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DarkConfidant2012-06-23 09:13:28

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Of Countries and Kings (And a few other things too)

Part 2 of Radiant Dawn is a interquel of sorts between part 1 and part 3. It's a short part as well, at only five maps. The basic plot: Elincia, who is now the queen, must now fend off a rebellion sparked by the Duke of Ludveck, a noble who seeks the crown for himself. However, it's really a chance for certain units who wouldn't otherwise see use to get some playing time on some maps which are quite a bit easier than the ones from part 1. All your units save the laguz are promoted already, so you don't have to worry about them dying to a single hit. This is a nice change of pace from the glass cannon Micaiah.

2-P is an aerial chapter featuring Elincia, Marcia, and two laguz, the Raven Chamberlain Nealuchi, and the Heron Princess Leanne. The herons (there are more than one) are the dancers of the game, who have the ability to let your allies take multiple actions in a single turn. This is better than it sounds, trust me. Oh, and Haar shows up in this chapter. More on him later. Anyway, a bunch of dracoknights show up to pester the Queen (who is actually treated as though she is doubly-promoted, more on this later also). Elincia has a special ability which randomly causes her to paralyze enemies and do triple damage to them. This ability is actually one of the weakest of the Mastery abilities that top tier units get note

With that said, Haar is practically unstoppable, and with Elincia and Leanne's help, the dracoknights go down in 4 turns (and I have to wait four turns doing nothing :/). I'll let you decide whether I should count this as 4 or 8 turns.

2-1 is a nasty chapter, with Nephenee and Brom having to fight enemies much stronger than them... In short, keep your wits about you, take your time, and use healing items, for the love of all that is holy! 7 turns.

2-2 gives you the first chance to use Lady Lucia. It's also the last time you'll see her for the next 15 chapters. By the way, she's God Mode on this part, and the enemies can barely even hit her, between high speed, high luck, and her authority stars (which actually do something!) Mordecai gets to pick up some kills, and Leanne helps me force through more damage and movement. 6 turns.

2-3 is Geoffrey's Charge. That's the name of the chapter. Also, the best strategy for the chapter. You did get that Brave Lance, right? If so, just suit him up and let him rip. Also, gave Kieran and Makalov a few kills / levels. They'll be useful. :) Geoffrey kills the boss on turn 4, and seizes on turn 5.

2-E is the first chance to really show why Haar is completely busted. He comes at a good level, has incredible bases, and good Str, Skl, and Def growths, as well as the caps to make use of them. Not to mention he flies around, ignoring all terrain. Oh, and to add to it, thanks to how Radiant Dawn works, his dragon means that he gets to ignore his vulnerability to arrows (and therefore crossbows, which annihilate fliers) and wind magic, replacing it with a weakness to the weak, rare, and inaccurate thunder magic. And you wondered why I wanted Jill and Haar so much. Anyway, between Elincia and Haar, and using Leanne to refresh them both (yeah, she gets to refresh two units if they're on opposite sides of her (in a line, not an L), the fort is saved and Ludveck is defeated in 4 turns. But I have to eat 2 turns of penalties for using Haar here, so... 6 turns. That's pretty good by my book.

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