|Sanctuary of Sorcery|
“Marth barely succeeded in escaping, disembarking in the desert of Khadein. He elected to await his subordinates’ safe arrival. Khadein, the city of magic, is a sanctuary for mages. Many prospecting mages come here and undergo rigorous training. Magic relies on containing nature’s energies in “tomes” and “staves”, freely manipulating these energies to harness great power. A few centuries ago, a lone sage founded an academy here, teaching magic’s secrets. However, instead of bringing happiness, magic was soon used as a tool of war, and a thing to be traded. The sage was disappointed, and vanished from the pages of history. Though there is no confirmation, some say that was the Archsage Gotoh. Currently, advanced magic like Aura cannot be made without the orbs’ power, and their use is restricted to a few chosen ones. Those conditions are set by their creator, and they can only be inherited by those who qualify. Khadein, the city of magic… the proud Sanctuary of Sorcery.”
This chapter can be quite difficult if you wish to recruit both Etzel and Minerva because of the heroes who will start advancing from the south after a certain number of turns. One strategy involves using the boots that can be obtained from the chests to the southeast. At the beginning of the chapter, send a thief and a flying unit to the east to obtain the items in the chests and eliminate any thieves who might endanger the village. Send the bulk of your force northwards, being careful to not get within the range of too many enemy mages. Marth should be near the front of the line so that he wil be able to speak to and recruit Etzel since he advances on the first round. After Etzel is recruited, eliminate the other mages and dracoknights as quickly as possible. Meanwhile, have your thief obtain the items in the chests and start moving to the northwest. Once the bulk of the enemy forces are eliminated, send Marth towards the village. A dancer may help to quicken this proccess. Intercept Marth with the thief, and hand him the boots. Let Marth use the boots, thus giving him another point of movement which will help him traverse the desert quicker. By the time you have reached the village and are returning, the heroes will have started to advance. It would be best to keep all but your most elite units out of the heroes' range. Send Marth to the west to capture the castle as quickly as possible.