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Daein, Arise!

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Daein, Arise!

Image

Location

Daein Keep

Boss(es)

Jarod

Previous chapter(s)

One Survives

Next chapter(s)

On Drifting Clouds

I shall not... I... I cannot ignore this tragedy. No man can, and certainly no prince… I cannot look away when my people suffer. And so I ask... I ask you all. Please, will you join me?!
— Pelleas

Daein, Arise! (Japanese: デイン復活 Dayne's Resurrection) is the endgame of Part I of Fire Emblem: Radiant Dawn. In this chapter, Micaiah and the Dawn Brigade fight Jarod one last time to end his tyranny and free Daein.

Plot

Main articles: Daein, Arise!/Script and Daein, Arise!/Conversations

Jarod begins a brutal siege on Nevassa from the safety of Daein Keep. Izuka urges the liberation army to stay put and wait for the apostle's envoy to arrive, but Micaiah and Sothe are unwilling to allow more innocent bloodshed. Izuka reminds Micaiah that her name has been used as a rallying point for the citizens of Daein, as opposed to Prince Pelleas. Izuka suspects Micaiah of pretending to help Pelleas in order to obtain the crown herself, but Pelleas rebukes him, calling to mind his own inadequacy as a leader and prince. Pelleas then steps outside the tent and struggles to give a rallying speech to the people of Daein. The Black Knight steps behind him, immediately attracting the peoples' attention to them. After Pelleas concludes his speech, the people of Daein rally behind him, proclaiming him as their prince. The Black Knight then steps aside.

After speaking with Pelleas, Micaiah gives the army the command to sortie to Daein Keep. Within the keep, Jarod muses about his death being fraught with purpose. When Micaiah and company arrive, Jarod rallies his troops, and, noting how either possible result of the battle will be poor for them, commands them to give the Daein troops a fight to remember, and to die as proud soldiers of the Begnion empire. The battle proper then begins.

After Jarod is killed and the capital is retaken, Pelleas thanks Micaiah and appoints her as Supreme Commander of the Daein armies. Micaiah accepts, and Pelleas performs the ceremony, granting her further power as well. Later in Nevassa, citizens rush forward to witness the coronation of Pelleas as King of Daein. The people all cheer as he accepts his position. That night, Tormod and his group say farewell to Micaiah, stating that most Daeins still harbor ill will towards the laguz. Shocked by this, Micaiah begins crying and walks away, leaving Sothe to finish their farewells. Micaiah later thanks Muarim for not telling anyone about her brand. She tells how, though she can hide it, she cannot hide how slowly she ages, meaning she cannot stay in one place for very long. Muarim reassures her that, so long as Sothe is by her, she can overcome any difficulty. As the three are about to leave, Nailah walks in, stating she and Rafiel will be travelling with them to Gallia. The group then finally takes their leave. Volug, on the other hand, is sent by Nailah to continue protecting Micaiah. Micaiah then speaks to him and Sothe about her desire to rebuild Daein.

Beginning log

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.

Chapter data

Easy Normal/Hard

Chapter Data
Conditions
Unit Data
Victory: Seize Player Partner Other Enemy
Defeat: Micaiah, Sothe, Nailah, or the Black Knight dies* 3–12 {{{partner}}} {{{other}}} 23+16
Image
Bonus EXP
Requirement Easy Normal Hard
Clear the chapter 2,500 2,500 1,250
Clear the chapter in 12/15 turns or less 1,250/625 1,250/625 625/312.5

This map's elemental affinity is Thunder. This is an indoor chapter, meaning mounted units receive a −2 movement penalty.

Character data

Characters
New units

None

Forcibly deployed characters
Micaiah light mage ​Sothe rogue ​Volug ​
Available characters
Edward ​Leonardo ​Nolan ​Laura ​Ilyana ​Aran ​Meg ​Jill ​Zihark ​Fiona ​Tormod ​Muarim ​Vika ​Rafiel ​Nailah ​Black knight ​
Undeployable characters
Tauroneo ​
Note: At the end of the chapter, Micaiah will promote to Light Sage automatically.

Item data

Items
Name Obtainment Method
Image Thani View base conversation "Fiona"
Image Blue Gem View base conversation "Volug"
Image Chest Key Dropped by enemy Soldier
Image Reaper Card Open lone southwestern chest
Image Speedwing Open lower eastern chest
Image Unlock Open upper eastern chest
Image Coin Open left northwestern chest
Image Parity Right northwestern chest
Image Vantage Northeastern chest
Image Elfire Steal from enemy Fire Mage (if unequipped)
Image Fire Steal from enemy Fire Mage (if unequipped)
(Easy only)
Image Meteor Steal from enemy Fire Mage (if unequipped)
(Normal/Hard only)
Image Concoction Steal from Jarod

Shop data

Armory and vendor

Swords Lances Axes Bows Knives Tomes Staves Items Bargains

Name Cost
Image Bronze Sword 350
Image Iron Sword 500
Image Steel Sword 800
Image Iron Blade 800
Image Steel Blade 1,400

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
Image Begnion Thunder Mage 15 2 23 7 13~14 12 11 7 6 10~11 5 Image Elthunder
Image Shove
Authority: Jarod
Will not move except to heal.
Image Begnion Armored Sword 14 1 33 15 3 11 12 9 16 6 5 Image Steel Blade
Image Shove
Authority: Jarod
Does not move.
Image Begnion Armored Axe 14 1 33 15 2 13 12 10 16 6 5 Image Steel Poleax
Image Shove
Authority: Jarod
Does not move.
Image Begnion Armored Lance 14 1 33 15 1 12 12 10 16 6 5 Image Javelin
Image Shove
Authority: Jarod
Image Begnion Armored Sword 15 1 33 16 3 12 12 10 16 6 5 Image Wind Edge
Image Shove
Authority: Jarod
Does not move.
Image Begnion Armored Lance 14 1 33 16 1 11 12 10 16 6 5 Image Steel Greatlance
Image Shove
Authority: Jarod
Will not move except to heal.
Image Begnion Fire Mage 15 1 23 6 13 11 12 8 6 12 5 Image ElfireImage Fire
Image Shove
Authority: Jarod
Does not move.
Image Begnion Wind Mage 15 2 23 5 15 11 12 7 5~6 12 5 Image Elwind
Image Shove
Authority: Jarod
Image Begnion Myrmidon 14 1 26 11 2 16 18 8 9 5 6 Image Steel Sword
Image Critical +5Image Shove
Authority: Jarod
Immediately begins moving unprovoked.
Image Begnion Soldier 15 1 29 15 3 14 14 8 12 7 6 Image Steel LanceImage Chest KeyThis item is dropped upon this unit's defeat.
Image Shove
Authority: Jarod
Image Begnion Soldier 14 2 28~29 13~15 2 14 13~14 8 12 6~7 6 Image Steel Lance
Image Shove
Authority: Jarod
The southern one immediately begins moving unprovoked.
Image Begnion Myrmidon 14 1 25 11 2 15 18 8 8 5 6 Image Killing Edge
Image Critical +5Image Shove
Authority: Jarod
Image Begnion Fighter 15 1 33 17 0 13 14 8 10 4 6 Image Steel Axe
Image Shove
Authority: Jarod
Image Begnion Fighter 13 1 31 15 0 12 13 8 9 3 6 Image Steel Axe
Image Shove
Authority: Jarod
Immediately begins moving unprovoked.
Image Begnion Archer 14 2 26~27 16 1 15 13~14 8 10~11 5 6 Image Steel Bow
Image Shove
Authority: Jarod
The southern one does not move.
Image Begnion Priest 15 1 25 6 13 11 11 15 6 15 5 Image PhysicImage Heal
Image Shove
Authority: Jarod
Image Begnion Priest 14 1 23 6 13 10 10 15 5 15 5 Image PhysicImage Heal
Image Shove
Authority: Jarod
Image Begnion Soldier 14 1 29 15 2 13 14 8 11 7 6 Image Steel Greatlance
Image Shove
Authority: Jarod
Image Jarod Halberdier 4 1 39 20 4 20 19 10 18 15 7 Image Short SpearThis item or skill is locked to this unit.Image Concoction
Image Critical +5Image Shove
Authority: ★★★
Does not move; stands on the objective, the chapter's seize point.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Wlv Def Res Cha Lck Con Mov Inventory and Skills
Image Bandit Thief 14 2 22~23 9~10 1~2 12~13 15 8~9 7~8 3 7 Image Iron Knife
Image StealImage Shove
Authority: Jarod
Prioritizes opening chests, then escaping via the west.
Image Begnion Fighter 14 2 31 16 0 13 14 8 10 4 6 Image Steel Axe
Image Shove
Authority: Jarod
Image Begnion Wind Mage 14 2 24 5 14 11 11 7 6 12 5 Image Elwind
Image Shove
Authority: Jarod
Image Begnion Fire Mage 14 2 23 6 11 11 12 8 6 12 5 Image Elfire
Image Shove
Authority: Jarod
Image Begnion Fighter 14 4 32~33 16 0 13 13~14 8 9~10 3~4 6 Image Venin Axe
Image Shove
Authority: Jarod
Image Begnion Myrmidon 14 1 25~26 11 2 15~16 18 8 9 5 6 Image Wind Edge
Image Critical +5Image Shove
Authority: Jarod
Image Begnion Myrmidon 15 1 26 11 2 15 17 9 9 6 6 Image Steel Blade
Image Critical +5Image Shove
Authority: Jarod
Image Begnion Armored Axe 15 2 33 16 2 13 12~13 10 16 6 5 Image Hand Axe
Image Shove
Authority: Jarod
Will not move except to heal.

Reinforcements

  • Turn 2
    • 2 Thieves from the eastern border of the second floor
  • Turns 3 and 7
  • Turns 4 and 10
  • Turn 6
    • 2 Myrmidons from the western border of the third floor
  • Upon opening the door or reaching the fourth floor

Boss data

Main article: Jarod
Stats
Max HP 39 Speed 19
Strength 20 Luck 10
Magic 4 Defense 18
Skill 20 Resistance 15
Movement 7 Weight 18
Inventory Skills
Image Short SpearThis item or skill is locked to this unit.
Image Concoction
Image Critical +5
Image Shove
Weapon Levels
Swords -- Lances B 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 has been marked as a stub. Please help improve the page by adding information.


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

This will be the last chapter where the Dawn Brigade is playable until well into part 3. Several units will not return then: Ilyana leaves and joins the Greil Mercenaries, Tauroneo only returns in the last few chapters of part 3, while Tormod, Muarim, Vika, Nailah, and Rafiel do not return to the Dawn Brigade at all. To give the remaining Dawn Brigade members the best chance against their opponents in part 3, it is best to either put said characters' items and skills (especially Tormod's Celerity) in the convoy or another character's inventory before the chapter starts. If the player intends to use any of said characters this chapter, they should trade their items to the remaining Dawn Brigade members before the chapter is ended. The Black Knight will return in Part III, Chapter 6, but only late into it; as such, it is best to leave his items in the convoy as well—he likely won't need anything more than Alondite anyways. Should the player want to give the Greil Mercenaries more items, however, that can also be done by putting them in Ilyana's inventory.

If the player is attempting to recruit a particular secret character on their second playthrough, the Black Knight must be deployed this chapter to do so. Even if the player is not attempting to unlock them, deploying him can still be worthwhile as he is an incredibly strong unit; though using him too extensively will deprive the rest of the Dawn Brigade of valuable experience, he can still be useful for dealing with particularly tough enemies and clearing the way for other units, especially on Hard mode. To avoid the Black Knight stealing EXP, have him unequip his weapon so the enemies do not die when they attack him. It should be noted that while Ike does need to fight the Black Knight later on to recruit the secret character, there is no stat benchmark as a Spectre Card is purchasable on the Greil Mercenaries' side and gets the job done without fail.

Etymology and other languages

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

Daein, Arise!

--

Japanese

デイン復活

Dayne's Resurrection

Spanish

¡A las armas, Daein!

To arms, Daein!

French

Daein, relève-toi!

Daein, arise!

German

Erhebe dich, Daein!

Arise, Daein!

Italian

La rinascita di Daein

The rebirth of Daein

Gallery


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


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