Fire Emblem Awakening
Awakening is the thirteenth entry in the Fire Emblem series, developed for the 3DS. It was released in 2012 in China and the following year overseas. It is a loose sequel to the events of the first seven games, most directly a sequel to the third game, and takes place 2000 years in the future of Archanea, now a very different continent known as Ylisse. The protagonist is Chrom, prince of the Halidom of Ylisse and distant descendant of the Hero-King Marth. He leads a militia known as the Shepherds to protect the people of the halidom. But when he meets a certain character on a routine mission, he becomes entangled in a far-reaching conspiracy with serious consequences for the entire continent and possibly all of humanity itself.
Development began in 2010 with multiple franchise veterans filling key development roles. As the series had seen declining sales since The Sacred Stone, Awakening was designed as the last entry in the series. Gameplay elements and story themes from all previous games were incorporated as a homage to the franchise as a whole. Other gameplay elements were changed or added to appeal to a general audience, such as the continuation of the previous game’s Casual Mode which disables permadeath. Originally released in April 2012 in China, an overseas release was initially not considered due to New Mystery of the Emblem’s massive underperformance in international markets. A European release was accidentally confirmed by Rentiantang of Europe president Reggie Fils-Aimé at E3 2012, with concrete dates provided at the end of the year. Due to positive word of mouth from the Chinese audience, the game was the subject of an extensive advertising campaign overseas in a scale unprecedented for the series.
Gameplay
The player begins the game by customizing a player avatar, which will be referred to here by their default name Robin. Robin’s name, gender, best/worst stat, and starting class (although they have the default class of Tactician) can be customized. In addition to the traditional permadeath featured in Classic Mode, Casual Mode returns from the previous game and allows characters defeated in battle to not permanently die, instead reappearing after the battle. But if Chrom or Robin are killed, permadeath still applies, and the player will still get a game over. The game has multiple difficulty levels, including five different levels of Hard mode as in the previous game. One paid DLC pack, Apotheosis, introduces extremely challenging non-canon challenge maps going far beyond the maximum Hard mode difficulty (and canonically establishes the "joke" character Anna as the strongest character in the franchise). As in Radiant Dawn, the maps and personal combat are both rendered in full 3D, but since the team was unfamiliar with the 3DS’ capabilities, characters are represented with sprites on overworld battle maps as in all other previous games. As in New Mystery of the Emblem, characters have a limited capability to change their class to others, allowing them to learn certain skills initially tied to those classes.
After a couple chapters, the player is given access to a world map much like that in Waiyun (1992) and The Sacred Stones/The Sacred Stone (2004-5). This allows them to travel to new locations across Ylisse and revisit old locations for level grinding and exploring villages. New locations can contain either story progression or optional sidequests where new characters can be encountered and recruited. Additionally, players can leave the world map and return to an explorable base camp, expanding on the Tellius duology’s base menu, where Chrom and the Shepherds rest up in between battles. Due to the team not knowing the full specs of the 3DS, the base is not a fully 3D environment but rather like a gridless battle map without a battle which Robin’s sprite can freely roam around. There, Robin can interact with characters and do activities like buying and forging weapons. The player can alternate between the base camp and world map at any time in between battles.
The continent of Ylisse (formerly Archanea)
The support system is refined further in this game. The concept of limiting gameplay bonuses to only the first five support conversations is dropped in favor of the previous game’s system, where bonuses only apply if the support partner is within a certain number of tiles. Whereas in previous games an A support may result in marriage or not after the end of the game, in Awakening such marriage options are instead split off into a new S rank support which can be achieved at any point in the game after first achieving the previous three ranks. Unrelated characters of opposite genders may achieve one S support to fall in love and marry. Returning from Crusaders of Light and The Blazing Blade is a second generation of characters who inherit stats and skills from their parents. Relationships also have a direct impact during battles with the addition of the pair up mechanic, in which any two individuals can fight together as one unit and provide the main unit with a stat boost, follow up attack, or a guard against enemy attacks, with the rate at which this happens increased with a higher support level. A couple’s children (as in Crusaders of Light tied to their mother) can be recruited as the story progresses. While most characters have only a few options for S supports, Robin may marry any first generation character if they are the opposite gender, but marrying Chrom as female Robin will unlock extra story content. Characters may only marry within their own generation. For story reasons, Chrom will automatically S support one of female Robin, Cordelia, Sully, Maribelle, or Olivia after a certain chapter if still unmarried (or even a generic NPC if Chrom has not gained support points with any of them). His potential spouses represent past lord love interests: Robin (in her default Tactician class) represents Celica, Deirdre, and Lilina; Cordelia represents Caeda, Catria, Tana, and Elincia; Sully represents Sue and Farina; Maribelle represents Nanna and L’Arachel; and Olivia represents Ninian. Robin’s character arc, especially if female and married to Chrom, has some inspiration from Deirdre’s arc in Crusaders of Light.
The save data transfer mechanic returns from previous installments, but due to the nature of Awakening as a very distant sequel to New Mystery of the Emblem, the data transferred (via wireless connection between the two systems) doesn’t affect much of the story or gameplay. No stats are boosted or classes changed, but descendants of New Mystery characters (such as Sully, Cordelia, and Stahl being the descendants of the Whitewings Palla, Catria, and Est) may start with special weapons, such as forged weapons the ancestors may have had and used in New Mystery’s endgame, or unlock extra cutscenes. If the player transfers a completed New Mystery save with the true ending (all five orbs acquired and Medeus defeated), the effects Chrom gets when he obtains each orb during the story are slightly increased. While the orbs themselves aren’t items as in New Mystery, their effects either directly boost Chrom’s stats or give him skills with their effects.
In certain optional sidequests and DLC, the player may recruit characters such as protagonists from previous games or their distant descendants. These are technically canon but not required for story progression or the full main story experience.
Development
Original planning for Awakening began in 2010. Among the staff members were many franchise veterans and longtime fans who had worked on the franchise since the Zhao Jiahe days, although composer Yuka Tsujiyoko was now the only veteran who worked on Zhao’s original team. The first proposals for gameplay and story ideas came after the completion of New Mystery. Newcomers were brought on to provide a fresh perspective on the series and create a distinctive art and gameplay style overseas players would appreciate.
Due to declining sales for the series, Rentiantang told the developers Awakening had to sell at least 2,500,000 units or the series would be canceled. This caused panic for the team, and many suggested increasingly crazy ideas such as a modern day or even Mars-based setting (probably influenced by Final Fantasy’s wildly varying settings between some games). Eventually, they discarded these ideas as they realized they would do more damage to the brand and stuck to a medieval setting. As a compromise, they decided to make Awakening the culmination of all previous games and incorporate elements from multiple titles. The final title, Awakening, was born from this idea as both a story relevant name and a hopeful revitalization of the series, pushing aside the working name Fire Emblem Fin: The Children From the Brink.
Awakening was the franchise’s first and possibly only game for the as yet unreleased 3DS, intended to take advantage of the 3DS’ initial release just as Radiant Dawn attempted to capitalize on the Wii’s release. The team had a large number of ideas for features to include, but they only had a limited idea of what the system was capable of. It took a while just to render the feet for character models and make sure they didn’t clip through objects. The team also made sure to render each character’s sprites and models to accommodate for different equipment and classes as well as personal traits. Character portraits in cutscenes also received more expressions than in previous games than just blinking and opening their mouths. Full-motion cinematic cutscenes return from Radiant Dawn and are refined to evoke a sense of grandeur and realism. Due to budget and system restraints, full voice acting was only done for these cutscenes and only in German and Chinese, although occasionally characters will have voiced lines in regular dialogue as well as battles and critical hit quotes. However, Yuka Tsujiyoko took full advantage of the 3DS’ capabilities for the soundtrack she composed to create a musical experience much like that in Radiant Dawn. Furthermore, the tracks playing over zoomed-in personal combat were no longer always completely separate tracks the player would barely hear due to the brevity of each combat phase but rather more dramatic “ablaze” remixes of the overworld battle map themes synchronized with the overworld tracks. Unique tracks were composed for personal combat against important bosses, and some tracks from previous games were remixed.
The first part of the game to receive full attention was gameplay. As a test map, the team redesigned Chapter 1 from (New) Mystery of the Emblem. When designing maps the team kept story and player freedom in mind. They debated a lot about the balancing of difficulty levels and the idea of changing them when wanted, which some felt went contrary to franchise traditions. The return and refinement of the marriage system from Crusaders of Light and the Elibe duology was a point of contention as many franchise veterans worried it would give the franchise a reputation as a “donghua dating simulator” (ironically, due to the presence of female Robin as Chrom’s spouse in the opening credits, the game would take on such a reputation as fans fiercely debated who was Chrom’s canon spouse, with fans of Robin and Cordelia especially vocal). Ideas to have characters kiss in a cinematic or still image upon achieving an S support or allowing the player to “face pet” Robin’s spouse on the touch screen in the base camp were unanimously vetoed. An effort was made to streamline the user interface. The most controversial idea was Casual Mode. Initially significantly opposed by most staff members at both Rentiantang and Intelligent Systems, a few developers, including even some veterans, managed to defend the idea as financially necessary, believing modern players would not want to restart for each death. An idea for “Phoenix Mode,” where characters would be instantly revived right after defeat, was shot down as contrary to the spirit of the series. Classic Mode remained as the team considered it the proper way to play. The team admitted Awakening was the first time they conformed to Rentiantang’s general beginner-friendly reputation.
Originally, Cordelia was supposed to have red hair, but she has blue hair in the final release to reflect her descent from Catria as well as resemble one of her possible daughters.
Plot
For convenience, this summary assumes the player created a female avatar called Robin and did a certain pairing.
The game opens with a dream of Robin walking through a dark hallway. There is chanting echoing in the distance. Robin follows the chants to a room where hooded individuals gather around a large altar. Almost in a trance, she approaches the altar, while a voice tells her to fulfill her destiny and bring “him” back. Images quickly flash through her mind: Chrom dying, a city in flames, and a gigantic monstrous dragon looming in the cloud-filled skies, raining down bolts of lightning and dark energy.
Chrom and Robin (default female appearance)
Robin wakes up in the middle of a field and meets Chrom, who had found her lying there. He asks if she knows what she is doing there. Although Robin remembers her name, she can’t remember much else, or why she has a strange mark on her hand much like Chrom has one on his shoulder. However, she somehow knows Chrom’s name. Chrom shrugs it off and asks her to return with him to the Shepherds’ camp, where his sister Lissa can try using healing magic to help with the amnesia. At that moment, Plegian bandits attack. Chrom curses. He is surprised Plegians would appear this far east. He asks Robin to stay back and draws Falchion, his family’s ancient heirloom, now with a distinctive new hilt after centuries of use. However, Robin insists she can fight on her own. She doesn’t know how she can fight, but she just knows she can. Chrom at least asks her to stay close and cover his back, and Robin obliges. The player is thus taught the basics of combat as well as the new pair up mechanic.
Chrom's Falchion
After driving off the bandits, more Shepherds arrive in the former of Lissa and Frederick, Chrom’s retainer. Lissa is glad to see Chrom is unharmed and chastises him for leaving camp on his own to get fresh air. Frederick is suspicious about Robin and asks what she is doing here. Robin replies she doesn’t know what is going on, only that Chrom found her here. Frederick points out the suspicious mark on Robin’s hand, which she recognizes for some reason, and accuses her of being a Plegian spy here to kill Chrom. Chrom defends her, saying there is no reason a Plegian spy would defend him in a battle against other Plegians. Frederick stands down, and he and Lissa decide to head back to the halidom’s capital, Ylisstol, to inform Chrom’s older sister Emmeryn, the current Exalt, about the increasing number of raids from neighboring Plegia, long an enemy of Ylisse.
Robin settles into the Shepherds’ camp, and Chrom introduces her to his colleagues Stahl, one of the first male pegasus knights in the halidom, Kellam, an armored knight who everyone always forgets about, and Miriel, a mage. Chrom notes Robin’s talents from their last battle and suggests joining their ranks. She agrees, hoping traveling with the Shepherds can tell her more about her past. A messenger arrives and warns a nearby town is being attacked by the Plegian army itself. Robin asks where the Ylissean military is, but Stahl explains most of the army was devastated in a failed crusade against Plegia many years ago. Chrom admits his father foolishly launched the crusade and only provoked the anger of the Plegians. Although the two countries have been rivals for centuries, tensions never got this bad until the crusade happened. Now Plegia’s King Gangrel wants to repay the favor. They head off to the town, and with Chrom and Robin’s leadership, the Shepherds drive out the Plegians. The enemy commander, however, warns Chrom he is only provoking Plegia further, and Gangrel will send more troops soon.
At the end of the chapter, the perspective briefly shifts to Frederick and Lissa in Ylisstol, where they talk with Emmeryn after she finishes speaking to the people of the city. In contrast to Chrom’s bluntness and Lissa’s cheerfulness, Emmeryn is dignified and soft-spoken. She expresses some worry at Plegia’s recent activities, but she assures Lissa she can peacefully negotiate a settlement with Gangrel, just as she did before. But just in case she can’t, she sends her pegasus knight Sully to ask Chrom to visit the khanate of Regna Ferox and get their support. Sully arrives at Chrom’s camp and relays Emmeryn’s request to him (in her usual brash manner). If they get the help of Ferox’s Khan Basilio, the combined military strength of both countries might be enough to deter Plegia from further aggression. Chrom packs up camp, and the Shepherds march north to Ferox, fighting some bandits on the way there.
Regna Ferox is a semi-nomadic kingdom to the north of the halidom, encompassing the former wild lands of Anri’s Way. Its warriors are renowned for their strength and honor across Ylisse. Chrom arrives at a fort outside the ruins of the former capital of Aurelis, where a Feroxi commander welcomes them. While a messenger is sent ahead to Basilio, the Shepherds settle into the fort. Chrom asks Robin if anything looks familiar, but she still doesn’t remember. She thanks Chrom for finding her, but Chrom insists he should be thanking her instead. She’s been very helpful to the Shepherds in her time with them. Robin suddenly tenses up and warns there is someone coming to attack them. A group of dark mages attack, accompanied by some strange zombie-like creatures. Robin recognizes the dark mages’ robes as the ones from her dream, and she finds the zombies a little familiar. Drawing on more of her hidden knowledge, she warns the Shepherds the zombies, which she dubs the Risen, are much stronger and durable than normal humans and to be careful. This next map has a defend objective. The player must protect the fort against the dark mages and Risen for a certain number of turns. The Feroxi garrison is present as an AI-controlled ally army, and it is advised to keep a certain NPC, Lon’qu, alive so he can be recruited later on. After several turns, Frederick and Lissa arrive with reinforcements. Now outnumbered, the dark mages retreat and the Risen crumble to dust after their summoners leave the area. A Feroxi messenger returns and tells the Shepherds Basilio has allowed Chrom an audience. As they set off again, Chrom wonders why the dark mages were here and how Robin knows about them and the Risen. Robin shrugs. She is equally as confused. If he survived the battle, Lon’qu decides to join the Shepherds, believing it to be a good way to maintain his training. Meanwhile, the dark mage’s commander reports to his superior, the high priest Validar, about the results of their Risen experiment. It had taken them centuries to rediscover the magical formula for creating the Risen, but their latest test has perfected it once again. However, they are lacking in the most important ingredient to create the Risen: dead bodies. Validar assures him he is working to fix that. The mage also reports something unusual he spotted during the test, a girl wearing Plegian-like robes who knew a lot about how the Risen operate. Validar smiles. They have finally found “her.”
The Shepherds head to Basilio’s capital, Furia, on the northwestern coast of Ylisse. The Khan, a balding but muscular man, apologizes for not sending troops sooner to help at the fort. But he commends Chrom for the strength he demonstrated in that battle. Chrom gives credit to Robin, for telling him about the Risen, and to his other Shepherds for aiding him. Without them, he would not have survived. Basilio promises to form an alliance with Ylisse, as Plegia has also launched numerous raids on Regna Ferox as well. But he asks for something in return first. He explains Regna Ferox was founded by warriors who received a prophecy long ago that a dark god would arise to destroy humanity one day. To prepare for that day, they spent their entire lives training and raised subsequent generations the same way, even after the Schism happened. Today, that spirit lives on in many ways, among them how the Feroxi elect their leaders with grand tournaments. Every few years, the chieftains of Ferox choose their best warriors as their champions to represent them in the tournament, and the chief with the winning champion becomes Khan. With such a tournament coming up, Basilio asks Chrom to be his champion and win the tournament for him. Chrom is surprised he would ask a non-Feroxi, but Basilio says there’s nothing in the rules saying the champion must be a Feroxi. Chrom accepts the offer.
While Lon’qu helps Chrom train and familiarize himself with Feroxi battling styles, Robin searches for information on his opponents as well as Feroxi culture in general. She learns how after the Schism which devastated the continent a thousand years ago, Regna Ferox and its semi-nomadic lifestyle was uniquely suited to surviving the chaos of those years, and much of the continent’s wild north were tamed the Feroxi eventually. She meets the chieftain Flavia, who introduces her champion, Gregor. Flavia is amused Basilio chose the prince of Ylisse himself as his champion. Gregor boasts (with an obvious Russian accent) even a prince would be no match for his raw strength. Robin also meets Olivia, a shy Feroxi dancer who is nervous about performing during the tournament. The tournament begins. This map is more like a series of skirmishes in which the player may only use Chrom. The battlefield is mostly plain but full of equipment and barricades Chrom can hide behind or get evasion bonuses from. After defeating each opponent, a new one appears with stronger stats and weapons. Depending on how much exploring the player did in Furia, Robin may shout out some advice for Chrom during the match and give him a temporary stat boost or reveal a hidden weakness. The final opponent is Gregor, who is intentionally at a much higher level and with far higher stats than the previous fighters, but he should be evenly matched with Chrom after all of the experience he gained from the previous fights. Furthermore, Falchion has a weapon triangle advantage over Gregor’s axe, which the player can stack with terrain evasion bonuses to get the upper hand. Eventually, Chrom defeats Gregor and wins the tournament. Basilio remains khan. Impressed, Flavia decides to let Gregor and Olivia join the Shepherds, while Basilio appoints her as an advisor. He tells Chrom he will soon send a diplomat to negotiate a treaty with Emmeryn against Gangrel. Chrom thanks Robin for the advice she gave him during the tournaments.
The Shepherds return to Ylisstol. Chrom explains Ylisstol is one of the oldest cities in Ylisse. It was founded by his ancestor, the First Exalt, during the Schism as a refuge for people fleeing the chaos all over the continent. At the time, the fell dragon tried to destroy humanity and the world, but the First Exalt joined forces with the divine dragon Naga to ultimately defeat it. Early Ylisstol was spared the worst of the fell dragon’s rampage and soon became the largest city on the continent, a beacon of peace and prosperity. Its name was lent to the halidom the First Exalt founded and later to the continent itself. Outside Ylisstol, one can find the ruins of the city that predated Ylisstol but was ultimately destroyed in the Schism. Palles, the capital of the former Holy Kingdom of Archanea, was once the capital of the First Exalt’s ancestors before its destruction by the fell dragon. It is a monument to a lost age and constant reminder of the exalt’s duty to defend peace.
However, before they can enter the city, they receive a distress call from a nearby village in the ruins of Palles, where the Risen have begun slaughtering the villagers. Chrom orders the Shepherds to head there at once, but by the time they arrive, most of the villagers are dead. A young man named Donnel explains they were completely defenseless against the Risen, since most of their combat-age men, including his father, were killed in the crusade. He pleads for Chrom to save the survivors. Chrom obliges, and the Shepherds chase the Risen through the ruins of Palles, ultimately defeating them all. In gratitude, Donnel joins the Shepherds so he can get the strength he needs to protect his village against future attacks. Donnel’s base stats may start low, but he has the highest stat growth potential in the entire cast and after enough training can become one of the best characters in the entire franchise.
The Shepherds pack up and leave the ruins, although Robin’s attention is still focused on Donnel’s story. Chrom tells her more about the Plegian Crusade. The previous exalt, his father, waged a brutal war against Plegia for many years. He had invaded unexpectedly, citing only a need to purge the Plegian heretics and the Plegia-based Grimleal in particular for their desire to bring back the fell dragon, Grima. He ordered his knights to lay waste to Plegia. The chaos only ended with his own death. Plegia wasn’t the only country to suffer in the crusade. As the fighting dragged on and his casualties mounted, he started conscripting people into his army. Even farmers who could barely wield a pitchfork were sent to their deaths. Soon there were no farmers left, and the kingdom started to collapse. His death left a power vacuum in Ylisstol, and ten-year-old Emmeryn was left in charge of everything. He was very young at the time, but he remembered how the people treated her. Some blamed her for not finishing the crusade. Others blamed her for the death and suffering they experienced. They hurled insults and stones at her, but she never let them see her pain. Chrom doesn’t know how she did it, but she answered their hatred with kindness. She sent the survivors home and ended the war as best as she could. And then she quietly turned to rebuilding the nation. Robin admits it must have been hard for her and Chrom growing up. Chrom agrees. Ylisse isn’t perfect, but Emmeryn tries her best to get along with her subjects. That is the mark of a good ruler.
The Shepherds now enter Ylisstol. Robin is amazed by the size of the city and the large numbers of people on the streets. Her memories may be spotty, but she remembers the towns and villages she’s been to never being this expansive or populous. Chrom tells her this is the First Exalt’s ultimate legacy, founding a city where people from all over Ylisse can live in peace, free of the war consuming the rest of the continent. Although Robin is interested in learning more about the First Exalt, she is just as interested in the nearby food stalls. She picks up an orange and remarks how she hasn’t seen one this ripe before. She suggest Chrom try it out. Chrom bites into it without even peeling off the skin, which amuses her. He promises to show her around the marketplaces after meeting with his sister, not as a prince and subject, but as two Ylisseans.
Ylisstol
Emmeryn welcomes the Shepherds back to her castle. Frederick eagerly reports he has kept Chrom safe just as he was ordered. Lissa giggles and tells him to lighten up a bit. Chrom tells Emmeryn about the Plegian border raids in the southern halidom, as well as the other raids against Ferox Basilio told him about, suggesting she increase her border defenses substantially. He also asks Emmeryn if her troops have also encountered any dark mages or Risen. Emmeryn has heard rumors about shadow-cloaked zombies roaming Plegia, but she hasn’t heard anything about them being real or attacking people in Ylisse. She orders Phila, commander of Ylisse’s pegasus knights, to patrol the borders and watch out for the dark mages and Risen. She then notices Robin and asks about her. Robin introduces herself and admits she doesn’t really remember much about herself, though Chrom is helping her remember. Chrom explains Robin has been a very valuable member of the Shepherds lately, providing insights and a new perspective that had helped them out many times. Emmeryn smiles, telling Robin the country owes her a debt of gratitude. She tells the Shepherds to rest up until Phila reports back.
Later that night, Chrom finds Robin wandering in the courtyard. She is again surprised by how big the castle is, but she has spent most of her time instinctively memorizing the floor plans and devising a strategy in case of attack. Chrom tells her she needs to get some rest. They’re in the middle of Ylisstol. The capital is heavily defended, and there’s no way anybody could get as far as the castle itself. Robin knows that, but she can’t help but keep strategizing for some reason. Chrom heads back to his room, saying she should be well-rested tomorrow because he’s showing her around the marketplace. “You’re not going to go to the marketplace,” someone says. A masked man approaches them, and Chrom and Robin draw their weapons. Robin demands to know who he is. The man introduces himself as Marth. Chrom recalls that as the name of the old Hero-King of legend, his distant ancestor, and notes his outfit resembles those in paintings of the Hero-King. Marth says that is his name as well. Chrom asks how he got into the castle. Marth explains he entered through a small hole in the wall. Chrom is shocked someone found the hole, because he accidentally created it during training a while ago and told nobody. Marth promises not to tell anyone about it. He is here to save Emmeryn from being murdered. Chrom scoffs as his sister is surrounded by bodyguards at all times. Marth tells them he has seen a future where Emmeryn dies tonight, and he is here to make sure that future never happens. Robin doesn’t believe it. Marth decides to prove it. He pulls out another Falchion, which is slightly more damaged. Chrom asks how he stole Falchion from his room, but Marth insists he never touched it. This Falchion came from the future along with him. An assassin attempts to stab Chrom while his back is turned, but Marth had expected him and strikes him down. Another assassin emerges, which catches Marth off-guard. He ducks to avoid the attack, but the assassin’s blade strikes his mask and shatters it, letting loose long hair and revealing “him” to be a woman. She’s surprised neither Chrom nor Robin figured it out sooner. But they have other things to worry about.
(hmmmmmm)
They hear a loud explosion. Chrom sees the front gates have been blasted open. Dark mages like the ones they saw in Regna Ferox storm into the castle, led by Validar, who orders them to kill Emmeryn and take the Fire Emblem, the halidom’s most prized treasure. Gaius, one of the thieves hired to do the job, insists he only wanted to rob the treasury, not kill the exalt, and defects to Chrom’s side. Chrom rouses the Shepherds, and Robin gives them a plan with which to keep the assassins away from Emmeryn. Emmeryn insists Chrom should escape with Lissa, but Chrom refuses to leave his sister behind. He, Robin, and the Shepherds begin fighting the assassins while Marth escorts Emmeryn to her quarters and locks her inside, standing guard at the door. The player must defend against the assassins for several turns. As the battle takes place at night, there is fog of war present. Each turn, Validar will summon Risen from the dead bodies of his previous assassins. Due to the ancient Imhullu tome he possesses, it is impossible to harm him. Once the player reaches the turn limit, Phila arrives with her pegasus knights, and Validar calls off the attack. As he leves, he sees Robin leading the Shpeherds and notes the reports are correct.
After the battle, Emmeryn thanks Chrom for defending her, while Phila apologizes for arriving too late to stop the assassins. Chrom gives the credit to Robin, for devising the plan that defended the castle, and to Marth for tipping them off to the imminent attack. Without her, there was no way they could seen the attack coming. Speaking of which, Robin realizes Marth is nowhere in sight. They catch up to Marth just as she is about to leave the castle, and Chrom asks where she is going and if there is anything he can repay her with. Marth replies she already got what she wanted, with history changed and Emmeryn alive. If she had died, the Fire Emblem would be stolen, which would lead to a great war that engulfs the continent, which in turn would lead to the end of humanity. She admits it sounds crazy, but Chrom and Robin believe her after what they have just seen. Marth turns to leave again, saying her job is done and she shouldn’t stay longer than necessary. Robin promises to repay her favor someday. Marth simply smiles. Chrom asks one more question: who taught her to wield Falchion like that? Marth simply replies her father did. She then leaves the castle.
Validar returns to his lair, where he curses their failure. Thye should have had the Fire Emblem by now. Somehow, the castle’s defenders knew about him. It must have been Robin. So the reports about her were true after all. He now knows to rework his plan. At that moment, someone enters the room, and Validar demands to know who they are. The person introduces themselves as the fell dragon Grima, here to ensure Validar achieves his destiny. Later, Validar approaches Gangrel, who is in the middle of discussing recent social reforms to ease the suffering of the poor in the capital. He is shown to be a revered and popular leader who cares deeply for his people, not a tyrant as the Ylisseans claim he is. Validar reports he failed to retrieve the Fire Emblem for him, which disappoints Gangrel. But he has a new plan. He has the Grimleal bring in a Ylissean noblewoman, Maribelle, and announces she is to be sacrificed and her quintessence offered up to Grima. Gangrel, eager to get revenge on the Ylisseans for them killing his mother in the crusade, instead has the idea to use her as a hostage first. He sends a messenger to Emmeryn saying he has Maribelle hostage.
Ylisse's Fire Emblem
Emmeryn immediately demands a council at a neutral location on the Ylissean-Plegian border. Phila and the Shepherds accompany her to the conference, but secretly, a young mage named Ricken also sets out to rescue Maribelle, having a crush on her. The conference initially gets off to a good start, but Robin senses malicious intent from the Grimleal. After a traitorous Ylissean priest provides an opening, Grimleal assassins led by Validar’s lieutenant Aversa swoop in and capture Emmeryn, while Robin captures Validar, leading to a standoff. Gangrel demands the Fire emblem in exchange for Emmeryn’s and Maribelle’s survival, but Robin threatens to kill Validar. Emmeryn pleads for Chrom to let her die. Her life is nothing compared to the Fire Emblem. But Chrom sees no point in keeping an ancient shield and prepares to hand it over. Suddenly, the stalemate is broken when Ricken ambushes the conference and fires a powerful Excalibur spell at the Grimleal, who release Maribelle. The spell knocks Chrom off his feet and sends the Fire Emblem flying. One of the Grimleal picks up the shield and begins running away with it. Emmeryn calls in Phila’s pegasus knights to recover the Fire Emblem, but Validar had expected Phila to intervene again. The dead bodies in the area reanimate as Risen. Picking up the bows and arrows previously placed next to them, they shoot down the pegasus knights. Aversa flies away with Emmeryn. Phila survives long enough to grab the Fire Emblem, handing it to her newest recruit, Cordelia, before dying. Traumatized, Cordelia nevertheless carries out her duties and flies back to the Ylissean side, giving Chrom the Fire Emblem. Ricken guides Maribelle away, while the Shepherds grab their weapons. The objective of this map is to escape to the objective along the narrow mountain path while Plegian wyvern riders and Grimleal cultists. All characters must escape before Chrom, and any who are left behind when Chrom leaves the map are considered dead in Classic Mode, and Chrom can’t leave as long as Robin is still on the map.
After the battle, Chrom scolds Ricken for his recklessness. Finally able to rest, Cordelia comes to grips with being the only survivor of Phila’s squadron. Losing her usually calm composure, she breaks down and cries, and Chrom consoles her. Ricken is at least happy Maribelle is fine. If certain conditions in the previous battle were met, the two confess their love for each other and get married. Meanwhile, Robin dwells on the gravity of their situation: Emmeryn is in the Plegians’ hands and Gangrel will kill her if they don’t hand over the Fire Emblem soon. Setting up camp, she goes over their plan. Before making their choice, Chrom decides to go seek guidance from Tiki, now a young adult and the voice of Naga. Surely the old Divine Dragon with a history with the Fire Emblem may have an idea of what to do about it. They head to the nearby Mount Prism, only to find the traitorous priest has surrounded the area with Risen, intending to march on Ylisstol with them. If Chrom attacks him, he demands to know why he betrayed Ylisse. The priest blames Chrom’s father for getting his own father killed in the crusade. The war also devastated his home, and his family starved for years. He calls Chrom just like his father: blunt and prone to violence. Eventually, he is killed, and the battle ends.
Reaching the top of Mount Prism, Chrom and Robin meet Tiki. She notes Chrom’s resemblance to her old friend Mar-Mar and warns they must protect the Fire Emblem at all costs to avoid a terrible future. It was the key to defeating many great evils she witnessed over the centuries, but only if it remains in the hands of those chosen by Naga. She points to the distinctive mark on Chrom’s shoulder, the Brand of the Exalt, which symbolizes the pact the First Exalt made with Naga during the Schism. It is his duty as one of her descendants to protect the shield. Chrom asks if she knows the identity of the girl named Marth. Tiki is confused, as Mar-Mar was one of her friends as a child two thousand years ago. She asks to see this girl claiming to be Marth so she can see for herself who she really is. Robin asks her to join them just as she helped Marth, but Tiki declines, saying after the Schism, her powers were greatly reduced and are only now starting to recover. Chrom thanks Tiki for her guidance, and the Shepherds leave. Meanwhile, Tiki tells herself something feels off about Robin.
Having gotten their advice, Chrom and Robin devise a plan to save Emmeryn without handing over the Fire Emblem. The Shepherds covertly enter Plegia from Ferox as the Ylissean border remains heavily guarded. They pass through what was formerly known as Gra. Once it was a temperate island to the east of old Altea, but now it is a desert wasteland filled with ruins, and upheavals in the earth have connected it to the west and south. Robin asks what could’ve cause such a dramatic and horrible change. Chrom replies the fell dragon was responsible. The Schism the fell dragon caused was so devastating it changed even the landscape itself. Its rampage was the worst in western Ylisse. Chrom tells her his ancestors once lived in Altea many generations ago, but the fell dragon made the entire region uninhabitable. Even now nobody can live in Altea, although the Plegians consider it their territory. That has long been a point of contention between Ylisse and Plegia. It was one of the reasons his father launched the crusade.
Before he can explain more, the Grimleal ambush them, having expected them to pass through Gra on their way to the Plegian heartland. Aversa, leading the group of dark mages and Risen, asks if they are here to deliver the Fire Emblem. Chrom refuses to hand it over, while Cordelia blames her for summoning the Risen who killed Phila and her squad. The goal of this map is to fight through the ruins and seize the target, and Aversa will constantly summon Risen from the long dead Gra citizens as well as her fallen Grimleal. If the player defeats Aversa, she retreats, warning they have changed nothing and their fate has already been decided. Her Risen crumble into dust, and the surviving dark mages flee with her.
The Shepherds arrive in the capital of Plegia. The city is a mix of different architectural styles from various time periods. The oldest buildings, including the castle, date back to the era when the city was the capital of Dolhr and the dragon tyrant Medeus. Newer buildings are built with sandstone and wood due to the heat of the surrounding desert, which had replaced the grasslands and forests of Dolhr after the Schism. A few buildings are made out of dragon bones, both regular sized ones and gigantic ones which entire homes are carved into. A large portion of the city is even built in the maw of a gigantic dragon skull unlike anything Robin has seen before, although she feels both unnerved and familiar at the sight of it. Chrom identifies the gigantic skull as that of Grima, struck down by the First Exalt with Falchion a thousand years ago. It was truly a monstrous dragon unlike any other. Legends say it had six wings, six eyes, no legs, and a body as big as a small island, and it flew menacingly over old Archanea, leaving only destruction in its wake.
The gigantic skull of Grima
Surprisingly, the guards let them in without a fight, and a few even give them directions to Medeus’ old palace, now Gangrel’s residence. Chrom suspects a trap, and Robin gets a feeling of dread but not imminent danger. They walk through the streets of the city. As the Shepherds pass by, the scared Plegians, wearing loose white clothing in contrast to the dark and heavy robes of the Grimleal, hide in their homes and lock the doors. They reach the palace. There, a gallows has been set up, with a noose placed around Emmeryn’s neck. Gangrel, Validar, and their soldiers surround her. Chrom demands Gangrel release Emmeryn, but Gangrel refuses. He wants the Fire Emblem in return. Chrom also refuses. Gangrel laughs, saying Ylisseans are always so stubborn. He’s just like his father. Chrom calls him an unjust tyrant, which attracts boos from the Plegian civilians in attendance. Gangrel retorts Chrom doesn’t know what justice really is. Like his father, he believes justice is delivered at the tip of a sword. But what he doesn’t realize is that sword gets people killed, innocent people like his own mother, who was cut down in cold blood by the Ylisseans. Was that justice? Chrom apologizes for his father’s actions and insists he’s not the same. Gangrel points out he invaded Plegia and killed many of his soldiers on the way here. Although the intensity is different, it’s still the same approach his father took. Why didn’t he just listen to his sister and try to talk things out? Chrom calls Gangrel a hypocrite, as he now has Emmeryn hostage after ambushing such a peace negotiation. He doesn’t care about people one bit as long as he benefits. Gangrel corrects him. He does care about his own people. The Plegians deserved better than to be cut down like wheat on the swords of the Ylisseans. He spent all of his reign rebuilding the country, with Validar’s support, to ensure Plegia would proudly rise from the ashes…and seek revenge on the Ylisseans who slaughtered their countrymen. And now that revenge is upon them. Chrom says he will be no better than the previous exalt then. Gangrel doesn’t care. “So be it, then,” he says, “Then your people will learn just how much we have suffered.”
Robin springs their trap. Before Gangrel’s archers can react, Cordelia flies in and cuts the noose, freeing Emmeryn. Flavia and her Feroxi troops, which had been following the Shepherds, reveal themselves and attack the Plegian guards. While Validar leaves, Gangrel calls in his wyvern riders and other shock troops. He draws a magical Levin Sword and joins the battle, intending to personally get his revenge. The objective of this map is to rescue Emmeryn, who starts off dangerously close to the Plegian forces, and then escape to the beginning of the map. Gangrel will be a highly dangerous boss who moves, and at this point in the game his high stats will deal significant damage to any of his targets. Flavia and the Feroxi are present as AI allies, while reinforcements will constantly spawn from behind Gangrel’s lines. After several turns, Aversa and the Grimleal show up, and Risen spawn from all of the dead bodies. Like with Gangrel, this time Aversa’s stats are much higher, making her difficult to defeat. The player must instead move their characters away from Gangrel and Aversa and towards the escape point.
After beating this chapter, the Shepherds meet up with Basilio’s forces, who have established an escape route out of the city. However, at that moment, the full might of Plegia’s wyvern riders descend upon Flavia’s troops and massacre them all, which horrifies Basilio. Gangrel catches up to them and captures Emmeryn again, demanding Chrom hand over the Fire Emblem. But before Chrom can make a decision, Emmeryn gives an impassioned speech. She calls out to the people of Plegia, urging them to not continue the cycle of hatred. On many continents in many different times, from ancient Jugdral and Elibe to Archanea, the cycle of hatred consumed millions of lives in a never ending cycle. Continuing this cycle of hatred will win them nothing but sadness and pain across the continent. Those they inflict suffering on will soon seek revenge, just as Gangrel wants, and someday they will seek to repay it in full, continuing the cycle. They must not give in to hatred. They must free themselves from it…just as she will now refuse to be a pawn in continuing it. She impales herself on the Levin Sword, killing herself to prevent Chrom from handing it over. Chrom and Lissa scream in anguish, while Frederick and Cordelia charge at Gangrel, who easily knocks both of them back with his Levin Sword. Gangrel orders his men to kill the Shepherds and Feroxi. Mustafa, the commander of the troops, is moved by Emmeryn’s words. He offers the Ylisseans safety if they surrender, not wishing for bloodshed. When Chrom refuses, he reluctantly attacks but allows any of his men who don’t wish to fight to go home.
The Shepherds fight their way out of the city and flee across Plegia with Gangrel’s forces still on their tail. Robin comes up with an idea to slip into the poisoned wastelands of old Altea, predicting the Plegians wouldn’t follow them into such a hostile environment. Mustafa initially pursues them into Altea, beginning a battle. Again, the objective is to escape, but there are multiple escape points. The Shepherds must all reach one escape point within a certain number of turns (any left behind when Chrom escapes or the turn limit passes are considered dead), opening up a new section of the map with a new escape point. The map is full of poisonous terrain which deal a small amount of damage to all characters standing on them each turn, while the Grimleal cultists accompanying Mustafa summon Risen from the long dead Alteans as well as any Plegians killed. Still in grief over Emmeryn’s death, Chrom’s stats are temporarily lowered as he can’t fight as effectively. It is impossible to kill Mustafa on this map. The usual preparations menu and battle music change to more somber tracks for this chapter. The final escape point leads the Shepherds to the ruins of Altea Castle, the Hero-King’s old home, where they set up camp, while Mustafa and his men retreat to avoid suffering more casualties.
Chrom holds a memorial service for Emmeryn. Everybody says a few words. Lissa gives a tearful tribue to her older sister. Ricken and Maribelle remember her as a kind ruler who always supported their interests. Frederick says it was an honor to serve her. Cordelia vows to protect Chrom in Emmeryn’s place, on her honor as a Whitewing descendant, and tries to convince Sully and Stahl to make the same vow since they are also Whitewing descendants. Donnel sympathizes with Chrom, having also lost a loved one before, and promises to get stronger to make sure no more people suffer like this. Olivia remains nervous and doesn’t know what to say except cry into Chrom’s shoulder. The taciturn Lon’qu doesn’t say much except to pay respects. Basilio grieves over Flavia’s death and gives her a Feroxi memorial service. Robin offers her condolences to Chrom, but he realizes he was at fault for the whole incident. If only he hadn’t been so reckless and quick tempered, Emmeryn and many others would be still alive. Gangrel was right. He is like his father, rushing into battle without thinking of the consequences. His actions keep continuing the cycle of revenge that has plagued Plegia and Ylisse for generations. He became the very thing Emmeryn died to stop. Chrom looks at the Fire Emblem and Falchion, remembering what both mean to him and his country. He tells Robin he must change and become a better leader. Robin agrees and promises to accompany him on that path.
As dawn breaks, the Shepherds pack up and discuss their plans. Basilio wants them to head back north to Ferox and recover, but Chrom insists they must defeat Gangrel here and now. Ylisse has just lost its exalt. After their recent battles, the Ylissean army is weakened, exposing the halidom to invasion. And Gangrel will probably take advantage of this weakness to attack and lay waste to the country. He won’t let his people suffer at Gangrel’s hands. But he will try not to repeat his father’s actions. His war is against Gangrel, not the people. They will head back to the capital and defeat him. Robin warns killing Gangrel will only martyr him just as Emmeryn’s death made her a martyr. Chrom admits that may happen, but he doesn’t know what else to do. They gather any weapons and materials left behind in the ruined castle and prepare to set back out across the wastes, Robin having figured out a shortcut back to the city that could help them avoid Mustafa’s troops.
Later that day, as they continue gathering supplies, Robin’s foresight kicks in again, despite no enemies being in the area, and does not stop. Her horrible feelings intensify, and she begins having visions of killing Chrom. She tells Chrom about the visions and worries about what might happen in the future. Was this what Marth wanted to avoid? Did she even change history at all? Emmeryn is still dead, even if the circumstances changed. Chrom assures her, telling her she is a Shepherd, and he would never let that happen. More than that…he admits he has had feelings for her since the day they met. He would never let anything come between them. He will not let her end up like Emmeryn, and he will do his best to live for her and the Ylisseans. That vision she’s seeing will not happen. He swears it on Falchion and the Fire Emblem. They can change their fate together. Robin also confesses her feelings, promising to do what she can to help him as Exalt. The two are married in a makeshift ceremony in Altea Castle. (Depending on who has a higher support rank, Chrom may marry someone else here.)
Expecting the worst, Robin asks anybody who doesn’t want to follow them to go back with Basilio to Regna Ferox. That done, she and Chrom assemble the Shepherds and march south, back to the Plegian heartland. Taking the shortcut, they easily overwhelm the patrols watching the path and quickly march on the capital. There, Gangrel summons Mustafa before him, aware of his prior bending of the rules. Mustafa does not deny it and is aware of the punishment he likely faces. Gangrel reminds him their quest for vengeance against Ylisse requires the cooperation and loyalty of every Plegian. Did he forgot how the previous exalt slaughtered Mustafa’s parents and siblings? Now that the bloody prince Chrom has also lost his sister, he will come back to seek revenge. The future of Plegia is at stake. They must destroy Ylisse before Ylisse destroys them. Mustafa suggests Chrom might not be like his father, but Gangrel denies it. The boy only solves problems with swords. He lost his father and sister to Plegians. There is no way he won’t want to avenge them. Validar arrives and informs them the Shepherds have turned around and are marching on the capital now. Gangrel declares he is correct, and Mustafa mobilizes his troops.
With Gaius’ help, the Shepherds sneak into the city through a damaged part of the wall, but they find Mustafa and his men waiting on the other end, having expected they would try that. Mustafa steps forward and tries to console Chrom about Emmeryn’s death. He asks if Emmeryn would have wanted this bloodshed to continue. Chrom simply raises Falchion and tells him, “Don’t speak her name!” Mustafa acknowledges his rage is justified. Chrom insists he doesn’t want to fight Mustafa. All he wants is to defeat Gangrel before he can invade Ylisse. “And then what will happen?” Mustafa replies. Killing Gangrel will only make the Plegians more eager to seek revenge. He will only be continuing the cycle of violence Emmeryn died opposing. He will end up just like his father. Chrom acknowledges this. He is still thinking of another way. Mustafa asks him one more time to stand down, offering him safe passage out of the city, but Chrom refuses. The battle begins, and the Plegians fight tooth and nail to defend their city. The map has a seize objective, located at the gates of the former Dolhr Keep. There are a lot of houses the player can visit for items, but their inhabitants will see the Shepherds as looters, spawning more reinforcements and changing the later story. Upon death, Mustafa asks Chrom to not harm the people of Plegia, and Chrom promises to do his best. Mustafa smiles and says he is very different from his father.
The Shepherds storm Dolhr Keep, where they encounter Gangrel and his guards, along with a lot of Risen summoned by a Grimleal. Gangrel invites Chrom to prove his point. Chrom simply says he will not fight for revenge, but rather for the people he loves. Gangrel laughs. Bonds between people are meaningless. In this world, it is kill or be killed. That is what Chrom’s father taught him all those years ago. He watched Ylissean knights kill his mother in cold blood as a child. He grew up in the streets, slowly getting the power he needed to take the throne so he could seek his revenge. That is what life is, a cycle of revenge. The powerless seeks to switch places with the powerful, which seeks to turn back the tables. Chrom insists people are better than that. By rising above petty hatred and desires for vengeance, they can build something new. They can learn from their mistakes and move forward towards a new future. That is what the First Exalt wanted. That is what Emmeryn died protecting. Gangrel laughs again. He’s not really proving Emmeryn right in being here. After a short battle, the Shepherds prevail over the Plegian forces, and Chrom strikes down Gangrel with Falchion. Gangrel, lying on the floor, says finishing him off will only prove him right after all. Chrom is aware of that. So he sheathes Falchion and spares him. Gangrel is surprised he did that. He reminds Chrom he is still planning the invasion. Chrom knows that. He will still spare Gangrel’s life, knowing all that. He is done seeking vengeance. It’s time he moved past it, for Emmeryn’s sake. He will handle any invasion Gangrel tries to launch. But he won’t kill and martyr Gangrel. He turns and leaves. He tells Robin it’s time they headed home. Robin smiles and takes his hand. It is finally over.
Gangrel never invades Ylisse. Instead, he signs a peace treaty. The Ylisseans rejoice, hailing the Shepherds as heroes. Chrom and Robin work tirelessly to restore prosperity to the halidom. This would be no easy task, but this doesn’t deter them. Out of respect for Emmeryn, Chrom refuses to be crowned as Exalt at the moment. But there is still cause for celebration. Their official royal wedding is attended by thousands across Ylisse, gathered to cheer on their beloved prince and his new wife. It seemed like the country is finally healing from the scars of the crusade. Marth watches the celebration from a distance, privately saying she is happy for the royal couple.
The royal wedding
A year passes. A messenger arrives from Basilio, who requests Ylisse’s help against an unexpectedly dangerous horde of Risen rampaging through western Ferox. Robin walks in, carrying their newborn daughter Lucina, and suggests they head out to Ferox. Chrom protests, saying she should stay with Lucina, but Robin insists on accompanying him. She jokes he wouldn’t get anywhere without her strategic thinking, and besides, the castle’s wet nurses can look after her. Chrom worries, remembering the visions Robin had before. He wants Lucina to grow up with her whole family around her. Robin agrees and promises to stay safe, on the condition Chrom do so as well.
Before they head for Ferox, Chrom takes a detour to Mount Prism to seek advice from Tiki. Robin is suspicious about the increase in Risen raids, believing the Grimleal to be responsible. There are rumors the Grimleal launched a coup against Gangrel and stripped him of his power, assuming control over Plegia. Perhaps they are now using their new influence to raise even larger armies of Risen to raid their neighbors. For what aim though? Chrom complains he just got out of a war with Plegia, but now it looks like he might be dragged back into another one. Although his methods were wrong and unjust, his father may have had a point in trying to suppress the “Plegian heresy.” On the way up, they meet Marth again. Chrom asks where she has been for the last few years, and Marth replies she has been trying to avoid more interference with history. She is here to warn him about a Risen ambush she spotted preparing to kill Tiki. They rush to the top of the mountain, where Tiki is meditating to restore her full power. The Risen approach from behind, and the Shepherds take up defensive positions to protect Tiki. The player must survive and protect Tiki for ten turns against the Risen onslaught, and Marth helps out as an AI-controlled ally. After the battle, Tiki wakes up, now fully restored, and easily destroys the remaining Risen. She takes one look at “Marth” and knows she is not the Mar-Mar she knew centuries ago, although she does strongly remind her of him. Chrom asks what “Marth”’s real name is. She decides it’s time to tell the Shepherds the truth and asks Chrom to look into her eye. Chrom does so and sees the Brand of the Exalt in her pupil…exactly in the same place his baby daughter has her own Brand of the Exalt. He realizes she is a future Lucina. Lucina breaks down and happily cries in his arms.
Chrom apologizes for not being there for her in the future. Robin connects the pieces. If this is Lucina, then this is her daughter too. Lucina tearfully smiles and hugs her as well, glad to have her mother back. She explains in her future, things went badly. Extremely badly. The next chapter is a flashback (flashforward?) about the dark future. Lucina runs through the burning ruins of Ylisstol, where the survivors are being slaughtered by thousands of Risen which grow in numbers by the minute. The objective of this map is to survive…indefinitely. Although Lucina has Falchion with her, she is vastly outnumbered by the Risen, whose reinforcements easily replenish any deaths the player may have inflicted. Eventually, help arrives in the form of Cordelia’s daughter Severa, Olivia’s son Inigo, and Lissa’s son Owain (who makes meta references to previous games), who back her up. Together, the three of them clear an escape route for the civilians, although since the rest of the continent is no better off, it is a lost cause. Lucina looks up and sees the gigantic shadow of Grima, a six-winged legless monstrosity, looming over Ylisstol, parts of its dark black form briefly illuminated by lightning.
Lucina continues her recollection. Naga, the divine dragon goddess, had predicted this would happen since the First Exalt’s showdown with Grima during the Schism. Although she didn’t have the power to defeat Grima, she did have enough to create a time travel spell, which would allow Lucina and her friends—the children of the present day Shepherds—to go back in time to Chrom’s era and prevent the resurrection of Grima. She has spent the last year searching for the other children, because with Emmeryn’s death, history is still proceeding on its original course towards Grima’s return. Optional sidequests to recruit the children are now unlocked, and the player can do them at any point before the final chapters.
Lucina
Tiki adds there is another component they need to defeat Grima and Validar. During the Schism, the First Exalt gathered the five gemstones—the Starsphere, Lightsphere, Darksphere, Geosphere, and Lifesphere—into the Fire Emblem to unlock its full power and allow her to perform the rite of Awakening, through which she received Naga’s power and defeated Grima. But over the centuries, the orbs were separated because they were too powerful in the hands of one person or country. Chrom looks at the Fire Emblem and sees it has only one orb, the Geosphere (which raises his critical hit rate). Tiki gives him the Lightsphere and Lifesphere, which she has been keeping since then (which reduces the effect of enemy terrain bonuses and restores a little HP every turn, respectively). She remembers the Starsphere having been entrusted to the khan of Regna Ferox at the time. That leaves only the Darksphere, which Robin deduces is in Validar’s possession, responsible for his Imhullu spell. The only way to pierce the Darksphere’s protection over Validar is to bring the Starsphere and Lightsphere near him to negate it. Tiki tells Chrom his duty as exalt is to perform the rite of Awakening and stop Grima and the Grimleal. They must avoid the dark future at all costs. Chrom promises to do that. Tiki and Lucina both join the Shepherds, the latter now going by her birth name. As they depart Mount Prism, Chrom asks Lucina how he died in the dark future. Lucina warns he was betrayed by someone close to him.
The Shepherds head to Ferox to meet Basilio and find the Starsphere. They arrive at Furia and find it under attack from the Risen. Basilio, fighting on the front lines, asks for their assistance. As with the Mount Prism battle, this battle has a defend objective. The Risen must be kept away from the city center. Extra rewards are given for each house the player visits and evacuates. As with previous Risen-related battles, dead Risen and humans can be reanimated as Risen. After a certain number of turns, the horde’s Grimleal summoner appears to check on their progress, allowing the Shepherds to kill him. This causes the Risen to dissolve into dust and ends the map. With Furia saved, Basilio thanks the Shepherds for their intervention. This was only the latest Risen attack of many against Ferox. They have taken place along the Plegian border, even as far east as Ylisse. Robin has no doubt the Grimleal is responsible for the new attacks. There’s only a matter of time before the Risen turn to Ylisse. They must defeat the Grimleal. But in order to do that, they need the Starsphere. Basilio tells them he doesn’t have the Starsphere with him. After the Schism, the khan hid the Starsphere in the ruins of Thabes deep in the desert to the northeast of Furia. If they want the Starsphere, they’ll have to go there.
The Shepherds rest in Furia and prepare for an expedition to the desert. While sleeping, Robin hears a voice in her head and dreams of Validar. Validar tells her she has forgotten who she really is. Robin demands he get out of her mind. Validar laughs and reveals she is his daughter, created to serve a sacred destiny. He asks her to abandon the doomed servants of Naga and return to her rightful place in the service of the fell dragon. Robin wakes up. Chrom stirs, having heard her distress, and Robin explains what Validar told her. She knows he isn’t lying, as much as she hates that. It would explain a lot about her, but at this point, she isn’t sure if she wants to know more about her past anymore. Chrom assures her with something the Hero-King once said: “I am a prince before I am a son or a brother.” Although the original meaning was for Marth to put his duties as heir of Altea above his familial duties, it has taken on another meaning for Chrom. Robin is her own person before she is Validar’s daughter. Robin thanks him for being with her. He and Lucina are her real family, not Validar.
They set out for the desert. This part of the continent was one of the least affected by the Schism and is still almost the same as it was thousands of years ago. But the sands have swallowed much of the ancient city, and only the main tower remains visible, looming over the desert as a monument to a lost era. This map takes place on a fog of war due to the constant sandstorms, and Chrom and the Shepherds must fight off constant waves of Risen and feral wyverns to arrive at the Tower entrance. Robin notes the presence of Risen in the area, although there doesn’t seem to be anybody summoning them. Thankfully, they seem to keep to a certain area around a giant crater in the middle of the ruins. The enter the tower and find a place to rest. The Shepherds look at their surroundings and discuss the strange and ancient architecture. Miriel remarks on the potent magical energy flowing through the tower, a remnant of Thabes’ past as a center for magical research. Lucina asks what happened to lead to Thabes’ destruction, but nobody knows. All they know is one day, the city was destroyed and left to sink into the sands. Perhaps it is this potent magic that is causing the Risen to appear in this area. Meanwhile, Robin finds the ruins strangely familiar.
The next day, they start up the tower, fighting their way through hordes of Risen. The Feroxi khan during the Schism probably put the Starsphere here because the Risen would drive off any would-be thieves. On the way up, they encounter a girl named Morgan trapped by Risen. Her clothes strongly resemble Robin’s. As soon as the Shepherds drive off the Risen, Morgan thanks her mother for rescuing her. Robin realizes this is her daughter and she had come back from the future with Lucina. She is here to recover the Starsphere, but she underestimated the strength and numbers of the Risen. Thankfully the Shepherds showed up at that moment. She apologizes for not being as good a tactician as Robin and joins the Shepherds so she can learn from her. (Morgan’s supports with her other parent and possible sibling will be unavailable if Robin hasn’t married yet, and she won’t say anything about them here. She will also only inherit stats and skills from Robin.)
Morgan (default hair color)
Lucina scolds her little sister for being so reckless, while Chrom remarks she probably got it from him. Together, they reach the top of the tower and find the Starsphere waiting there. Chrom puts it into the Fire Emblem and gains a slight stat boost as a result of the Starsphere’s power. With the Starsphere now in his possession, they can finally defeat Validar and take the Darksphere from him so they can do the Awakening.
They return to Furia and go over their plan with Basilio, who provides troops to back them up and holds on to the Fire Emblem for safekeeping. While the Feroxi appear in the Gra desert and feign an invasion, drawing away Plegian troops, the Shepherds cross old Altea into Plegia. A secret contact with ties to the upper ranks of the Plegian government and military gives them an opening straight to the capital, diverting troops and other security forces away from the Shepherds’ path with false rumors of a pirate invasion in the west and bandit raids in the east. This marks a point of no return. After clearing this chapter, all paralogues can no longer be done, and the player can no longer do level grinding on the world map or even move around it except to start the next chapter. The can still access the base camp as usual.
Important paralogues
While most of Awakening’s optional paralogues focus on tracking down and recruiting the future children of the Shepherds, five instead introduce new characters, four of whom are based on protagonists from previous games. The first four can be attempted at any time between Lucina revealing her identity and heading off to Plegia for the final battles, while the fifth can be done any time before recruiting Morgan. Most of these paralogues consist of about three maps in succession instead of the usual one map. Although all have support chains with the Shepherds, the first four can only S support each other (including a female/female and male/male S support, although Rentiantang ordered the dialogue censored in the international release) and the fifth can only S support Robin.
Valm, formerly Valentia
First to unlock is a visit to the neighboring western continent of Valm, formerly known as Valentia in the Hero-King’s time. Due to its proximity to Archanea, Valm had suffered just as much in the Schism, and the empire ruling it imploded into many warring states, some of which are now just barely above barbarism. Having heard rumors of another Falchion and its wielder, the Shepherds set out for Valm. Valm is now unlocked on the world map. The maps and tracks in this sidequest are remasters of maps and tracks found in Fire Emblem Waiyun as well as one new map. First is Zofia Harbor, now little more than a village beset by constant bandit raids. Next up is what was once the unique region of Chon’sin. Finally, the Shepherds head inland to the Mila Tree, a gigantic tree in the middle of the continent said to have grown from the final resting place of the Divine Dragon Mila. They fight their way up the tree and reach a shrine hidden among the branches. There, a man named Anselm awaits them. He claims to be a descendant of the old Valmese emperors, wearing the ancient armor of his ancestor the Saint-King Alm and the tiara of his beloved, Celica.
(Anselm is completely original so I don't have a sprite or portrait of him, but use this art of Alm in Awakening as a reference.)
The Valentian Falchion, which Tiki recognizes as another weapon forged from Naga’s fangs, lies at his side. He welcomes the Shepherds to his humble abode. It is a far cry from the estates his ancestors used to have before the Schism destroyed the Valmese Empire and almost wiped out everyone in Valm. He personally has no need for an empire, instead preferring to farm, or whatever passes for farming at the top of a giant tree. Many have asked him and his predecessors to lend their strength to their cause, but they always refused. Their causes weren’t worthy. The Valentian Falchion is not to be used for just about any fight. He tells of a legend passed down from the time of Alm and Celica two thousand years ago. In their time, the two of them had freed the people of what was then known as Valentia from the reign of the gods, with the help of Falchion. But they soon learned there were other gods who would eventually rise to threaten humanity, and all of their descendants were raised to prepare for such an event. Their time came when Grima rose, but they failed and Valm was destroyed in the Schism. Chrom tells him Grima is returning, and they need Anselm now more than ever. Anselm thinks about it. He could redeem himself in the coming fight. First, he must test if Chrom is strong enough to challenge the gods. The final map is a one on one duel against Anselm, with the player only being able to deploy Chrom. Upon defeat, Anselm decides Chrom has what it takes to fight Grima and agrees to lend his and Falchion’s strength to his cause. Together, they will take humanity’s destiny back from the gods. Anselm’s class is Saint Lord, a magic and sword using class. Anselm’s support chains provide exposition on the events of Fire Emblem Waiyun and the ideals of his ancestors Alm and Celica, as well as the life of the last Valmese emperor Walhart, who reigned during the Schism. With Chrom he will continue asking for regular duels to see who is stronger and which Falchion is better, although both are ultimately evenly matched.
Priam's battle theme, a remix of a track from Path of Radiance
Next to unlock is a visit to what was once Grust, now a rural island off the coast of Plegia. Chrom has heard rumors of a powerful hero from another world who settled down there. The maps here are remasters of those from New Mystery of the Emblem (including a final version of the developers’ test map) and the Tellius duology (like the Toha escape chapter and the feared 3-13 defense map featuring the legendary AI sniper). Finally, the Shepherds stumble upon a hidden village full of warriors from all over Ylisse and Valm. They meet their leader, a foreign-looking man named Priam. He introduces himself as a prince from distant Tellius, although he would prefer not to use that title as he is uncomfortable with it. The sword strapped to his side is the blessed Ragnell, passed down from his ancestor the Radiant Hero, who was said to have killed a god with it long ago. One of his ancestors had decided to leave Tellius through what was called an “Outrealm” gate (used to access DLC content on the world map) which took them to another world. They settled down in Grust to train against talented opponents here. Chrom asks if he can join the Shepherds in their quest to defeat the fell dragon, since Ragnell has a history of killing gods before. Priam initially refuses, saying the Shepherds must prove their strength and worthiness against his men first.
Priam, descendant of Ike and Elincia
Battling Priam is considered one of the most difficult maps in the entire game and should only be attempted with a fully optimized team with endgame stats and the most powerful weapons and skills. Although the player is allowed to deploy thirty units, the largest deployment size ever, Priam will field at least fifty units, all with boss-level stats, weapons, and skills. The objective is to rout the enemy. The enemy AI is programmed to be more competent than usual and will take advantage of everything, including the pair up mechanic. Priam himself is incredibly dangerous with his Falcon Vanguard class, a combination of Ike’s and Elincia’s classes from Radiant Dawn. He is a high-movement pegasus knight who wields swords and staves. His base stats are the highest of any playable character, and his swords Amiti and Ragnell retain their original stats, special effects, and attack ranges. As he is a flier, he can ignore walls and terrain movement penalties and attack any of the Shepherds from halfway across the map. He also has a skill which removes the extra damage arrows inflict on fliers (ironically called “313 Shield”). But once he and his men are defeated, Priam recognizes the Shepherds’ strength and vows to help them defeat Grima. The tracks used in this sidequest are remixes of New Mystery and Tellius tracks. Priam’s supports focus on him sharing stories of Tellius and how different it is from Ylisse. With Chrom and Robin he talks about his royal ancestry and how he honestly sees it as a curse more than a blessing, and with certain other characters like Lon’qu, Gregor, and Cordelia he will talk about training and swordmastery. With Cordelia, Stahl, and Sully he will give them advice on how to improve the effectiveness of their triangle attack. With Lucina he talks about how his world had its own Fire Emblem before, although it was completely different from the Binding Shield of Ylisse.
Chrom pores over ancient legends in the royal library of Ylisstol, learning about the legendary Seliph who freed Jugdral from the tyrannical Arvis and the second coming of Loptyr, as well as his cousin Leif, who overcame adversity to bring lasting peace to Thracia. There are rumors their descendants may have survived the Schism, which laid waste to Jugdral and almost completely depopulated it. Robin urges him to reconsider embarking on a lengthy sea voyage they don’t have time for. However, Morgan tells her they don’t have to take a ship. They can just go to the Outrealm gate Priam described. If it can take people between worlds, it could be tweaked to take them somewhere else in the same world. Robin agrees to the plan. They head out to the Outrealm gate, a portal located in what was once Talys Island, now a peninsula jutting out from the mainland. Robin and Morgan figure out a way to change the portal’s connections to redirect them to the ruins of Belhalla in Jugdral (an attempt to open a path directly into Plegia to steal the Darksphere fails). They emerge in what was once Belhalla, finding the city completely destroyed and abandoned. Chrom wonders how such a large city, which in its heyday was even larger than Ylisstol and old Palles, could have been so utterly destroyed. Lucina begins realizing the true scale of Grima’s rampage a thousand years ago. It truly was a global event. They leave the ruins and explore the nearby villages, asking for any leads on the surviving “heir of light.” The villagers point them south to Chalphy. Contrary to the previous two paralogues, there are only two maps in this paralogue, one a large-scale map like in Crusaders of Light and another a small-scale map like in Thracia 776, with accompanying remixes. The Shepherds fight their way through hordes of bandits and roaming militias to make the trip from Belhalla to Chalphy. Along the way, they pass by the ruined castle that was once the home of House Friege, which Robin finds to be vaguely familiar in a way. At Chalphy, Chrom is surprised to see the town is largely intact and spared the destruction and lawlessness seen in the rest of Jugdral. They meet the town’s ruler, Marquess Juliana, a distant descendant of Seliph, Julia, and Leif.
(Juliana is also original, so try using this portrait of Julia from Awakening as a reference, only with brown hair.)
The holy sword Tyrfing and the Naga tome are placed next to her throne, symbolizing her descent from Seliph and his Baldr and Naga holy blood. Her brown hair shows her descent from Leif as well. Juliana is receptive to Chrom’s request for her help against Grima, her family having been almost wiped out in the Schism. But before she can commit to anything, an unexpectedly large bandit army attacks Chalphy. Juliana explains she has been at odds with a bandit leader operating in the nearby forests of what was once Verdane for years now, and they are jealous of Chalphy’s wealth and success. Now it appears they want to destroy Chalphy. Chrom and the Shepherds decide to help defend the town. The map is a remaster of the Tahra defense map from Thracia 776, and the objective is to again defend for several turns. The player will get Juliana as a playable character. She starts in the Light Crusader class, which uses swords and magic like Anselm’s Saint Lord. Her signature weapons are Tyrfing and the Book of Naga, which retain their stats, effects, and durability from Crusaders of Light. Juliana’s death will be a game over in this battle. Once the bandits are driven out, Juliana will thank the Shepherds for their assistance. She pledges to join them in their quest to defeat Grima, hoping to avenge the people of Jugdral and her ancestors who lost their lives in the Schism. It is her duty as a crusader to make sure darkness never returns to threaten the land and her people. She leaves the town in the capable hands of a friend and accompanies the Shepherds back to Belhalla and through the portal to Talys. Her supports focus more on Jugdrali lore, specifically relating to Seliph, Leif, and Arvis. Chrom learns from Juliana the stories he heard about Arvis were twisted over the centuries, and he wasn’t as bad as he was made out to be (he also learns Jugdral had its own Fire Emblem in House Velthomer’s family crest). Juliana recognizes Robin as a distant descendant of House Friege and possessing the family’s major holy blood, although the holy tome Mjolnir went missing during the Schism. Lucina is said to strongly resemble Seliph, while Tiki unnerves Juliana due to her family’s history with dragons. Her daughter, Tiana, comes back from the future to warn how Grima will wipe out the last traces of humanity in Jugdral. She has the Light Inheritor class, which is like Light Crusader but also allows her to use staves. (Due to Juliana’s ability to wield the holy weapons of both Seliph and Julia, the developers have had to strongly backtrack from the accidental implication the two half-siblings ultimately married each other. They insist the only way to do that in the original game was to exploit a glitch. In addition, Seliph already had Naga holy blood and a descendant of his could have either manifested major Naga holy blood or married one of Julia’s distant descendants with such holy blood.)
The fourth paralogue takes the Shepherds very far from Ylisse. A traveling merchant in Ylisstol tells Chrom a story about the legendary Young Lion of distant Elibe. The Young Lion was said to have been deemed worthy of wielding the legendary Blazing Blade, which he used to slay the dreaded Demon Dragon and prevent a second Scouring from devastating the continent. His descendants still rule over Elibe today. Interested in another possible ally, Chrom asks Robin and Morgan to again tweak the Outrealm gate to now take them to Elibe (another attempt at trying to teleport to the Darksphere’s location fails). They emerge from the portal in the woods outside Pherae, now a bustling city which is every bit the equal of Ylisstol. Lucina remarks unlike Jugdral, the entire area looks like it was completely untouched by the Schism. But as they approach the city, they are suddenly attacked by revolutionaries, who consider them supporters of the king. The Shepherds fight off the revolutionaries on a map that is a remaster of the first map from Blazing Blade (with accompanying battle music remixes), and at the end of the battle the Elibean army arrives, blasting the survivors with a combination of powerful magic spells and gunpowder weapons. Having never seen or heard gunpowder weapons before, the Shepherds are intimidated by the power of such guns. The army’s leader, Princess Elina, daughter of the king, thanks them for weakening the revolutionaries. The civil war in Elibe has been going on for some time, and the revolutionaries made worrying gains in the Lycian heartland recently. If not for the Shepherds, her ancestral home of Pherae would have been lost. As thanks, she takes them to Ostia, the capital and largest city in Elibe. On the way there, they fight more revolutionaries, which worries Elina as the enemy never reached this deep into Lycia before. They reach Ostia, and the Shepherds are amazed to see a city even larger and more prosperous than Ylisstol, which looks like a small town in comparison. There are even a few factories spewing smoke, which Elina explains will make their lives far easier. Inside, Chrom can see how magic and technology are blended in such a way as to produce high quality products and energy which powers the city’s machines, including crude rail-based “horseless carriages.” He asks how Elibe could have accomplished such amazing feats. Elina says Elibe was spared the devastation of the Schism due to its distance from Ylisse, and with the entire continent united under Lycia, they were free to stop worrying about wars and turn to cultural and scientific innovation. But the revolutionaries threaten all of the progress they have made. Based in the region of Etruria, they want to reverse Elibe’s industrialization and return to an older agrarian way of living, this time with Etruria and an Etrurian king now ruling over the continent instead of the Lycians. And it seems they are winning so far, having taken most of the west and north of Elibe and now marching on Lycia. They meet Elina’s father, a tall and stern purple-haired man who again thanks them for their assistance at Pherae. Chrom asks if he can spare them any troops to help with Grima in Ylisse. But although the king sympathizes with their plight, he is unable to commit troops to distant Ylisse while he has a civil war to win. And to prove his point, at that moment the revolutionaries’ main army attacks Ostia. Chrom rallies the Shepherds to help defend the city alongsid Elina and her troops. The map objective is to not only defend the castle gates but also to kill the boss, the revolutionaries’ general. This is a remaster of the Ostia defense map from Blazing Blade, with accompanying remixes of battle music.
(Another original character, but Elina would probably look like Lilina with purple hair.)
Elina becomes playable here. She starts in the Griffon Lord class, a combination of Roy’s and Lilina’s data-transferred classes from their game. It is an armored flying class using swords, axes, magic, and limited dragonstones much like Roy could. After the turn limit passes and the boss is killed, allied reinforcements arrive in the form of cannons which lay waste to the remaining enemy forces, who retreat. With their main army destroyed, the revolutionaries are suddenly put on the defensive. The king again thanks the Shepherds for their help but apologizes for not being able to help their cause, as he is now preparing for an offensive into Etruria to decisively end the civil war. Despite this, Elina secretly steals the family’s legendary weapons, the Blazing Blade and Forblaze, puts on Roy’s old headband and Lilina’s old hat, and joins the Shepherds in his place. Elina’s supports generally focus on the technological differences between modern Elibe and Ylisse. With Chrom she shares stories of the Scouring and how it was their version of the Schism, while the actual Schism never reached Elibe, and shows him the Fire Emblem of Elibe, which is still embedded in the hilt of the Blazing Blade. With Robin, her energetic and headstrong personality clashes a lot with Robin’s calm and reserved mentality, although Robin does remind her of her ancestor who married the Young Lion. With Tiki, she is excited to meet the daughter of Naga, who took the Divine Dragons and left Elibe during the Scouring, and for once she is the one asking for information about Elibean history, although Tiki was born long after Naga left Elibe and didn’t learn much about it. With Lucina, the two bond over their legendary swords and constantly duel to see who has the better sword (Elina claims victory because hers is on fire). Elina’s eagerness clashes, sometimes violently, with Cordelia’s perfectionism (a coping mechanism she developed after Phila’s death), although they eventually reconcile by discussing the differences between the Elibean and Ylissean triangle attacks and teaching Cordelia the Elibean style. Her son, Al, shares her class, spiky hair, and hotheaded personality. He can S support Tiana, although they don’t have a child of their own. His supports focus on how Elibe will not be spared by Grima, even with its advanced technology.
Anna
The fifth unique character is Anna herself. Previously a fourth wall breaking joke character who appeared in all previous games in various occupations (usually as a money loving merchant running secret shops hidden in certain battles), she is for the first time playable in Awakening. The first two maps in this sidequest are the same maps as Anna’s first appearances in Books 1 and 2 of Mystery of the Emblem, set in the same location in-universe. The third map is the one with her appearance in The Binding Blade, also set in Elibe. The tracks playing here are the remixes of the ones in the original maps. All maps feature Anna being attacked by bandits, but to not get a game over, the player must kill more bandits than the AI-controlled Anna, who is incredibly powerful relative to the enemies. Upon saving Anna each time, she claims to not know the Shepherds despite having met them previously and gives them the same reward. After the third map, Chrom corners Anna and demands an answer for why she never remembers them and always gives out the same reward. Anna reveals the Shepherds had met her identical sisters, each one a traveling merchant like her. Since she can’t just give them the same reward again, she decides to join them. That is, after they pay her well enough. Due to Morgan’s recruitment being a mandatory story event, Anna’s recruitment and S support with male Robin can only be achieved before attempting that map. This is because Morgan with Anna as her mother has almost the same portrait and model as Anna. Morgan and Anna’s supports are changed to focus on Anna trying to raise her daughter in the capitalistic ways of her sisters, while Morgan’s supports with Robin have him being very unnerved by her similarities to Anna. The only other case of Morgan’s appearance changing is if she reclasses to the manakete class if she is Tiki’s daughter (the only other way to get a second manakete), in which case she will wear young Tiki’s dress and tiara from New Mystery of the Emblem. Once this paralogue is finished, another version of Anna will appear at the Outrealm gate to comment on the DLC loaded and give out trivia about the franchise and her previous appearances. Most of Anna’s other supports are focused on her love for money as well as meta references to previous games (like Owain, she will sometimes outright say the titles to previous games or iconic dialogue) and her appearances. With Tiki she attempts to commercialize her role as the voice of Naga, to Tiki’s disapproval. With Lucina she wants to use her “tragic backstory” for an advertising campaign. With Chrom she offers to handle his “PR” for a “discounted” salary which is still very expensive. Robin pins her down with a discussion about logistics and the Shepherds’ finances and gets Anna to admit she and her sisters have been selling weapons and supplies to all sides in order to profit during the war. Although she tells Robin her sisters won’t stop doing it, she can at least give the Shepherds a discount (which halves the price of weapons and items sold in the base camp). Anna has no child character tied to her, although the different-looking Morgan comes close.
Some later DLC content allows the player to explore more of Jugdral, Valm, and Elibe. Other DLC present alternate scenarios, like a full mini-campaign about Lucina and her friends escaping Grima in the dark future.
Plot (endgame)
There are a series of maps on the way through the Plegian countryside, the capital, and then Dolhr Keep itself on the way to the Darksphere. All objectives here are to seize the target but with an added stealth requirement. Although the Shepherds’ benefactor has moved most of the troops away, there are still a few along their path. The Shepherds can either try to kill each soldier in one turn and out of the range of the others for experience, or they can stay out of their range and avoid them entirely. Visiting houses and villages on each map may give items and new recruits but also makes the soldiers far more suspicious and increases their AI’s aggression. If the Shepherds are spotted or any attacked soldier survives to the next enemy phase, the player gets a game over.
Without being spotted, they enter the castle vaults and take a moment to rest. Chrom is suspicious about the nature of their benefactor, while Robin again gets a strong feeling of dread. Following on dialogue from the previous chapter, Lucina expresses her dread over seeing the giant skull of Grima looming over the city, as it reminds her of the dark future. A cinematic plays where Lucina stands in the burning ruins of Ylisstol, desperately fighting off the constantly replenishing hordes of Risen. A beam of dark energy arcs down into the center of town and cuts a path of pure destruction across it. She looks up and sees Grima descending, its red eyes so big the smallest are easily the size of her old castle. It looks at her, one eye taking up the entire screen and making Lucina look tiny in comparison, and declares the age of humanity is over. Her parents are dead and all hope is lost. Grima demands Lucina submit, but she refuses, although she is clearly absolutely terrified. Grima lets out an eldritch roar and fires another blast at Lucina, who breaks down and screams in horror, ending the cinematic.
In the present, Lucina suffers a panic attack, and her parents and sister comfort her, promising they will avoid that future at all costs. They start searching the vaults for the Darksphere. Chrom tells Robin the Darksphere gives off malevolent energy and amplifies negative feelings. It could affect her feelings of dread. Robin catches on. If she is close to the Darksphere, her dread would increase. Although she would be making herself uncomfortable, she agrees to do it. However, she never gets any such feelings as they search. Morgan suddenly announces she found the Darksphere, pointing at a dark orb in a case and warning against touching it. But Robin immediately labels it a fake.
“Your skills do not disappoint me, daughter,” Validar says, walking into the vault, “But your allegiances do.” The Shepherds draw their weapons, but Grimleal cultists enter the vault and surround them. Validar laughs. Chrom accuses him of luring the Shepherds into a trap. He must have been responsible for opening up a path straight into the castle vaults. Validar admits he didn’t plan that, but it worked in his favor in the end, as he had suspected Chrom would pull such a trick. Now the prince of Ylisse, his wife, his two daughters, and the core of the Shepherds are stuck deep in Dolhr Keep, right in the middle of the Plegian capital, right in the middle of the entire country. He offers them safe passage out of Plegia in exchange for the Fire Emblem, but Chrom doesn’t have it. But Validar reveals Chrom never even had a choice to hand it over, as he already has it. His assassins had infiltrated Furia and killed Basilio, taking the Fire Emblem from him (as a scripted battle shows).
Chrom is shocked, while Lucina tries to suppress another panic attack, fearing history hasn’t been changed at all. He will now kill them and harvest their quintessence to increase the power of the rite of Awakening. Robin realizes the rite of Awakening can also resurrect Grima. Validar laughs and commends his daughter for remembering at least part of her original purpose. He adds the rite of Awakening still needs a perfect mortal vessel to channel Grima’s power, which Robin horrifying realizes is her. Validar reveals she is the latest in a long line of potential vessels for Grima, selectively bred over the generations solely to resurrect the fell dragon. None, not even Validar himself, were perfect, until Robin came along. She is perfect, the culmination of all of their plans. That is what the Fell Brand on her hand symbolizes. Her destiny is to be a god. But her mother didn’t understand. She sacrificed her life to take the baby Robin and escape the Grimleal, passing her to a family on the outside. Robin vaguely begins remembering living with that family. Validar asks Robin to join the Grimleal and accept her destiny, to become a god instead of pointlessly dying with these wretched servants of Naga. Robin immediately refuses, now considering Chrom and her daughters more her family than Validar ever was or will be. Her real life began when Chrom found her in that field, and she would not trade him or Lucina or Morgan for godhood. “I am not your god,” she declares, “Not today.”
Validar sighs. He had expected this response. He tells Robin he is disappointed with what his daughter has become. But he will not be denied. If she won’t willingly submit, then he will force her to. He calls in the Hierophant, the supreme leader of the Grimleal. The Hierophant enters the room, and everyone is shocked to see she is identical to Robin, only radiating a shadowy dark aura. Robin demands to know who the Hierophant is and why she looks identical to her, but Validar refuses to answer, only saying it is time for her to submit. The Hierophant raises her hand, and Robin clutches her head in pain. Her body begins moving on her own and draws her weapon, which she points at Chrom. Validar orders her to kill Chrom.
Suddenly, Gangrel charges into the room and stabs the Hierophant with his Levin Sword. Although she is unharmed by the attack, it breaks her concentration and allows Robin to regain control of herself. Gangrel begins attacking the other Grimleal and tells Chrom he’s repaying the favor from last year by buying them time to escape. Chrom realizes Gangrel himself was their secret contact and thanks him before fleeing. Validar orders a cultist to warp him to the Dragon’s Table to start the rite of Awakening. As soon as he leaves, the other cultists attack Gangrel, who goes down swinging. The next battle has an escape objective, and the Shepherds must fight their way out of Dolhr Keep while being pursued by the Grimleal. Once they escape the castle, soldiers loyal to Gangrel arrive and escort them to a safe location outside the city, where they get some rest. Robin apologizes for not being able to resist the Hierophant’s control, but Chrom refuses to listen to it. He insists she save the rest of their energy for pursuing Validar to the Dragon’s Table and stopping the ritual. But Robin urges him to leave her behind. All of them saw how the Hierophant could control her. She could do it again and finish the job. Chrom tells her the Hierophant never had full control, and Robin can still fight back. What matters now is taking back the Fire Emblem and interrupting Validar’s ritual. It’s not too late for Robin to put an end to all of this. Robin agrees to at least try.
Lucina asks her mother if she can have a word with her. She explains in her time, Chrom died when she was very young, and she doesn’t have many memories of him other than what other people told her. Her future was robbed of a very great man, and she will not let it happen here. She asks for forgiveness and points Falchion at her. Robin demands to know what is going on. Lucina put the pieces together and figured out the one who betrayed Chrom in her future was none other than Robin herself. She didn’t want to believe it, but everything lined up. Robin’s visions of killing Chrom, the Hierophant’s powers, and her ties to Grima and Validar all mean she is the one responsible. But if the present-day Chrom is right, they still have time to change history and avoid that fate. And to do that, sacrifices must be made. She apologizes and knows this means killing her own mother, but she has no choice. Robin fully understands. She tells Lucina she would gladly give her life for Chrom and her daughter. She bows her head and asks to make it quick. She has already made her peace. But Lucina falters and drops Falchion, unable to follow through. She apologizes for the matter, but Robin tells her there is nothing to be forgiven about. Chrom arrives, having heard everything. He tells Lucina he still trusts Robin. She underestimates the strength of the ties between them. The two of them would die to protect each other. They had sworn to be two halves of a greater whole. They had promised to always stand by each other. No amount of fate is going to separate them. Together, they can change their destiny. Lucina hopes he is right.
The next day, they wake up to see a large crowd of Plegians leaving the city, heading in the direction of the Dragon’s Table, from which a large beam of light is emanating. Lucina asks one of the Plegians what they are doing, and he replies Grima will destroy the current world and recreate it in its own image. Those who submit to Grima will live on in the new world. Chrom begins realizing there is more to the Grimleal faith than he was taught. They earnestly believe bringing back Grima will bring about a new world, and their faith will be rewarded. The crusade his father waged no doubt drove the Plegians straight into the Grimleal’s arms. He does sympathize with the Plegians’ plight, being so desperate after that war they had no choice but to believe Grima was their only hope. It is another reminder he must break the cycle of hatred. But for now, the Shepherds know there is no new world waiting for the faithful, only death. They know what Grima will do in the future, and they must prevent that future from happening.
The Shepherds follow the crowd to the large and imposing Dragon’s Table, which was once known as the Dragon’s Altar. The tower was built many ages ago by Naga to house the Earth Dragons after their rebellion when dragonkind began degenerating following the Scouring. It was said the Dolhr emperor Medeus got his start as a guard here after betraying his people before he also turned on Naga and humankind and was put down by Falchion. It was said the Earth Dragons would have woken up around the time of the Schism, but they never emerged from the Dragon’s Altar. Built with a sturdy and efficient design intended to contain dragons, it was one of the few ancient buildings which survived the Schism almost fully intact. The Grimleal took over the tower soon afterward and made it their main place of worship, renaming it the Dragon’s Table for some reason. The menacing beam of light emits from the top of the tower, no doubt showing the rite of Awakening and Grima’s resurrection is in progress.
The Dragon's Table with Grima's resurrection in progress
Aversa and an army of Risen await the Shepherds at the entrance to the Dragon’s Table. She welcomes the Shepherds to their deaths and Robin to her true destiny. Chrom insists he will not die today, while Robin again rejects what the Grimleal has in store for her. Aversa laughs, saying their destiny is already written. They can’t change their fate, as Lucina learned. Lucina replies with “I challenge my fate!” Aversa commends her devotion, but it is in vain, as Grima will rise and bring about a new world free of the taint of Naga. She points to the Plegians filing into the tower and hails their faith. They will live on in the new world…but as part of Grima itself. Their quintessence will be offered up as part of the rite of Awakening. That is why it is called the Dragon’s Table. It is where Grima fed on the Earth Dragons to absorb their quintessence during the Schism, and now it is where Grima feeds on its Plegian devotees, who willingly offer up their lives and quintessence to it. She orders the Risen and the Plegian crowds to attack the Shepherds and harvest their quintessence as well.
The main objective of this map is to kill Aversa, which will also kill all of the Risen she spawns. As long as she is alive, Aversa will continue summoning Risen from the dead Risen as well as any Plegians killed. The player gets incentives for sparing as many human Plegians as possible. After a certain number of turns, Basilio appears and joins the roster. Chrom and Robin are surprised he survived the Grimleal’s attack. Basilio apologizes for not being able to protect the Fire Emblem, but the Lifesphere embedded in the shield reduced the damage the assassins inflicted on him and healed his wounds too quickly for them to be fatal, although he admits they were still painful and took a while to heal. Feroxi train from childhood to prepare for the return of the fell dragon, and now the day has come to put that training to use. Upon defeat, Aversa simply laughs. With her final breath, she declares her death will only help Grima, as her quintessence will be offered up to Grima as well. It is an honor for her to finally join Grima and aid in its return. Meanwhile, Robin’s visions of killing Chrom return, only more vivid and now strongly urging her to do it.
The Shepherds enter the Dragon’s Table and go up several flights of stairs, eventually reaching a large room where Validar and other Grimleal gather around a large altar. Robin recognizes the place as the altar from her dream and feels an unprecedented wave of uneasiness sweep over her. She asks to stay back, but Chrom assures her he will protect her just as they promised. Validar welcomes the Shepherds for making it this far. He thanks them for delivering themselves and their quintessence straight to him, saving him the trouble of going after them. The combined quintessence of the Shepherds would be a vastly better and more effective offering than the thousands of Plegians behind them. Chrom refuses to let the slaughter continue. He will not let Validar continue the ritual any longer. Validar nods. He knows Chrom will try. But there is no use in fighting a lost cause.
Humanity is irredeemably corrupt. He saw such corruption and decadence during the crusade. Humanity does not deserve to rule itself. It has shown itself to be weak and violent, prone to outbursts and brutalities against each other. His goal as the high priest of the Grimleal is to save the nonbelievers from themselves through submission to Grima. Chrom says he is wrong. Humans may be cruel to each other, but there are those who show mercy and kindness. There are those who fix their mistakes. Some work together to improve themselves and each other. And the bonds between them can overcome even a future that is all but assured. He points Falchion at Validar. It is his duty as Exalt to defend his people against men like him. Validar invites him to try. His original plan was to manipulate Gangrel into invading Ylisse and eliminating the bloodline of the Hero-King so nobody can use Falchion. It’s nice of him to deliver the two heirs of Falchion (not counting Morgan because she is not always Chrom’s child) right in front of him. He summons an army of Risen and orders the cultists to attack. Imhullu and the holy thunder tome Mjolnir appear in his hands, and a mixture of dark magic and divine lightning arcs through the room.
As with the previous chapter, the battle is against Validar, several Grimleal, and Risen they constantly summon. Validar is again armed with Imhullu, but due to the proximity of the Starsphere and Lightsphere, its power of invulnerability has been watered down to just a reduction of damage. His Mjolnir tome as as powerful as its Crusaders of Light incarnation. If Chrom attacks, he continues his previous speech, insisting humanity has no need for cruel gods like Grima. Validar dares him to show him the limits of mortals in the face of divine power. If Robin attacks, Validar refuses to believe she would really attack him, but Robin does not hesitate to do so. She says Validar is no longer part of her family. Chrom and her daughters are. If Lucina attacks, Validar mocks her for being unable to prevent the bad future, but Lucina says their fight isn’t over yet. If Morgan attacks, Validar is confused by her existence. Morgan cheerfully introduces herself as his granddaughter and declares she will protect her mother from a creep like him.
Chrom fighting Validar
After a heated battle, the Shepherds defeat the Grimleal, and Validar falls to the floor. Chrom turns to Robin and tells her Validar is finally gone. Thanks to her, they’ve prevailed today. Now they can turn to focusing on the rite of Awakening and putting an end to—Chrom suddenly stops when he realizes Robin stabbed him in the heart. As he dies, he tells Robin it is not her fault. Validar gets to his feet and cackles. There was no way Robin would avoid her fate. Eventually it would lead her back to her destiny as Grima’s chosen. Human bonds mean nothing. They can’t stop fate. Lucina drops her Falchion and falls to her knees. Losing hope, she realizes everything she has done was worthless in the end. Validar walks over and tells her she put in extra effort to avoid her future, forgetting the fact that the future had to already exist in order for her to travel back from it. He summons more Risen and orders them to put an end to—Validar suddenly stops when he realizes Robin stabbed him in the heart as well. “Here’s how it’s done,” she tells him. Chrom gets to his feet and reveals Robin weakened her attack so he could survive, while Robin adds she managed to resist the voices in her head. That is the power of human bonds, allowing them to avoid their fate. Validar curses their deception and declares even if he dies, his quintessence will still go to benefit Grima, and there’s nothing they can do to stop the ritual now. Soon, the fell dragon will return. He falls to the floor. Chrom declares they have truly won this time and changed their destiny. With Validar actually dead and Robin back in control of herself, it’s time for them to end this and stop the ritual. As they pass Validar’s body, Robin looks at the Mjolnir tome. She picks it up and feels its energy surge through her. Somehow, she can make full use of the holy weapon. She decides to take it with her.
They continue up the stairs to the next floor, where they find the Fire Emblem placed on an altar, all five orbs glowing and channeling massive amounts of quintessence upwards. The Hierophant stands in front of the Fire Emblem. She refuses to believe they have changed their fate. Although they changed the course of history like one can redirect a river, they can’t change history’s destination, just like the river’s ultimate destination. It is still written that Chrom dies in this tower at Robin’s hands…or more precisely, her own. Chrom demands to know who the Hierophant really is. The Hierophant explains she is Robin, the Robin who killed him and became the fell dragon in the future. No, she is no longer Robin but Grima herself. When Lucina traveled back in time, Grima also traveled back in time to ensure her own existence. The dreams and visions Robin has had, the voices she has heard…that was all Grima. When she arrived in the present day, she telepathically connected to the present day Robin, intending to merge into one consciousness, but her heart was too weak to contain Grima’s power, and instead the attempt wiped her memory. And now Robin has abandoned her birthright. She was supposed to choose godhood over pitiful humanity. Robin refuses to join her. She doesn’t want to be a god. She wants to be herself. She wants to protect her family and people. Humans deserve to live for themselves, free of gods like Grima. That is what the Hero-King’s family, those chosen by Falchion, has fought to protect for generations. That is what she chooses to protect now that she has found who she really is. Not Grima. Not a god. Not the fell dragon. But plain and simple Robin. Grima sighs. They really did take different paths. But her own path is still set. If Robin won’t claim the quintessence gathered, she will instead. Grima absorbs the quintessence. There is a flash of light, and the tower shakes. Grima disappears. Her voice echoes through the foundations of the tower: “I AM THE WINGS OF DESPAIR. I AM THE BREATH OF RUIN. I AM THE FELL DRAGON, GRIMA.”
Thinking quickly, Tiki tells Chrom to do the rite of Awakening now. They don’t have enough time to go back to Mount Prism as the First Exalt did, but perhaps there is enough magical energy coursing through the Dragon’s Table to reach out to Naga. Chrom steps forward to claim the Fire Emblem from the altar. Lucina follows him, intending on doing the rite alongside him. Tiki warns the rite was intended for one person, but Lucina refuses to back down. Grima had followed her back in time, and she must help her father defeat her. Tiki sighs. This has never been done before like this, but she will do her best to guide the process. She sits and meditates. Chrom takes the Fire Emblem and straps it to his arm. He shouts out and asks Naga to baptize him and his daughter in fire, so they may receive the power of the Divine Dragons. The two are immediately engulfed in roaring flames, but they are unharmed. The flames die down, and Naga appears before them. She has deemed them worthy of receiving power to defeat Grima. With her blessing, she renews the pact the First Exalt made with her and channels her power to Chrom and Lucina. She blesses their Falchions, restoring the blade with the power it was given when the First Exalt did the rite. The two weapons gain boosted stats and the ability to restore a small amount of HP to Chrom and Lucina every turn.
Chrom asks if this will be enough to kill Grima. Naga apologizes. She may be called a deity, but she does not possess the power to destroy Grima. The power she bestowed upon Falchion likewise cannot kill Grima. The only thing that can be done is to seal her away and put her to sleep for a thousand years, like the First Exalt did. However, she believes there may be another way that could permanently end Grima…herself. Grima would have to destroy herself. But she would never do that. Lucina insists they must find a way to break the cycle. They can’t keep putting Grima back to sleep. They’d only be shifting the burden onto their descendants. Robin steps forward, realizing she knows what to do. Since she and Grima are the same, if she lands the final blow, then it would technically count as Grima killing herself. Naga thinks about it and concludes it might work, but there is a drawback. Since Robin and Grima are connected, killing Grima would inevitably mean killing Robin as well.
Chrom immediately rejects the idea, insisting he will find another way. Robin tells him he should think about what Emmeryn would have wanted. Chrom replies Emmeryn would never have wanted this. Robin replies it’s either her life or the future of humanity. Millions of lives are at stake. Chrom urges her to reconsider. She is a Shepherd. She will always be a Shepherd. Shepherds never leave each other behind. That is what they in particular swore with each other when they married. They would never leave each other behind. They would never let anything come between them. They would not let each other end up like Emmeryn. They have to stay for their daughters (and speaking of which, Morgan hasn’t even been born yet). He asks Robin to remember their vows. Robin remembers, but she isn’t sure if she can keep them when all of humanity is at stake. Naga tells her she doesn’t have much time to deliberate. They must reach the top of the Dragon’s Table and confront Grima. She disappears, wishing the Shepherds luck. The Shepherds continue up the stairs. Chrom begins seeing some visions of his own. He sees Marth climbing the stairs of the Dragon’s Altar in his time, cutting down Medeus while he is being resurrected in much the same way Grima just was. Chrom instinctively changes his grip and stance to mirror Marth’s.
They reach the next floor, which is the place where Gharnef had attempted to revive Medeus at the end of the War of Heroes. Medeus’ skeleton still lies in the middle of the room, right where Marth had struck down the dreaded Shadow Dragon for good. Grima appears in human form, levitating near the ceiling while surrounded with an even more intense dark aura. She looks down on Medeus’ skeleton and calls the old tyrant a failure. All he had wanted was to rule over humans as their emperor. He underestimated their power, and that cost him his life. But Grima won’t make the same mistake. She doesn’t seek to rule. She seeks to dominate, to destroy, to be the supreme being. She is perfection incarnate. And all humans will submit before her, their rightful god. There is no stopping her now. The world’s fate is sealed. Lucina raises Falchion and declares nothing is sealed yet. Grima laughs and expresses her annoyance. She dares her to at least try and put on a good show fighting against some familiar faces. If they survive, they can at least get the honor of dying at her hand. She summons an army of Risen…from the dead Earth Dragons scattered throughout the tower. Grima explains the Earth Dragons had “graciously” offered up their quintessence to her a thousand years ago, and now they “volunteer” their bodies to defend her. For the first time in two thousand years, Medeus stirs, now cloaked in Grima’s shadowy aura, and lets out a distorted draconic roar. More Risen Earth Dragons break through the walls and claw up from the floors below to surround them. Grima disappears again, mockingly wishing them luck. Seeing more memories from Marth, Chrom adopts the same strategy and stance the Hero-King used (mirroring how Roy saw memories of Hartmut during his final battle against Idunn and took inspiration).
This battle has one of the few rout objectives in the game. The Shepherds must defeat Medeus and all of the Risen Earth Dragons. The initial placement of the Shepherds and enemy units, as well as the map itself, is identical to the final map of New Mystery of the Emblem, and the music playing is a distorted remix of that map’s theme. Medeus’ stats are significantly boosted as long as there are at least four other Earth Dragons still alive, and he can’t be killed as long as there are any Earth Dragons still alive. Fortunately, he does not move from his starting position, allowing the player to focus on the other enemies. Reinforcements will come every turn until characters are sent to block their spawn tiles, though occasionally the Fire Emblem will despawn some. Medeus’ boss dialogue is extremely distorted and barely understandable. If Chrom attacks, Medeus recognizes him as a descendant of Anri, asking if he plans to defy him once more. Chrom replies he is only here to put Medeus out of his misery. If Lucina attacks, Medeus says she strongly reminds him of a particularly troublesome human. Lucina admits she isn’t Marth, but she will do her best to honor the Hero-King’s legacy. If Robin attacks, Medeus asks if a mere human such as herself dares defy him. Robin smiles. She likes being called a mere human. If Chrom or Lucina land the final blow, they gets a special animation where an apparition of Marth appears next to them, and they carry out perfectly synchronized attacks, stabbing their Falchions into Medeus’ skull. Upon defeat, Medeus lets out a string of gibberish made up of phrases taken from his dialogue in previous games before dissolving into dust. Once again, the Shadow Dragon, now a dragon literally made of shadow, has fallen before the might of Falchion.
With the Earth Dragons finally put to rest again, the Shepherds continue to the next floor. There, Grima commends them for making it past the Earth Dragons. But can they make it past her most powerful Risen? She personally created these “Deadlords” with her own power, based on a magical formula first developed in old Jugdral, and imbued them with greater strength and durability than the average Risen. But that’s not all. She has also used the corpses of people the Shepherds may be familiar with. Several Deadlords appear and approach them, and the Shepherds soon realize just what Grima meant. There are some familiar enemies among them, like Aversa, Validar, Gangrel, and Mustafa. But there are also people who had once fought alongside the Shepherds, like Phila and her squad, Flavia and her men, and Emmeryn herself, which shocks Chrom and Lissa. But most shocking of all are the rest of the Deadlords, who are the Shepherds themselves. Lucina and her friends recognize them as not the present day Shepherds but as their own parents from the future, led by a “Risen King” Chrom. All are armed with either dark versions of their weapons or foreign-looking weapons Chrom recognizes from his history books as the holy weapons of Jugdral, or at least dark versions of those as well. Grima heads to the next floor and tells them to have fun.
Risen King Chrom
As with the previous battle, the objective is to rout the enemy. The map layout and enemy and Shepherds starting positions strongly resemble those from the final map of Crusaders of Light. All enemies on the map are named and have the same final stats as their original counterparts, only boosted by five points each (more in higher difficulties). Their dark weapons are also slightly stronger than their original versions. The holy weapons retain their durabilities and original strengths as well as the stat boosts they granted in Crusaders of Light. All of the Shepherds and their children have unique boss dialogue against their counterparts or others connected to them (like Cordelia with her Deadlord counterpart, Aversa, Phila, and Chrom). Eventually, the Shepherds prevail over the Deadlords and continue up the stairs.
They emerge at the top of the Dragon’s Table and look up, seeing Grima in her draconic form. Just like in the legends, it is massive. With six feathery wings, six red eyes, no legs, two demonic horns pointing forward, and a dark black body, it barely looks like a dragon. Robin can barely see the entire body from her current position. Grima casts a gigantic shadow over the whole tower and much of the surrounding area. It is easily as large as a small island. The same shadowy aura surrounds Grima, occasionally emitting bolts of red lightning. Grima lets out a demonic roar which echoes across the entire country, reverberating through the ancient stone foundations of the Dragon’s Table. It begins blasting the ground with beams of dark energy, leaving only devastation in its wake. Lissa fears they can’t even face Grima like this. She could easily just crash into the tower and crush them all. But Chrom isn’t deterred and vows they can still defeat Grima. Frederick replies fighting Grima is just as effective as fighting a mountain. Naga appears again and informs them she has remembered a weakness the First Exalt exploited in her own battle. Grima has a vulnerable point on the back of her neck. However, that area will be heavily guarded. All Naga can do is teleport them to near the area and ward them so they won’t fall off or be harmed if Grima rolls over or tries to crush them, but they will have to handle everything else themselves. Chrom immediately asks her to do it.
The Shepherds are teleported up onto Grima’s back. They are immediately surrounded by shadow apparitions, extensions of Grima’s draconic form, led by Grima’s human form. She glares at Chrom, calling him a wretched servant of Naga who will be destroyed. Chrom simply looks at Robin and asks if she is ready for their final battle. Robin takes his hand and agrees it’s time to finish this. Grima, however, doesn’t wait, and before the Shepherds can react, she attacks and reduces them all to 1 HP. Chrom groans, wondering what kind of forbidden magic could be so strong. Grima gloats Robin’s struggle is useless. Her human bonds are meaningless. She has changed nothing. Robin retorts they aren’t dead yet. Grima decides it’s time she fixed that…unless Robin makes a deal. Submit to Grima and she will spare the Shepherds. Robin refuses. Grima had expected as much and absorbs her into a dark void. Her mind and soul belong to Grima, and soon, she will be merged with Grima as it should be. Robin continues refusing, but she soon realizes it is useless. She is stuck in a void with nothing. She can’t fight anything, she can’t move anywhere, she can’t hear or see anything. There is nothing to do. At that moment, she starts hearing the words of the Shepherds, urging her to not give up and to fight back. Chrom urges her to keep on fighting, just as they promised. Holding on to Chrom’s words, she summons the strength to finally break free, climbing out of the void back onto Grima’s back. Naga calls on the Shepherds to rise and take her power so they can finally face the fell dragon. Everyone’s HP is restored, and the battle begins.
The first thing the player notices about the final battle, other than it taking place on a small portion of Grima’s back and the objective being to kill Grima, is the music, set against the wind blowing in the background. It starts out as low pitched male chanting in Latin, which translates to Grima mocking the human spirit and demanding Robin to submit. In the background is Robin’s leitmotif, struggling to be heard over the chanting. As the Shepherds advance, the chanting diminishes and Robin’s leitmotif grows stronger. Once the player has passed the halfway point of the map, female voices begin singing a sad but determined adaptation of the Fire Emblem theme in minor key, with the lyrics telling of Chrom and Lucina’s determination to change their fate (as well as being a farewell to the franchise as a whole, as this would be the final Fire Emblem track ever). The theme plays side by side with Robin’s leitmotif, neither of them dominating over the other. And once the player approaches Grima’s human form, the chanting is completely drowned out by both Robin’s leitmotif and the Fire Emblem theme, which grows more confident and triumphant.
There are also some special graphics on this map. As Chrom advances across the map, an apparition of Marth will slowly become more solid next to him and eventually begin acting as a pair up unit if not already paired up, providing guards and secondary attacks at the same rate as provided by S supports. Sully, Cordelia, and Stahl will have the same thing with Palla (and sometimes Cain), Catria, and Est (and sometimes Abel), powering up the damage they deal with their signature Triangle Attack. If Robin is married to Chrom, her apparition is Caeda, otherwise Cordelia’s second apparition is Caeda. Frederick begins seeing Jagen, while Ricken sees Merric, Lon’qu sees the Scarlet Swordsman Navarre, and Lissa sees Marth’s sister Elice, among others. If not already paired up, this provides them a leg up against the shadows surrounding Grima.
Finally, it is time to face the fell dragon itself. In addition to its character model, which is a shadowy clone of Robin’s, the dragon itself attacks as part of the animations, its gigantic head and long neck turning around to blast the target. Grima’s powerful draconic attacks, Expiration and Dark Spikes, ignore the defense and resistance stats entirely and deal significant damage that can’t be reduced. Her stats are extremely high, with her HP so high it is represented with “???”. Her skills halve the damage taken, and she can attack from five spaces away. But by now the player should have the tools they need to win the battle. Any damage done by Robin, Tiki, the three Falchions, the Blazing Blade, Forblaze, the Naga and Mjolnir tomes, Tyrfing, and Ragnell is unaffected.
Chrom, Lucina, Robin, and Morgan have unique dialogue. If Chrom attacks, he declares he is here to end the fell dragon. Grima replies she IS the end. If Lucina attacks, she vows not to lose to Grima again so that the future can remain free. Grima replies Lucina can’t slay what may never die. If Morgan attacks, Grima is briefly confused as Morgan is clearly connected to Grima and yet not Grima at the same time. Morgan apologizes for hurting her mother (or father if Robin is male), recognizing her parent from the future, and promises to put her out of her misery. If Robin attacks, Grima again demands she submit and return to her. Robin says nothing. Once Grima’s HP is brought to below half, the armor on the draconic form’s head shatters, revealing a grotesque human-like face. Her stats and attack power are then increased even higher. Eventually, the Shepherds bring Grima’s human form to her knees, exposing the weak spot. Grima is now powerless to stop them. Chrom steps forward and raises Falchion, intending to finish the fell dragon off. Here, the player is presented with a choice between letting him land the final blow or having Robin intervene, which influences the ending.
If the player chooses to not stop Chrom, he triggers his Aether skill and plunges Falchion into the weak spot. Grima’s human form screams in anguish before dissolving into wisps of smoke, while the dragon form loses altitude and crashes into the ground below. Getting to his feet, Chrom pulls out Falchion and looks at the dragon’s lifeless body. He declares the Shepherds have done the impossible, defeating Grima without sacrificing anybody’s life. Although Grima may return in a thousand years, he is confident the exalt at the time will overcome the fell dragon again just as he did. He tells his fellow Shepherds the war is finally over. Their dark and bleak future has been decisively averted. The Risen will no longer trouble Ylisse. He thanks them for always fighting at his side. Together, they have triumphed over the forces of evil. Everybody cheers and says a few words. Robin still feels a little guilty over not sacrificing herself. She could have ensured her bloodline would never threaten humanity again. But instead, she is alive. Chrom won’t lie. Her death may spare the future further suffering. But he knows for sure the present will be robbed of someone very special. He’s glad she made the right choice and stayed with them. They need her now to rebuild the present and to look forward to the future. Character epilogues are largely the same in both endings, with some exceptions. Lucina takes up an advisory position for her present day infant counterpart and officially renounces her claim to the throne to prevent a succession crisis against herself. Morgan becomes one of Ylisse’s finest tacticians with her mother’s guidance (and takes it upon herself to be a big sister to her present day self, born shortly after the final battle, and the present day Lucina). It is stated in Chrom’s epilogue here his descendant would not be up to the task, and humanity in the future is wiped out by Grima. Chrom himself dedicated the rest of his life as exalt to rebuilding Ylisse and Plegia and lead the two kingdoms out of the shadow of his father, with Robin at his side.
The remains of Grima in Chrom's ending
If the player intervenes, Robin pushes him aside and readies the Mjolnir tome. Chrom, shocked, asks her to stand down, but Robin refuses. Grima is also shocked, insisting Robin would not dare kill herself to stop her. But Robin won’t back down. For once, she is glad she is Grima, because now she can give her life to protect those she loves. She shares some blame for the actions Grima has done. It’s only right Robin takes her down with her. Robin kisses Chrom and hugs her daughters one last time, telling them she loves them, and then turns back to Grima. “Time to tip the scales,” she says. Robin blasts the weak spot with divine lightning, and Grima’s human form dissolves into shadowy wisps, cursing Naga for defeating her again. The dragon form loses altitude. Robin falls to her knees, her own body starting to vanish. Chrom rushes to her side, urging her to hang on. Robin smiles one more time and thanks him for everything he’s done for her. She asks him to tell the other Shepherds and their daughters she was thinking of them in her final moments. Robin disappears, and Chrom cries in anguish just as the dragon crashes into the ground. Getting to his feet, he somberly tells the others of Robin’s sacrifice, which saved their world and the one to come. Everybody says a few words to mourn her sacrifice. Chrom adds Robin secured the most precious gift for them, a future. Now it falls upon them to protect that future. He vows to give his all to repairing the damage this war has brought to the continent. He will heal the wounds and bridge the gap between Ylisse and Plegia, so they can finally move past their centuries of hatred into a new era of peace. If Robin is watching, he wants her to see what he has done in her name. She will always be a Shepherd.
Chrom looks out over Grima's body in Robin's ending
If married to her, Chrom’s character ending states he spent the rest of his life searching for Robin (but with Grima permanently dead, humanity’s future is saved). Lucina steps away from public life and retires to a comfortable country estate to not interfere in history more than necessary, but she asks Chrom to give his baby daughter the life she never had. Morgan can frequently be seen laying flowers at Robin’s grave, promising she will keep studying tactics as best as she can to honor her memory (her present day self will never have been born, and this has caused significant fan debate over how she was even born in the dark future). Robin’s character ending only lists her unit battle data and a short note saying how her sacrifice and great love for Chrom inspired many stories to come.
The Fire Emblem theme in Awakening
Reception
In its first week released in China, Awakening sold approximately 2,426,000 copies, easy meeting its quota and rivaling the lifetime sales of previous entries in the series. Awakening was also number one on the Chinese game charts for its first week. In the following weeks, Awakening managed to stay high on Chinese charts. It sold through 81.63% of its initial shipment, causing sell-outs in some stores. Sales tracker Media Create attributed the initial high sales to an unprecedented promotional campaign and a five-year wait since Radiant Dawn for the next non-remake installment. Demand for the limited Chinese bundle also exceeded Rentiantang’s expectations, as the pre-order website crashed from the sheer number of people trying to buy it. As marketing the game as any product other than a limited edition would have violated a Chinese commercial law, Rentiantang was unable to reopen the pre-orders after the initial sales period despite many complaints. By the beginning of 2013, the game had sold 4,552,680 units, placing it among the top 30 high-selling titles for 2012. Rentiantang reported 12 million units of downloadable content had been sold by September 2012, bringing in an additional 380 million yuan.
In a level unprecedented for the series' international incarnation, the European release was in high demand before and at release with high numbers of pre-orders placed; this resulted in the physical release being marred by shipping delays, with demand far outstripping supply at the release date. Overseas sales were equally good. During its first month on sale in Europe, the game sold 1.8 million units, with 630,000 units of the total sales being digital downloads. These figures gave Awakening the best ever first month sales for the franchise in Europe. Sales continued to rise in the coming months, with the total figure reaching 2.4 million units by April, including a further 200,000 digital sales. By September, total sales in Europe had reached four million units. Famitong scored Awakening at 36/40, broken down between its four reviewers as 9/10 each.
Awakening received widespread critical acclaim from international reviewers. The game currently has a rating of 92 on Metacritic and 92.52% on GameRankings, both the highest of any installment in series. A common theme of critical praise for Awakening is its success at striking an ideal balance between accessibility for those new to the series and the high intricacy and difficulty for which the series is known. VSN’s Audrey Drake awarded a score of 9.6/10 to Awakening, commenting, "Boasting both the depth and nuance that tactical RPG fans crave and the ease-of-use and fluid tutorial system that newcomers require, Awakening is the ultimate portable strategy RPG, and the new crowning jewel of the 3DS’s fledgling library." Chris Carter (not to be confused with the TV producer) gave Awakening a score of 9/10, saying: "While Fire Emblem Awakening may not turn the notch up to 11, it's everything that's right about strategy RPGs. Whatever options you choose to go with at the beginning of the game, it's either one of the most accessible strategy games to date, or one of the most difficult." Awakening was placed on GameSpot's list of the best games on the 3DS, and reached second place on a similar list by GameTrailers. VSN included the game on two different lists: it reached #2 on their list of the top 25 3DS games, and #21 on their list of the top 125 Rentiantang games of all time. Slant Magazine's staff ranked it the eleventh best video game of 2013. Famitong said in its review that the game could be enjoyed by hardcore fans and newcomers alike, as it made accommodations for both, and particularly praised the new gameplay features. Other critics said though the Fire Emblem series had changed little over the years while holding a place of respect within the genre, the changes Intelligent Systems implemented made Awakening "an engrossing title that should enjoy impressive shelf life." Some criticized the enemy AI, which occasionally unbalanced the gameplay. Ray Carsillo of Electronic Gaming Monthly called Awakening "probably the best overseas Fire Emblem yet.” Awakening was nominated for multiple awards after release.
Legacy
The game's strong sales, well exceeding the figures set by Rentiantang during production, ultimately saved the franchise from cancellation. In January 2015, a new Fire Emblem title created for the 3DS by the same core team as Awakening, an Awakening prequel titled The Exalt’s Duty, was announced for a worldwide release in late 2016. The success of Awakening has been credited with popularizing the 3DS among other Chinese RPG publishers, such as Square Enix and Atlus.
Awakening's success has resulted in characters making appearances in other Rentiantang games. Lucina, Robin, and Chrom were featured as fighters in subsequent incarnations of the Super Smash Bros fighting game (with Morgan, a fan favorite, appearing as part of Robin’s Final Smash to represent the pair up mechanic). The three were also bonus characters in the Intelligent Systems-produced Code Name: S.T.E.A.M. (a game inspired by The League of Extraordinary Gentlemen and the Cthulhu Mythos) and have cameos in The Exalt’s Duty. Costumes based on Chrom and Lucina are also available in Capcom's Monster Hunter: Frontier G video game, in a cross-promotion. Chrom and Lucina are both playable units in Project X Zone 2. DLC, promotional codes, and save data transfers allow some Awakening characters to be unlocked in Pokemon Conquest, a crossover with the Pokemon franchise set in the Kalos region during the time of AZ. During promotion for Pokemon Conquest, a Fire Emblem trading card game, Cipher, was released internationally and became hugely successful, rivaling even established trading card games like Pokemon. A set themed after Awakening includes a code to unlock bonus signature weapons in The Exalt’s Duty, while another set promoting Conquest and its main cast was released alongside an equivalent Pokemon TCG set using the same art and similar attacks (translated into the Pokemon TCG’s battling system). Characters from Awakening prominently appear as playable units in the spinoff title Fire Emblem Warriors. Although many veteran fans had reservations about the changes made from previous titles and the new emphasis on the support and marriage system, it was clear Awakening had saved the franchise, and Fire Emblem was finally back. The franchise had, in a way, awakened from the slumber it had been in for years.
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In the Annionaverse, Shouzou Kaga and Intelligent Systems finally reconciled after many years to work on the final Fire Emblem game, simply titled Fire Emblem Fin. It was intended to be the sequel to both Intelligent Systems' mainline series and the Emblem Saga titles Kaga had worked on after leaving Intelligent Systems. Kaga spent more time than initially given to perfect the battle system and work out the story, insisting if he wanted to send off his creation he would have to do it right. Fire Emblem Fin was released to modest acclaim, and critics and fans praised it for its difficulty and unique victory conditions and secondary objectives, as well as a deep and compelling story rivaling that of Heirs of Light. There is no time travel involved in the story or even a one year timeskip after defeating Gangrel. Instead, Chrom kills Gangrel and immediately marches on the Dragon’s Table to defeat the Grimleal, only to be betrayed and killed by Robin. The story jumps ahead 17 years, with Lucina rallying the children of the Shepherds to save Ylisse from a new Schism caused by the revived Grima and the Grimleal’s new high priest, Morgan. As expected, sales numbers failed to match the quota set due to heavy competition and a lack of marketing. Kaga and the developers of Intelligent Systems had known this would happened. As the news arrived that the franchise was at its end, Kaga thanked the other developers, and they all toasted to their triumphs and defeats over the years. It had been a very interesting journey, and now it was finally over. They were sad the franchise was over, but they were also happy they had a chance to work on it.