“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.”
—Opening Narration

Daein, Arise (デイン復活 Dein Fukkatsu) is the final chapter of Part 1 in Fire Emblem: Radiant Dawn.

  • Map Affinity: Thunder
  • Enemy reinforcements (1 fire mage, 1 thunder mage, 1 wind mage, and 1 fighter) come at start of turn 3 and turn 7.
  • Also, 2 thieves will appear at the start turn 2.



Shop BargainEdit


Name Value Requirement Obtain
Fiona *** Fiona must be alive Thani
Volug *** Volug must be alive Blue Gem



Bonus ExperienceEdit

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


Secret Book (Artwork) The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.

This is your last chance to level up the Dawn Brigade before harder levels . You can spar with Jarod with healing and galdrar until your units are 2nd or 3rd tier depending on how many weapons you have. After Jarod breaks his weapon levelling up is even easier.

To get the items out of the chests, put both Pass and Celerity (taken from Tormod) onto Nailah, and have her charge ahead to kill the bandits. You can also just use Pass, should you desire as Nailah has more than enough movement to kill both Thieves on turn 3 with proper starting placement and Galdrar use on turn one, allowing you to save the precious Celerity scroll for Part Three (Either Dawn Brigade or Greil Mercenaries, should the scroll be either on Ilyana or in her inventory), and not being locked out of it until Nailah re-joins in chapter 4-1. It's virtually impossible for her to die, and if you kill the bandits quickly, you will have plenty of time to get Sothe over there after a few turns.