sure to steal the Physic Staff off the enemy healer.

Part 3

You'll find a female heron laguz here, and naturally Oliver wants her for his own. Time to defend! You have to survive ten turns, an easy enough task if you lay down the law with Oliver's men. You'll be surrounded on both sides, so take out the units north of you first, then the ones to the south. You'll have two more reinforcements here, showing up around Turn 3. Stand your ground, and take out the units as they come at you until Turn 10 rolls around.

Part 4

Time to kill Oliver. There's a mage in this level that casts the deadly Meteor spell, so kill him as quickly as you can, or let him use up all his spells on someone with very high magic resistance, leaving him useless (and a sitting duck). As you make your way toward Oliver, four flying laguz will join the battle and start killing the enemies soldiers for you (you could, of course, Rescue them and prevent them from doing this). When you reach Oliver, weaken him with a ranged attack, and then swoop in for a close quarters kill. He'll drop the Nosferatu, which for some reason beyond understanding the game considers Light magic, despite it being, you know, the book of the dead.

Chapter 18: Crimea Marches

The newly-appointed Lord/General Ike has the full support of Begnion, and now leads what remains of the Crimean army toward Daein to bring on the vengeance! Use an Occult Scroll to give Ike the Aether skill now that he's reach his promotion. The apostle sends Tanith with you, giving you option of recruiting Janaff, Reyson, and Ulki (do so).

Your first skirmish with the Daein outer forces will be against several soldiers and wyvern riders (all of which you must kill), and there will be enemy reinforcements behind you, eventually, so you may want to leave a few units at your starting position to take care of them. Shinon is here--working for the enemy, the treacherous lout! You can get him back, though, by speaking to him with Rolf, then letting Ike defeat him in combat. There are two Sages wielding Meteor here, so take them out quickly before sending Rolf on his little liaison mission. Kill the boss, Kayachey, by surrounding him with strong units, as he can move around.

Afterwards, Shinon admits his mistake and rejoins Ike's ranks. The march through Daein continues.

Chapter 19: Entrusted

Bring Janaff and Reyson along with you to make this fight considerably easier. Use a tough unit to draw one of the bosses, Naesala, close to Janaff, and speak to her with Janaff. Now speak to Naesala with Reyson and she'll leave the battlefield along with all her ravens! Take out the remaining units and the other boss, Homasa to end the fight.

Afterwards, Volke will reveal to you some rather earthshaking information regarding Ike's father, Greil, and about his own identity: he's not a thief, he's an assassin!

Chapter 20: Defending Talrega

Ike's army presses on through the wintry landscape of Daein, and arrives at the floodgates of Talrega, where Jill's father, Shiharam, commands. Incidentally, if you're using Jill, do not let her near Shiharam, or she'll go over to the enemy's side. Send a few characters north to take out the enemy units there and enter the houses while everyone else heads south, and then northeast. To beat this mission you have to reach the "Arrive" square within fifteen turns, but that should be more than enough time to do so. When you reach the Tomahawk-wielding Shiharam, use Ike to kill him, then step on the Arrive tile to end the level.

Chapter 21: Without a King

Ike's army continues to march until it reaches the Daein capital of Nevassa, where every able-bodied man has been conscripted to the enemy forces. The castle gates are open, so Ike leads his army inside, where a trap has been set. The gates close behind you, leaving you to face the enemies within! You'll want to bring Volke along with you here, as there are several chests to be opened in this battle. Move quickly through the doors and corridors to reach the boss, Ena, as reinforcements will pour in intermittently throughout the fight. Along the way you can speak to General Tauroneo with Ike to recruit him. As for Ena, knock down her HP with an archer, then advance on her with a swordmaster (or Ike) to finish her off.

You have now seized the Daein capital, leaving the Daein army based in the Crimea capital of Melinor instead.

Chapter 22: Solo

The battle has moved to Ike's homeland now, so the army must march on its open capital, Melinor. On the way, Ike stops at Palmeni Shrine and finds it occupied by Daein forces. The boss, Schaeffer, will turn the priests here against you, so avoid killing them if you can to obtain the Ashera Staff, as well as some bonus EXP. Send Volke up the sides to collect the treasure from the chests, and when you're ready to face Schaeffer, hit him with arrows until he equips his Killer Bow, then move to close range and finish him off before he can retaliate.

Chapter 23: The Great Bridge

Ike and his ever-growing army now march to the Riven Bridge, which connects Daein with Crimera. Ranulf joins your ranks at last, and he is well worth using. The bridge is packed with enemy defenders who outnumber you nearly three-to-one, but it won't be impossible to break through. Bring Jill along to speak to the wyvern rider Haar and recruit him. The bridge is rife with traps that disable whoever stands on them for the remainder of their turn, which can get real annoying real fast. Make your way past the first ballista to the second one, when some Paladins from Crimea--led by Lucia and Bastian--show up to help you. To deal with the boss, Petrine, who wields a Flame Lance, use Ike and Soren, as their Resistance is high.

Chapter 24: Battle Reunion

You're now back in Crimea, marching toward Melinor and stopping at Castle Delbray. Daein forces march up the road and surround the area, so you have no choice but to decimate them and rescue the knights in the castle! You have to reach the Arrival square within fifteen turns, but as before, this won't be a difficult task. Just make your way through the enemies, bringing a Sniper along to shoot down the multiple wyverns here. When you near the boss, Rikard, the Black Knight will appear again. You still can't kill him, so avoid him like the plague. Take Rikard down with your strongest sword-wielders, then head to the Arrival tile to end the battle.

The Black Knight will speak to Ike after the battle, and after a brief spar (during which Ike deals absolutely no damage to him) demands that Ike bring the Ragnell sword to their next battle. The Ragnell sword is the only weapon that can pierce the Black Knight's armor, if the Knight is to be believed.

Chapter 25: Strange Lands

Elsewhere, the armies of Gallia are marching to meet up with Ike's Crimean forces in the Marhaut Range. There, Ike encounters an enemy encampment, which has boulders ready to roll down upon your troops. These you will want to avoid, as they will deal 10 damage to anyone in their path. Split your party into two groups and head up both paths of the mountain, sending the sword-wielders to the right and lance/axe-wielders to the left. There is a ballista at the top of the mountain, so take it out quickly, and keep all flying units out of its range! Kill the boss, Gromell, with Shinon's arrows and Soren's ElWind.

You'll be reunited with King Caineghis and his army afterwards, along with King Tiburn from Phoenicis, and begin making your final plans of attack.

Chapter 26: Clash!

Two obstacles stand between Ike and the capital: Fort Pinell and Nados Castle; Ike decides to take on Fort Pinell while King Tiburn will lead his troops to Nados Castle. You'll have to take Princess Elincia into this battle, but she's incredibly weak, so protect her at all times. The enemies here in Fort Pinell are mostly grouped together by class, so you can send the corresponding units in bunches to take them all down at once. The last battle is nearing, so use this time to level up your best characters and forget about your weaker ones. The boss, General Bertram, wields a Runesword, which heals him every time he strikes someone, so use Longbows and long-range magic to take his HP down, then step in with Ike to kill him. Seize the space he was standing on to end the battle.

Chapter 27: Moment of Fate

Time to meet up with Tiburn and help him take down Castle Nados and the Black Knight, who's now in charge of defending it. Split your party into three groups and send the group with Ike up the middle. Make sure Ike reaches Level 20 by the time you defeat the boss here, or you'll regret it, and you'll find out why in a minute. You'll have to face even more powerful enemies when you break down the doors to the throne room. The boss, Hafedd, wields a Brave Lance, so pound him into submission as quick as you can, or have him try to strike you with his long-range weapon and let Volke steal the Lance from him. After Hafedd is dead, heal Ike up completely and make sure he has an Elixir in his inventory, and make sure he has learned Aether. Now stand on the Arrive spot.

Ike will now have to face the Black Knight wielding the Ragnall, with only his sister Mist for support. You don't have to defeat the Black Knight to finish the level, but it will determine who joins your party. Keep attacking the Black Knight with Ike while Mist heals you. After a few turns some enemies will show up; have Mist flee from them while continuing to heal Ike, and pray Ike gets off a couple Aethers to kill the Black Knight. If you manage to kill him, Nasir will join your party; if not, Ena will.

Chapter 28: Twisted Tower

Ike now directs his army south to the Gritnea Tower, where the heron Leanne is being held. The enemies here are almost exclusively laguz, so bring along your laguz-killing weapons. King Tiburn will be along for the fight, and he's extremely powerful, so use him wisely (and sparingly). Magic-users will also have a field day here, so Soren should be whipping spells out left and right. Beware of the Bishop near the boss, as he has a Sleep Staff that can, obviously, put your characters to sleep. The boss, Heddwyn, is a pushover; just be sure to kill the two Bishops around him before taking him on. Seize the throne to end the battle.

You'll rescue the heron Leanne after this, leaving only the royal palace in the Crimean capital of Melinor left to reclaim.

Chapter 29: Repatriation

To prepare for the final battle, give every unit a couple Silver weapons, and use your bonus EXP to get your strongest units up to Level 20. Make sure every unit has a healing item with them, and bring two healers with you.

King Ashnard and his final fifty soldiers are all that remain of the Daein army, and Ike is strong enough to pretty much take them all out. But that's rather unfair to the rest of your team, isn't it? They've fought this far, so give them one last taste of bloodshed! You'll have the option to bring either Tibarn, Naesala, or Giffca into the fray after Turn 1; be smart and choose Tibarn--he's not the King of his country for just any old reason. Lead your troops up to the fountain first and clear the area of the Generals, including Bryce, and hold your ground as the mighty dragon units descend upon you. Kill them all, heal with your healers, and continue up, taking out the Paladins until only Ashnard remains.

Ashnard, like the Black Knight, can only be damaged with Ike's Ragnall sword, but the laguz you brought into this battle (Tibarn, in this case) can also deliver the hurt, so send those two units--along with your two healers--to Ashnard and start whacking away at him. Keep healing, and he will fall, leaving the Daein army completely decimated.

You've just beat the game! Watch the very lengthy epilogue as the remaining threads of the storyline are tied up and the end credits roll.

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