Fire Emblem: The Sacred Stones Guide - Guide for Fire Emblem: The Sacred Stones

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---FIRE EMBLEM: THE SACRED STONES---

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I. TABLE OF CONTENTS
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II. INTRO
III. CLASSES
IV. FAQ
V. WALKTHROUGH
VI. INTRODUVTION (Chapters 1-8)
VII. PRINCE RENAIS' STORY
VIII. PRINCESS RENAIS' STORY
X. CHARACTER OVERVIEW

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II. INTRO
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This game is pritty much just like the first one, however it gives you a bit more
custimization ability. One of these reasons is because you get a choice when you
bring you're units up a class. For example, when you bring Colm, the theif, up a
class, you can select ethier a Rouge or an Assissin, thus, giving you a bit more
control over how you're characters grow.
Yes, Fire Emblem: The Sacred Stones is heavy on stratagy, but you can play it
according to you're own fighting style a bit more because characters get strong
enough to blow off almsot every attack. It's just decideing what weapon and which
character to use that makes it a bit hard
However, sometimes you must think a bit or you'll end up with a casuilty or two. 
A word to the wise, think about all posible moves the enemy can make.

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III. CLASSES
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There is a lot of classes in The Sacred Stones rangeing from Lords to Fighters to
Rangers. Here's a breif description of each class.

LORD: There are only two Lords in the game. Prince and Princess Rinas. Princess Rinas
weilds swords and Prince Rinas weilds Lances.

GREAT LORDS: Same thing as lords except thier second class. They are simply mounted
Lords.

KINGHT: Knights have an incredible defense and power, but lack skill and resistance,
so keep them clear of faster enemies and mages. Usefull against Soldiers and other
Knights.

GENERALS:(Class up from Knight) Generals have an invincible defense and a much higher
resistance compared to thier first class. They are also equiped with the Big Sheild
skill which allows them to blow off any attack.

CAVALIERS: Cavaliers are swift Sword/Lance weilding mounted units. They are
all-around units with no real weak points, but they don't excell in anything ethier.
Good and reliable for rescuing units.

PALADINS: (Class up from Cavalier) Paladins are much swifter then Cavaliers and
defnitly stronger. Having no other weapon ganing advantages, the upside to Paladins
is thier high skill and defense.

GREAT KNIGHT: (Class up from Knight/Cavalier) Great Knights are pritty much mounted
generals, but they lack the Great Sheild skill. They make a great offenseive wall and
are perfect for rushing in an offensive movement.

PEGASUS KNIGHT: Pegasus Knights are probably the swiftest units in the game. At first
glance, they are weak but fast with good skill, low defense, low health and horrible
defense. However, useing them can defnitly pay off greatly. Being so fast, they are
hard to hit and are usefull for fighting enemy mages, or anytihng in general. They
are good for leading a group into combat but it's not a wise idea to send them in
alone. Watch out for bows.

FALCO KNIGHT: (Class up from Pegasus Knight) Falco Knights are the same as thier
prior class, Pegasus Knights, but even faster and stronger and with a better defense.
They can go in alone and take on an entire blatoon of mages alone. Steer clear of bows.


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