The diversion created by the Greil Mercenaries allows the Laguz Alliance to slip successfully past the Daein army's blockade. Yet General Zelgius and his Central Army show no mercy and continue their relentless pursuit of the Laguz Alliance. The weakened alliance is forced to a hard choice; they must pass through the northern edge of the Serenes Forest. From there, they will try to make their way to a hidden road that will lead them out of Begnion and back to Gallia.
Incandescent Glow is Chapter 3-8 of Fire Emblem: Radiant Dawn.
- JP Name: 灼熱の果て Shokusetsu no hate
- Map Affinity: Earth
|Siblings||***||Lethe and Lyre are both alive||Daunt scroll|
- Clear: (easy/normal: 5500), (hard: 2750)
- In 20 turns: (easy/normal: 2750), (hard: 1375)
- Crossbow (Warrior)
- Vulnerary x2 (steal, Lance Gen, Fire Sage)
- Concoction (steal, boss Septimus)
- Pure Water (steal, boss Septimus)
- Coin (16 east, 18 north)
Should one choose to use Mist and/or Rhys as (a) healer(s) over some of the other potential healers in the game, this chapter can be a good start for them. By filling their inventories with Heal staves and placing a character on one of the darkened tiles, there is a possibility to gain quite a bit of exp, provided one chooses to forego the extra Bonus Experience gained by the 20 turn completion. This is also immensely helpful if one does not have a decently powerful healer as of yet, for deployment of healing characters in this chapter is fairly low-risk, and quite a few enemies remain stationary.
However, due to the lack of healers one has at this point, this chapter can be fairly difficult. The darkened trap tiles can be either the player's best enemy, helping with taking out the opponent, or cruel, taking more damage out of the player's units that can be restored at once. So still proceed with caution when playing this chapter.
|Incandescent Glow||Next chapter:|