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A Faint Light
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| “ | Let's get out of here before the guards come. I'll open the door, then we'll find a way out. | ” | — Sothe |
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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.
Contents
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
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| Victory: Defeat Burton | Player | Partner | Enemy |
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| Defeat: Any ally dies | 7+1 | 2 | 13+2−1 |
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This map's elemental affinity is Light.
Character data
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New units
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Forcibly deployed characters
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Available characters
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| None |
Item data
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Enemy data
Easy Normal Hard
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Reinforcements
- Turn 2 (Easy only)
- Turn 2 (Normal/Hard only)
- Turn 7 (Normal/Hard only)
- Turn 9 (Normal/Hard only)
- 2 Soldiers from the western alley
- Turn 11 (Normal/Hard only)
- 2 Soldiers from the southwestern alley
- Turn 12 (Normal/Hard only)
- 2 Soldiers from ally starting positions
Partner data
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Boss data
- Main article:
Burton
Easy Normal/Hard
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| Sword Knight | |
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| Level | 11 |
| Affinity | |
| Constitution | 11 |
| Authority | -- |
| Biorhythm | ||||||||||||||||||||||||||
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| 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 | ||
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| 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.
| ← The Dispossessed • | A Faint Light | • A Distant Voice → |
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