The Lost Heir

The Lost Heir
The Lost Heir.jpg
Part 1, Chapter 5 of Fire Emblem: Radiant Dawn
game Fire Emblem: Radiant Dawn
objective Easy: Rout; Normal/Hard: Defend for six turns
defeat Any of the 'other' units die or if Micaiah or Sothe die
units Allowed 10
units Gained One; Volug
boss Wystan

The history of Tellius is a history of warfare, or so the troubadours sing. It is a history of unending conflict between the beorc and the laguz, a history penned in blood and scarred by mistrust. The beorc fight with the weapons of man--the sword, the axe, the lance, and the magic arts... while the laguz, able to transform into beast, bird, and dragon, are weapons unto themselves. Both were created equally by the goddess, but neither race has ever accepted the other. The heron prince Rafiel, the wolf queen of Hatari, Nailah, and her vassal, Volug. Is the Dawn Brigade's meeting with these three laguz chance...or a sign of things to come? Micaiah can only wonder.

After guiding Nailah and Rafiel, Micaiah knows she must once again head for the dessert where she knows she'll find something. Sothe agrees, trusting her foresight and hoping that what she sees is Ashnard's son. Volug, Nailah's trusted assistance left behind to protect Micaiah, senses beorc to the south and leads the Dawn Brigade to a battle. Begnion soldiers have Fire Emblem: Path of Radiance's Tauroneo, Zihark and Kill surrounded, as they attempt to storm the castle they have set post in and capture Pelleas, the rumored son of Ashnard. The three are extremely outnumbered and Sothe and the Dawn Brigade come to their rescue.

After routing the enemies, Sothe reintroduced himself to his old friends and introduces Micaiah for the first time. Soon-to-be defected advisor, Izuka, grants passage into the castle because of his odd fascination with Micaiah. The Daein Liberation Army kindly accepts the Dawn Brigade into their ranks and appoints Micaiah as the Vice-General of the Daein Liberation Army. Despite Sothe's resentment to expose themselves, Micaiah agrees to the rank, though initially shocked.


[edit] Script

The Lost Heir/Script

[edit] Base

[edit] Shop Bargain

  • Wind Edge
  • Iron Longbow
  • Elthunder
  • Spirit Dust
  • Arms Scroll

[edit] Info

  • Sothe: obtain 10,000 gold (***)
  • Nailah (***)
  • Laura and Aran (*)
  • Dawn Brigade (*)

[edit] Items

[edit] Dropped

  • Vulnerary

[edit] Hidden

  • Concoction (Hidden Treasure, 2 east, 13 north)
  • Coin (Hidden Treasure)

[edit] Stealable

  • Master Seal
  • Shine Barrier

[edit] Bosses

[edit] Normal/Hard Modes

Class Fire Mage
Level 14
HP 25
Strength 7
Magic 14
Skill 11
Speed 12
Luck 8
Defense 5
Resistance 12
Move 5
Constitution 9
Weight 9
Weapon Mastery Fire - D

[edit] New Units

  • Volug will automatically join at the beginning of the chapter. He will serve as a valuable unit and the first Laguz to join your ranks. Despite his vulnerability towards Fire, Volug is essential to the victory of the Dawn Brigade and will serve as a great "tank" unit to cover for your weaker units.

[edit] Bonus Experience

  • Clear: (easy/normal: 400), (hard: 200)
  • Turns (10 turn time limit): (easy/normal: 100), (hard: 50)
  • Friendly Army Experience (experience green units are supposed to gain is converted into Bonus Experience)

[edit] Strategy

This chapter, in normal/hard mode, can be difficult in the sense that you need to make haste when going through it. The player will only have about six turns until the chapter is over.

Immediately you'll want to have Sothe lure in the soldier with the Master Seal to the east. Steal that and kill the mages off. This will help later, as the Mages have far movement in this chapter.

Try to get members with range like Nolan, Leonardo, Micaiah and llyana on the ledge and station them so that the enemy units near the boss can't move west and reach the second level of terrain. This will protect your weaker units and grant your ranged units an advantage over the enemy units who are at a height disadvantage. Keep them there until the enemy is cleared.

The other units can usually handle themselves, and all experience they obtain will become bonus experience that you, as the player, will be able to freely grant anyway. It is wise to keep a long-ranged member in regards to movement close like Volug, but if you're keeping the majority of the enemy at bay with your ranged units and Sothe and another member like Aran where you begin, they shouldn't have difficulty holding themselves together.

Last edited by Justin on 24 June 2012 at 12:25
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