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A Faint Light

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
A Faint Light


Location

Glaive Prison

New units

Ilyana, Aran

Boss(es)

Burton

Previous chapter(s)

The Dispossessed

Next chapter(s)

A Distant Voice

Let's get out of here before the guards come. I'll open the door, then we'll find a way out.
— Sothe

A Faint Light (Japanese: ほのかの光明 A Faint Light) is the third chapter of Part I of Fire Emblem: Radiant Dawn. In this chapter, the Dawn Brigade breaks Micaiah and Laura out of a Begnion prison.

Plot

Main article: A Faint Light/Script

Micaiah and Laura are taken to Glaive Prison. There, they meet several other prisoners: the merchant Aimee, the thunder mage Ilyana, and the traveler Kurth. Sothe arrives and breaks the five out. When they return to the courtyard, Edward, Leonardo, and Nolan arrive and explain that a Begnion soldier let them in so they could help Laura. Several guards led by Burton arrive, and the Dawn Brigade fight their way out. Along the way, they meet Aran, the soldier who wished to help Laura, and convince him to defect to their cause.

After making their escape, the Dawn Brigade meet the other members of Aimee and Ilyana's merchant caravan: the armorer Muston and the twin brothers Daniel and Jorge. The merchants explain that rumor has it that Ashnard's orphan son is rallying troops in the desert to reclaim Daein. The Dawn Brigade sets out to join him.

Chapter data


This section has been marked as a stub. Please help improve the page by adding information.


Easy Normal/Hard

Chapter Data
Conditions
Unit Data
Victory: Defeat Burton Player Partner Other Enemy
Defeat: Any ally dies 7+1 2 {{{other}}} 13+2−1
Bonus EXP
Requirement Easy Normal Hard
Clear the chapter 160 160 80
Clear the chapter in 10/15 turns or less 80/40 80/40 40/20
Partner units survive 200 per unit -- --
Player units escape (rounded down, up to 8) -- 25 per unit 12.5 per unit
Partner units escape (up to 2) -- 100 per unit 50 per unit
Experience gained by partner units Varies Varies Varies

This map's elemental affinity is Light.

Character data

Characters
New units
Ilyana
Thunder Mage
HP
22
Inventory
 Thunder
 Elthunder
Level
12
Automatically from turn 1
Aran
Soldier
HP
24
Inventory
 Iron Lance
 Javelin
 Vulnerary
Level
7
Enemy, talk to with Laura
Forcibly deployed characters
Micaiah light mage ​Edward ​Leonardo ​Nolan ​Laura ​Sothe rogue ​
Available characters
None

Item data

Items
Name Obtainment Method
Door Key Dropped by enemy Fighter
Herb Steal from enemy Myrmidon
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Fighter (Easy)/Armored Sword (Normal/Hard)
Vulnerary Steal from enemy Fighter (Easy)/Archer (Normal/Hard)
Iron Axe Steal from enemy Fighter (if unequipped)
(Easy only)
Steel Axe Steal from enemy Fighter (if unequipped)
(Normal/Hard only)
Hand Axe Steal from enemy Fighter (if unequipped)
Vulnerary Steal from enemy Myrmidon
(Easy only)
Vulnerary Steal from enemy Archer
(Easy only)
Steel Lance Steal from enemy Soldier (if unequipped)
Javelin Steal from enemy Soldier (if unequipped)
Discipline Steal from Burton
Vulnerary Steal from enemy Soldier (reinforcement)
(Normal/Hard only)
Vulnerary Steal from enemy Archer (reinforcement)
(Normal/Hard only)
Coin Hidden treasure (the alcove on the right side of the map, north of an Archer)

Enemy data

Easy Normal Hard

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Wlv Def Res Cha Lck Con Mov Inventory and Skills
Begnion Soldier 7 1 24 11 1 10 10 6 9 4 6  Steel Lance
 Shove
--
Begnion Myrmidon 5 1 20 7 0 11 12 6 5 1 6  Iron Sword Herb
 Critical +5 Shove
--
Begnion Archer 4 1 21 10 0 11 9 5 6 1 6  Iron Bow Vulnerary
 Shove
--
Begnion Armored Lance 5 1 25 11 0 8 7 8 12 4 5  Iron Greatlance
 Shove
Does not move.
Begnion Armored Axe 6 1 25 12 1 9 7 8 12 5 5  Steel Axe
 Shove
Does not move.
Begnion Fighter 5 1 25 11~12 0 8 9 5 6 1 6  Iron Axe Vulnerary
 Shove
Immediately begins moving unprovoked.
Begnion Myrmidon 5 1 20 7 0 11 12 6 5 1 6  Iron Sword
 Critical +5 Shove
--
Begnion Fighter 5 1 25 11~12 0 8 9 5 6 1 6  Iron Axe Hand Axe Vulnerary
 Shove
--
Begnion Fighter 3 1 23 11 0 7 8 5 5 0 6  Iron Axe Door KeyThis item is dropped upon this unit's defeat.
 Shove
--
Begnion Archer 8 1 23 12 0 13 11 6 8 3 6  Iron Longbow
 Shove
Does not move.
Begnion Myrmidon 5 1 20 7 0 11 12 6 5 1 6  Iron Sword Vulnerary
 Critical +5 Shove
Immediately begins moving unprovoked.
Begnion Soldier 6 1 23 10 1 10 10 6 8 4 6  Iron Lance Vulnerary
 Shove
Immediately begins moving unprovoked.
Burton Sword Knight 11 1 29 13 4 12 13 4 12 5 8  Wind EdgeThis item or skill is locked to this unit. Discipline
 Canto
Does not move.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Wlv Def Res Cha Lck Con Mov Inventory and Skills
Begnion Soldier 5 1 22 9 0 9 10 5 8 3 6  Iron Lance
 Shove
--
Aran Soldier 7 1 24 10 0 12 10 6 11 2 6  Javelin Iron Lance Vulnerary
 Shove
--

Reinforcements

  • Turn 2 (Easy only)
    • 1 Soldier from ally starting positions
    • Aran from ally starting positions
  • Turn 2 (Normal/Hard only)
  • Turn 7 (Normal/Hard only)
    • 1 Myrmidon from ally starting positions
    • 1 Archer from ally starting positions
  • Turn 9 (Normal/Hard only)
  • Turn 11 (Normal/Hard only)
  • Turn 12 (Normal/Hard only)

Partner data

Partner Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Wlv Def Res Cha Lck Con Mov Inventory and Skills
Kurth Pilgrim 1 1 55 15 7 8 10 21 15 15 6 --
--
Aimee Vendor 13 1 25 3 10 5 12 0 6 12 6 --
--

Boss data

Main article: Burton

Easy Normal/Hard

Stats
Max HP 29 Speed 13
Strength 13 Luck 4
Magic 4 Defense 12
Skill 12 Resistance 5
Movement 8 Weight 35
Inventory Skills
 Wind EdgeThis item or skill is locked to this unit.
 Discipline
 Canto
Weapon Levels
Swords D Lances -- Axes -- Bows -- Knives -- Strike weapons --
Fire magic -- Thunder magic -- Wind magic -- Light magic -- Dark magic -- Staves --
Biorhythm
Best
Good
Normal
Bad
Worst

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

You get two newcomers in this chapter. Ilyana is the game's only Thunder Mage, and she is screwed over by Radiant Dawn's unique gameplay mechanics. On the plus side, she is the only character capable of using Rexbolt, giving her a unique niche in the army, and her stat spread allows her to mitigate the disadvantages of thunder magic (good Strength to ignore the heavy weight, good Magic to fix the poor might, and good Skill to fix the poor hit). However, she takes valuable experience from the Dawn Brigade and takes it over to the Greil Mercenaries in part 3, who don't particularly need an extra mage. What's worse, if you try to train her in part 3, she is a level 12 tier one unit trying to keep up with mid-level tier 2 units, which never ends well. Using her simply costs too much to be worth it. Aran, on the other hand, provides some badly-needed bulk to the Dawn Brigade and can get extremely early access to a Silver Lance, making him hit like a truck. He is outstripped by Nephenee in the endgame, but until then, he will be one of the Dawn Brigade's main backbones.

At the start, observe Burton. He is holding a valuable Discipline scroll, but he doesn't drop it. Sothe is going to have to steal it from him. On Normal and Hard, the Soldier next to Burton has a Steel Lance and a Javelin; we also want to steal the Steel Lance (hehe!) for newcomer Aran. Finally, note the little cubby on the east side of the map. There's a Coin hidden here that Sothe can loot, although it's a bit too far out of the way to reach without getting extremely lucky or surrendering some bonus experience.

On Easy, the most efficient approach is to send Edward, Sothe, and Micaiah east to get the Coin and clear out that half of the map, while everyone else heads west. Aran appears in the north on turn 2 and can be recruited by Laura. Steadily make your way south, get the Coin, and make sure to filch Discipline before blowing Burton up with Thani.

On Normal and Hard, you should start off by sending Edward to take out the northeast Fighter and use Nolan and Sothe to plug up the gaps between the trees to create a small safe zone in the northwest. Micaiah can use Direct to keep Aimee and Kurth just behind your front line. As Edward returns to the group, he should fight the southeast Archers with his Wind Edge. Meanwhile, your goals with the main group are to recruit Aran on turn 3 and Thani-bomb the Armored Axe on turn 4 so that Sothe can take control of the one tile chokepoint in the southwest (note that both southwest armored units are immobile). This will provide Burton and his goons, allowing you to swipe Discipline and the Steel Lance before killing them. Once they're dead, you can push onward to the escape point. You can also steal a Steel Axe from the southeast Fighter if you want. Unlike Chapter 1, you get bonus experience for every unit who escapes before Micaiah, including the two partner units (who can be directed to the escape point). Get everyone to safety, get the Coin if you want to, and end the chapter by having Micaiah escape.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

A Faint Light

--

Japanese

ほのかの光明

A Faint Light

Spanish

Una tenue luz

A faint light

French

Lumière pâle

Pale light

German

Ein blasses Licht

A pale light

Italian

Una luce fioca

A faint light

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


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