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Rivals Collide
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“
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This Maiden of Dawn is supposed to be the savior of Daein, whose miraculous powers freed their people from tyranny. In other words, her followers are fanatics who see her as a goddess. She will make a formidable enemy.
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”
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— Soren
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Rivals Collide (Japanese: 両雄、相打つ Two Great Rivals Collide) is the seventh chapter of Part III of Fire Emblem: Radiant Dawn. In this chapter, Ike and the Greil Mercenaries square off against Micaiah and the Daein Army for the first time.
Plot
- Main articles: Rivals Collide/Script and Rivals Collide/Conversations
To the east of the Ribahn River, Ike and Tibarn receive word of Daein working together with Begnion. Ranulf, among the others, finds this suspicious, as Daein was just recently fighting to free themselves from Begnion's oppression. Skrimir arrives, having healed from his wounds, and the group begins planning their next course of action. Soren states that they can use no other part of the Ribahn to cross, as it would lose them time and allow the Central Army to catch up. He also informs them of Daein's leader, Micaiah, and the supposed miracles she has performed, to their skepticism. He declares Micaiah's followers to be fanatics, making them dangerous opponents. As a head-on assault would result in one side being completely destroyed, Titania suggests using a decoy force; Soren sees merit to the idea, as Daein would not have knowledge of the previous decoy used against Begnion. Ike volunteers to lead the decoy force along with Ranulf to give the main forces time to cross the river, and Tibarn also offers some of his own men to help.
Before the decoy force arrives, Sothe informs Micaiah that their army will likely fight beorc forces—the Greil Mercenaries—soon, which neither looks forward to. Micaiah then asks Sothe to tell her more about Ike; he obliges, then she remarks that she and King Pelleas are nothing alike. While Sothe disparages Pelleas's lack of leadership skills, Micaiah continues to trust in him. Before the two can argue further, Ike and his force arrive, and they begin their mission.
After the battle has gone on for long enough, Ulki hears a message from Tibarn that the main forces have crossed the river, and relays this to Janaff, who relays it to Ike. The Gallians and hawks begin attacking the Daein forces from behind, surprising them. Knowing that they lost, Micaiah orders a retreat. Sothe notes that this has been the first time Micaiah has been unable to predict their enemies, then she seems to fall ill.
Meanwhile in Daein Keep, Duke Lekain informs Pelleas of Micaiah's failure, and threatens to break Begnion's more friendly relationship with Daein. Pelleas begs him to give them one more chance; Lekain obliges, and proceeds to warp out of the keep. Afterwards, Almedha attempts to console Pelleas, but he refuses her efforts and goes off to rest.
Beginning log
The Daein army takes to the field and deals a heavy blow to the army of the Laguz Alliance. This sudden aggression shocks the Alliance like a lightning bolt on a clear day. With their only avenue of retreat blocked, the forces of the Laguz Alliance begin to despair. As the last shred of hope is fading, Skrimir appears before his troops and rallies them on, bolstering their failing strength. Gallian morale is further improved by the appearance of Tibarn and Ike's forces, who aid the beast army with talon and steel.
Chapter data
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Victory: Survive for 12 turns
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Ike or Ranulf dies
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2–10+2+1/2
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{{{partner}}}
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2-2
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47*+12-1/2
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{{{third}}}
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Victory: Survive for 12 turns
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Ike or Ranulf dies
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2–10+2+1/2
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{{{partner}}}
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2-2
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49*+15-1/2
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{{{third}}}
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Bonus EXP
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Requirement
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Easy
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Normal
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Hard
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Clear the chapter
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5,000
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5,000
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2,500
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This map's elemental affinity is Thunder.
Character data
- Note 1: Recruiting Jill or Zihark removes them from Micaiah's party in future chapters.
Note 2: Zihark will be available from the start if he defected in the previous chapter.
Item data
Shop data
Armory and vendor
Swords Lances Axes Bows Knives Tomes Staves Items Bargains
Enemy data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Daein
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Halberdier
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5
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1
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Steel Lance
Critical +5 • Shove
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--
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Daein
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Halberdier
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6
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2
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Steel Lance
Critical +5 • Shove
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--
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Daein
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Halberdier
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5
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1
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Steel Greatlance
Critical +5 • Shove
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--
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Daein
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Halberdier
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5
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1
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Short Spear
Critical +5 • Shove
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Begins moving unprovoked on turn 2.
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Daein
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Swordmaster
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7
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1
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Wyrmslayer
Critical +10 • Shove
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Begins moving unprovoked on turn 8.
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Daein
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Sniper
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7
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1
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Steel Longbow
Critical +10 • Shove
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--
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Daein
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Sniper
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5
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1
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Steel Bow
Critical +10 • Shove
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--
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Daein
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Swordmaster
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6
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1
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Storm Sword
Critical +10 • Shove
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Begins moving unprovoked on turn 2.
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Daein
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Swordmaster
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6
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3
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Steel Blade
Critical +10 • Shove
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• The northern one immediately begins moving unprovoked. • The southeastern one begins moving unprovoked on turn 2. • The southwestern one begins moving unprovoked on turn 8.
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Daein
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Fire Sage
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6
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2
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Elfire
Shove
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--
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Daein
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Warrior
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6
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1
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Hand Axe
Shove
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Begins moving unprovoked on turn 2.
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Daein
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Warrior
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6
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1
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Crossbow
Shove
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--
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Daein
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Halberdier
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7
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1
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Killer Lance
Critical +5 • Shove
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--
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Daein
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Thunder Sage
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8
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1
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Elthunder
Shove
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--
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Daein
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Dragonmaster
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7
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1
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Steel Poleax
Canto
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• Begins moving unprovoked on turn 2. • Moves three spaces per turn if no unit is in range.
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Daein
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Dragonmaster
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6
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1
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Steel Axe
Canto
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Immediately begins moving unprovoked.
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Daein
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Wind Sage
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6
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1
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Elwind • Thunder
Shove
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--
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Daein
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Axe General
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7
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1
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Short Axe
Shove
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--
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Daein
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Lance General
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7
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1
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Short Spear
Shove
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--
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Daein
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Bishop
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4
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1
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Physic • Mend
Shove
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--
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Daein
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Thunder Sage
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7
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2
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Elthunder
Shove
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--
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Daein
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Axe General
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7
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1
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Steel Poleax
Shove
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--
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Daein
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Wind Sage
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6
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4
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Elwind
Shove
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The northwestern one begins moving unprovoked on turn 2.
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Daein
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Bishop
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3
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2
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Physic
Shove
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--
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Daein
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Warrior
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7
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1
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Crossbow
Shove
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Begins moving unprovoked on turn 10.
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Black Knight
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Black Knight
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20
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1
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Alondite
Shove • Eclipse • Imbue • Nihil
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Begins moving unprovoked on turn 10.
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Jill
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Dracoknight
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Varies
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1
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Varies
Canto • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson or Ilyana. • Does not attack Haar or Mist, but cannot be attacked by them either. • Replaced by a generic Dragonmaster with a Steel Poleax if she died as a playable unit.
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Zihark
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Swordmaster
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Lethe, Mordecai, Ranulf, Reyson, Ilyana, or Jill. • Does not attack Brom, but cannot be attacked by him either. • Replaced by a generic Swordmaster with a Steel Sword if he died as a playable unit or defected. • Begins moving unprovoked on turn 8.
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Sothe
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Rogue
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Varies
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1
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Varies
Steal • Shove • Varies
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• Retains his level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson.
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Edward
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Myrmidon
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Swordmaster with a Wind Edge if he died as a playable unit.
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Leonardo
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Archer
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Sniper with a Steel Longbow if he died as a playable unit.
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Nolan
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Fighter
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Warrior with a Steel Poleax if he died as a playable unit. • Begins moving unprovoked on turn 10.
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Laura
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Priest
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Varies
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1
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Varies
Shove • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Bishop with a Mend if she died as a playable unit.
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Aran
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Soldier
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Halberdier with a Short Spear if he died as a playable unit or was not recruited. • Begins moving unprovoked on turn 10.
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Meg
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Armored Sword
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Varies
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1
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Varies
Shove • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson. • Does not attack Brom, Zihark, Jill, or Nephenee, but cannot be attacked by them either. • Replaced by a generic Sword General with a Steel Blade if she died as a playable unit or was not recruited.
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Fiona
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Lance Knight
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Varies
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1
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Varies
Canto • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Lance Paladin with a Short Spear if she died as a playable unit.
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Volug
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Wolf
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Varies
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1
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Fang • Varies
Shove • Varies
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• Retains his level, stats, inventory, and skills from the end of Part III, Chapter 6. • Not present if he died as a playable unit.
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Micaiah
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Light Sage
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Varies
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1
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Varies
Sacrifice • Shove • Varies
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• Retains her level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Ilyana or Reyson. • Does not attack Jill or Zihark, but cannot be attacked by them either.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Daein
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Halberdier
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7/9
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1
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Steel Lance
Critical +5 • Shove
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--
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Daein
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Halberdier
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8/10
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2
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Steel Lance
Critical +5 • Shove
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--
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Daein
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Halberdier
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7/9
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1
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Steel Greatlance
Critical +5 • Shove
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--
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Daein
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Halberdier
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7/9
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1
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Short Spear
Critical +5 • Shove
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Begins moving unprovoked on turn 2.
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Daein
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Swordmaster
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9/11
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1
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Wyrmslayer
Critical +10 • Shove
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Begins moving unprovoked on turn 8.
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Daein
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Sniper
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9/11
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1
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Steel Longbow
Critical +10 • Shove
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--
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Daein
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Sniper
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7/9
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1
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Steel Bow
Critical +10 • Shove
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--
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Daein
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Swordmaster
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9/11
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1
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Storm Sword
Critical +10 • Shove
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Begins moving unprovoked on turn 2.
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Daein
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Swordmaster
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8/10
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3
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Steel Blade
Critical +10 • Shove
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• The northern one immediately begins moving unprovoked. • The southeastern one begins moving unprovoked on turn 2. • The southwestern one begins moving unprovoked on turn 8.
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Daein
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Fire Sage
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8/10
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2
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Elfire
Shove
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--
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Daein
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Warrior
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8/10
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1
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Hand Axe
Shove
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--
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Daein
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Warrior
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8/10
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1
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Crossbow
Shove
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--
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Daein
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Halberdier
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9/11
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1
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Killer Lance
Critical +5 • Shove
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--
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Daein
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Thunder Sage
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10/12
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1
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Elthunder
Shove
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--
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Daein
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Dragonmaster
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9/11
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2
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Steel Poleax
Canto
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• The northern one begins moving unprovoked on turn 2. • The northern one moves five spaces per turn if no unit is in range. • The southern one begins moving unprovoked on turn 8.
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Daein
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Dragonmaster
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8/10
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1
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Steel Axe
Canto
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Immediately begins moving unprovoked.
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Daein
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Wind Sage
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8/10
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1
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Elwind • Thunder
Shove
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--
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Daein
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Axe General
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9/11
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2
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Short Axe
Shove
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The northern one does not move.
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Daein
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Lance General
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9/11
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1
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Short Spear
Shove
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--
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Daein
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Bishop
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6/8
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1
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Physic • Mend
Shove
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--
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Daein
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Thunder Sage
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9/11
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2
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Elthunder
Shove
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The western one begins moving unprovoked on turn 8.
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Daein
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Thunder Sage
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8/10
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1
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Elthunder
Shove
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--
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Daein
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Wind Sage
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8/10
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3
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Elwind
Shove
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• The northwestern one begins moving unprovoked on turn 2. • The western one begins moving unprovoked on turn 8.
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Daein
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Bishop
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5/7
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2
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Physic
Shove
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--
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Daein
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Warrior
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9/11
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1
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Crossbow
Shove
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Begins moving unprovoked on turn 10.
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Daein
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Wind Sage
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9/11
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1
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Elwind
Shove
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--
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Black Knight
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Black Knight
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20
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1
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Alondite
Shove • Eclipse • Imbue • Nihil
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Begins moving unprovoked on turn 10.
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Jill
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Dracoknight
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Varies
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1
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Varies
Canto • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson or Ilyana. • Does not attack Haar or Mist, but cannot be attacked by them either. • Replaced by a generic Dragonmaster with a Steel Poleax if she died as a playable unit.
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Zihark
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Swordmaster
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Lethe, Mordecai, Ranulf, Reyson, Ilyana, or Jill. • Does not attack Brom, but cannot be attacked by him either. • Replaced by a generic Swordmaster with a Steel Sword if he died as a playable unit or defected. • Begins moving unprovoked on turn 8.
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Sothe
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Rogue
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Varies
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1
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Varies
Steal • Shove • Varies
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• Retains his level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson.
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Edward
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Myrmidon
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Swordmaster with a Wind Edge if he died as a playable unit.
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Leonardo
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Archer
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Sniper with a Steel Longbow if he died as a playable unit.
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Nolan
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Fighter
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Warrior with a Steel Poleax if he died as a playable unit. • Begins moving unprovoked on turn 10.
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Laura
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Priest
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Varies
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1
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Varies
Shove • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Bishop with a Mend if she died as a playable unit.
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Aran
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Soldier
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Varies
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1
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Varies
Shove • Varies
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• Retains his class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Halberdier with a Short Spear if he died as a playable unit or was not recruited. • Begins moving unprovoked on turn 10.
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Meg
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Armored Sword
|
Varies
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1
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Varies
Shove • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Reyson. • Does not attack Brom, Zihark, Jill, or Nephenee, but cannot be attacked by them either. • Replaced by a generic Sword General with a Steel Blade if she died as a playable unit or was not recruited.
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Fiona
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Lance Knight
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Varies
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1
|
Varies
Canto • Varies
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• Retains her class, level, stats, inventory, and skills from the end of Part III, Chapter 6. • Replaced by a generic Lance Paladin with a Short Spear if she died as a playable unit.
|
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Volug
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Wolf
|
Varies
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1
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Fang • Varies
Shove • Varies
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• Retains his level, stats, inventory, and skills from the end of Part III, Chapter 6. • Not present if he died as a playable unit.
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Micaiah
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Light Sage
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Varies
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1
|
Varies
Sacrifice • Shove • Varies
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• Retains her level, stats, inventory, and skills from the end of Part III, Chapter 6. • Does not attack or counterattack Ilyana or Reyson. • Does not attack Jill or Zihark, but cannot be attacked by them either.
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Reinforcements
- Turn 4
- Turns 5 and 10
- Turn 6
- Turn 7
- 2 Swordmasters from the southwest islet
- 1 Sniper from the southwest islet (Normal/Hard only)
- Turn 9
NPC data
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
|
Res
|
Cha
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Con
|
Mov
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Inventory and Skills
|
|
|
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Reinforcements
- Turn 3
- Janaff and Ulki from the northeast corner of the map
Boss data
- Main article: Micaiah
|
|
Inventory
|
Skills
|
Varies
|
Sacrifice
Shove Varies
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Weapon Levels
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
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Varies
|
|
--
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|
Varies
|
|
|
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- Note: Micaiah retains her level, stats, inventory, and skills from the end of the previous chapter.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This chapter marks the second time that the player fights against characters who were previously playable in earlier chapters, in this case, the Dawn Brigade. Depending on how well they trained while playable in Part 1 and in Chapter 3-6, they may or may not be difficult to take down. Do not worry if their HP is dropped to zero in this chapter, they will simply retreat in lieu of dying permanently.
Similarly to the previous chapter, it is possible to have Jill and/or Zihark change sides from Micaiah's army to Ike's if they are recruited in this chapter. While this can give them more units as well as act as a useful way of transferring items to Ike's army, additionally giving Jill and/or Zihark slightly more playable chapters to gain more EXP to grow stronger (Zihark in particular will have his durability issues partially resolved due to no longer fighting enemy laguz), keep in mind that doing so will take them away from Micaiah's army for until Part 4. As such, it is not recommended to do this, as Micaiah's army is much more wanting for good units, while Ike's army is more than capable already. Jill in particular is also arguably one of the best units in Micaiah's army thanks to her great mobility and respectable stats, so taking her away from them will greatly hamper them in their upcoming chapters.
For a second playthrough onward only, to fulfill one of the conditions required to unlock a certain character near the end of the game, Ike must fight the Black Knight and both must survive. While the Black Knight has no issue staying alive, the same cannot be said for Ike. If both of them try to fight up close, there is a very good chance that the Black Knight will trigger Eclipse and instantly kill Ike. As such, it is recommended to give Ike a Wind Edge from the shop so that he can attack from afar. Even still, in order for Ike to survive, he will need at least 27 points in speed in order to avoid getting double attacked; he does not have the HP or defense to withstand more than one consecutive hit from the Black Knight. At base, Ike starts with 23 speed but his speed growth in the same isn't particularly high (35%), meaning Ike may need to use the Speedwing from Part 1, Endgame (which requires that Ilyana, Jill, or Zihark put it in their inventory and join the Greil Mercenaries) and/or data transfer from Path of Radiance to get enough speed to avoid getting doubled. Alternatively, he can use a magic card such as the Reaper Card (purchasable in an earlier chapter) to attack the Black Knight without fear of being counterattacked. If Ike successfully survives one round of combat with the Black Knight, it is imperative to rescue him from harm right away by using Haar/Jill's flying utility.
Also for a second playthrough onward only, if one wishes to view an extended epilogue scene revealing the identity of Soren's family, one of the conditions to see it requires Soren to fight Micaiah. This is extremely difficult as the latter is surrounded by units from the Dawn Brigade who, depending on how well the player trained them while playable, may or may not be a dangerous threat to Soren. Furthermore, even when not taking them into account, Micaiah is standing within range of the Black Knight, who is more than capable of killing Soren effortlessly. To avoid this risk, it is recommended for Calill to give her Meteor tome to Nephenee, Brom, Heather, Haar, Lethe, or Mordecai in Chapter 2-E so that they can pass it on to Soren, enabling him to attack Micaiah from outside the Black Knight's range. Otherwise, Soren would need to move forward and attack Micaiah, then have Haar/Jill rescue him immediately afterward.
Etymology and other languages
Names, etymology and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Rivals Collide
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--
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Japanese
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両雄、相打つ
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Two Great Rivals Collide
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Spanish
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Choque de rivales
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Rival collision
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French
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Factions rivales?
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Rival factions?
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German
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Treffen der Gegner
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Unplanned meeting with the rival
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Italian
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Scontro fra rivali
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Collision between rivals
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Gallery
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