Fire Emblem: Radiant Dawn: Difference between revisions

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* You get a discount card in chapter 3-2. The game emphasizes that it's a one-off, and isn't kidding. The card disappears once you start your next battle, so sell it once you've finished shopping.
* You get a discount card in chapter 3-2. The game emphasizes that it's a one-off, and isn't kidding. The card disappears once you start your next battle, so sell it once you've finished shopping.
* Part I is the hardest part of the game by a country mile, because the Dawn Brigade is a fairly meager bunch for the most part, especially in the first 4-5 chapters. Eventually you get a couple promoted units who will help you, but it's natural to struggle. Of the original Dawn Brigade members, Edward and Nolan are definitely pay out dividends, and all the returning Path of Radiance peeps are excellent. Try to get at least those two members promoted by the end of Part I. The rest of the characters vary in degrees of usability, but when you revisit the Dawn Brigade later in the game you'll find things to be a lot harder (though still winnable) if you don't have some good levels on those two. In theory all of the Dawn Brigade troops are good enough, but the amount of XP you need to pump into the lower level people can make your life hell later on.
* Don't pass the Beastfoe skill scroll along from Part I to Part II. Keep it with the Dawn Brigade.
* Myrmidons/Swordsmasters like Edward, Zihark and Mia are godlike if you team them up with an Earth Support granting Dodge. It's pretty easy to create set-ups where their chance to be hit is regularly less than 20, letting them dodge-tank most any physical threat.
* Unlike Path of Radiance, Support in Radiant Dawn is built by characters deploying together and ending their turns together; there is also anecdotal evidence suggesting that you build support by pushing, healing and rescuing, but the game never communicates any of this in a useful way. If you're really determined with this you can get from C to A Rank in a Support within 3-4 missions.
* When you Forge, you can use Coins to give your weapons boosts, like +Hit, +Might and +Critical. These seem random, but they're actually fixed per run. If you draw a +Hit, then reset your game and choose a different card, you'll always still get +Hit. This means you can forecast what your upcoming bonuses will be by forging a bunch of Iron Axes with Coins added; that way you can avoid drawing a Vines or Ravens (which don't give any Stat boosts) on an otherwise valuable item.
* There's some endgame content locked behind a second playthrough, and also some story content that requires Ike to have an A-Support with Soren in both Radiant Dawn and Path of Radiance. It's not really anything groundbreaking, and you'd need an FAQ to figure out the Steps to pull it off.
* You get one Purge book for free during the game. Try to keep it intact as long as you can, it can be handy for the Part IV Endgame.
* Part IV Endgame tactics (not a real spoiler, but just in case): <div class="spoiler">When instructed to split your troops into three armies, put all your Fliers with the Silver Army</div>


[[Category:Games]]
[[Category:Games]]