Daein, Arise!

Daein, Arise!
Daein, Arise!.jpg
Part 1, Chapter 9 Fire Emblem: Radiant Dawn
game Fire Emblem: Radiant Dawn
objective Seize Throne
defeat Micaiah, Sothe, Nailah or the Black Knight dies
units Allowed 12
units Gained None
boss Jarod

"If we survive this fight, imprisonment and hushed-up execution await us. If we run from this fight, dishonor and pursuit will dog out miserable days. So I say, let's give those Daein curs a fight to remember, and let the glory of our deaths light our way! We've lived as proud soldiers of the empire! Let us die as proud soldiers of the empire!! Now GO!" - Jarod commanding his army during his last battle.

A figure from Daein's past appears unexpectedly in the night. A figure thought to have perished in the Mad King's War, the blood-stained right hand of the king himself, the mysterious Black Knight. The Black Knight protects Micaiah against Jarod's cowardly surprise attack. However, Micaiah senses that Jarod has one last move to make. Deprived of his chance to capture Micaiah, Jarod abandons all notions of retreat or negotiation. Instead, he makes plans for revenge. He murders an emissary from his homeland of Begnion and reclaims control of Daein Keep. From within the keep, he launches a savage barrage of catapult fire, all but destroying the castle town. The momentary peace that arrived with the Begnion emissary shatters along with Nevassa's walls, and the people of the city see their kin and their capital crushed under a rain of stone. This treachery proves too much for them, and their grief explodes into rage. Micaiah and company have pitched camp on a nearby hillside. When this merciless attack begins, its brutality leaves them lost for words.

Daein, Arise! is the endgame for part on of Fire Emblem: Radiant Dawn.

In anger, Jarod attacks Nevassa, Daein's capitol city. The Liberation Army worries for their family and friends who reside in the city while Micaiah and Izuka fight over whether or not storming the city would be a good idea; Micaiah pleads to help the helpless while Izuka believes that it's a rash decision and the Apostle has arrived, leaving their mission over with. It is Prince Pelleas, who believes he has been inadequate since this point, who makes a stand and rallies his troops to have the will to fight for Nevassa and their country.

When Jarod is defeated and Daein's reconstruction can begin, Pelleas appoints Micaiah as the Supreme Commander of Daein and her class of Light Mage is promoted to Light Sage. The two begin on the reconstruction of Daein together in hopes of seeing the country of old return to the prestige it once had.


[edit] Script

Daein, Arise!/Script

[edit] Base

[edit] Shop Bargain

  • Wind Edge
  • Javelin
  • Hand Axe
  • Iron Longbow
  • Arcfire
  • Arcthunder
  • Recover
  • Master Seal
  • Olivi Grass
  • Arms Scroll

[edit] Info

  • Fiona: Thani (***)
  • Volug: Blue Gem (***)

[edit] Items

[edit] Hidden

[edit] Boss

[edit] Normal/Hard Modes

Class Halberdier
Level 4
HP 39
Strength 20
Magic 4
Skill 20
Speed 19
Luck 10
Defense 18
Resistance 15
Move 7
Constitution 12
Weight 18
Weapon Mastery Lance - B

[edit] New Units

There are no new units this chapter.

[edit] Bonus Experience

  • Clear chapter: (easy/normal: 2500) (Hard: 1250)
  • Clear within 12 Turns: (easy/normal: 1250) (Hard:625)

[edit] Strategy

One can easily complete this chapter by using the Black Knight and Nailah. Because they're already leveled, however, they will steal any experience that you may get for weaker units.

This chapter, being the last of part one, is particularly rough. Using the skill pass with Sothe is very handy when climbing up towards the chests. Thiefs will steal all the items in them if you don't make haste. Rushing too fast can get you killed, however, so be careful.

Reinforcements will come from your spawn point. Try to lure them closer to where you have height advantage instead of bringing the fight to them. Keeping your units confined in a smaller space with your tougher units taking the blows is wise, as your weaker units will get destroyed if not.

Making it to the 'second-floor' (what appears to be, anyway) is a nasty business. Have long ranged units climb the stairs and kill the armors or any other units that may be blocking the path for those that decided to climb (usually Sothe to open the chest). This way you won't take blows from enemies with height advantage, and you'll be able to quickly move forward.

The third story is even more difficult, as once you open the door or climb the walls adjacent to it, enemy armors will appear. Mage wielders also have height advantage and can inflict immense damage if one is not careful. Try to rush with units on all three side (the door and the two ledges to the left and right), killing as many units as possible. Watch the enemy range and attack, though, as you want to avoid keeping a unit like Leonardo in the way of enemy fire. If you plan this correctly, you should be able to kill enough of the enemy line without dying the next turn.

If your units are particularly defenseless towards the bow and magic, make a defensive approach. You don't want to be caught on lower ground, so try to lure as many units as you can to the second story and finish them there. This way you won't leave any units in danger and you'll be able to fight the enemy without them having any advantages over you.

Jarod is tough but not anything to worry about. Injure him and give the experience to someone who needs it with the kill. Micaiah will promote after this chapter regardless of her level, so having her at the highest level possible is wise. If she has not yet reached level 20, give her as much experience as possible.

Last edited by Justin on 24 June 2012 at 13:11
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