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Apotheosis
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“ | Well, look who it is! You finally made it to the Outrealm to end all Outrealms! Congratulations, and welcome...to Castle Apotheosis! | ” | — The merchant |
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Apotheosis (Japanese: 最も強き者の名 The Strongest One's Name) is a downloadable content xenologue chapter in Fire Emblem Awakening. As a xenologue chapter, it does not officially bear a chapter number; if all xenologues are purchased and its list is viewed at the Outrealm Gate, Apotheosis is the twenty-fifth and final one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Apotheosis is part of the second series of DLC releases, a distinction that does not exist in the PAL regions.
This chapter was first made available on November 22, 2012 in Japan, May 23, 2013 in North America, and August 29-30 in the PAL regions, in all cases as the last DLC release to date.
In this chapter, the Shepherds take on the ultimate battle against the strongest adversaries they have ever faced. If they are quick enough with the first group, they can take on an option to face even stronger foes and ultimately duel the merchant in charge of this challenge.
Plot
- Main article:
Apotheosis/Script
Anna welcomes the player to Castle Apotheosis, which serves as a place for the strongest of foes to challenge each other, and invites the player to participate. Once the player has prepared, Anna introduces the first opponents and the battle begins.
After the battle, Anna congratulates the player on their performance, and allows them to return home or continue fighting. If the player chooses to continue fighting and they beat the first wave in 1 or 2 turns, Anna gives them the option of participating in the secret battles, which are harder than the normal ones. Regardless of the player's route, this pattern repeats for all five waves: Anna allows the player to prepare for the next battle, congratulates them on their performance afterward, then allows them to stop or continue; on waves 2 and 4 of the normal route, Anna gives the player the choice of two different armies to face.
Once they clear the fifth and final wave, Anna congratulates the player on their accomplishment. On the normal route, Anna awards the player and Einherjar of Katarina, then hints at the existence of the secret route. On the secret route, Anna awards the Supreme Emblem, and notes that choosing different opponents would yield a different experience.
Website summary
American: Heroes of great strength gather here in search of worthy opponents.[1]
European: Heroes of great strength gather here in search of worthy opponents; defeat hardened enemies in five consecutive battles and confront the most powerful foe you will ever face!
North American eShop summary
Storm the castle and defeat the strongest enemies in five consecutive battles!
Chapter data
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Victory: Rout the enemy | Player | Enemy | ||||
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Defeat: Chrom or Robin dies | 20 | Wave 1: 7 Wave 2: 10 Wave 3: 15 Wave 4: 20 Wave 5: 25 Normal total: 77 Secret 1: 18 Secret 2: 15 Secret 3: 13 Secret 4: 23 Secret 5: 14 Secret total: 90 | ||||
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Difficulty rating: Insane Map dimensions: 30 columns by 30 rows |
Block sizes: Japan: ?? North America: 50 PAL region: ?? | |||||
Map phase music: "Confront the Past" from The Sacred Stones Battle phase music: "The Battle Must Be Won" from The Sacred Stones Note: Due to known flaws in how the game's downloadable content system handles music, the game may fail to load the music assigned to this chapter. If this happens, the music normally assigned to skirmishes in the base game will play. | ||||||
Pricing: Japan: ¥300 United States: $2.50 Europe: €1.99 United Kingdom: £1.79 Australia: $2.60 New Zealand: $3.40 |
Character data
Characters | |||||||||||
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New units
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Available characters
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Note: The returning characters list represents the minimum characterbase recruitable by the point the player can first access the Outrealm Gate. If more chapters along the main story path are cleared, or if any paralogues are cleared, the player can have access to characters not listed here by the point the chapter is first started. As bonus units are recruitable at the player's discretion, the returning characters list does not list them either.
Item data
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Event tiles
There are no event tiles in this chapter.
Enemy data
- All weapons denoted in this shade are forged to have +8 Mt and +20 Hit unless otherwise noted.
Normal route Secret route
Wave 1 Wave 2 (Monks) Wave 2 (Pegasus) Wave 3 Wave 4 (Fliers) Wave 4 (Riders) Wave 5
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Boss data
- Main article:
Anna/Awakening - All weapons denoted in this shade are forged to have +8 Mt and +20 Hit unless otherwise noted.
Normal route Secret route
Wave 1 Wave 2 (Monks) Wave 2 (Pegasus) Wave 3 Wave 4 (Fliers) Wave 4 (Riders) Wave 5
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This section has been marked as a stub. Please help improve the page by adding information.
This map is the absolute hardest challenge on offer in the entire series. In order to achieve ultimate victory, you will need to have an extremely well-thought out team comprised of the absolute best of your units. If you're not willing to put in the effort to create an ultimate team, go get dressed for your funeral.
Pre-battle setup
As a rule of thumb, every unit except for your rally-bots should have the Limit Breaker skill equipped and as many stats capped as plausible. You are given 20 deployment slots, and Chrom must be fielded as usual. Robin is your strongest first-generation unit, Olivia can provide dance support, two rally-bots can buff your stats, and the 13 second-generation units are all very powerful units. This leaves two slots for two units you favor.
There are a few important Speed benchmarks you want to keep in mind. 75 Speed doubles everything on the map (and everything in the series, for that matter). 69 doubles everything except Anna and the Sniper boss of secret wave 2. 66 doubles everything except those two, the Berserker boss of secret wave 4, and the Forseti Sage in secret wave 4, and avoids being doubled by all enemies. 60 doubles most generic minions and avoids being doubled by the Berserker boss of secret wave 4.
For the most part, you can divide your units into three main categories: men with Galeforce, women with Galeforce, and units with neither. Galeforce units will generally be taking point, while non-Galeforce units will be in the back lines hitting as hard as they can with Dual Strikes. Galeforce men want Limit Breaker, Galeforce (duh), Aggressor, a "faire" skill, and a reliable offensive skill. Galeforce women lose Aggressor and can add a filler skill. Non-Galeforce units generally have Limit Breaker, Aggressor (if male), a "faire" skill, and two filler skills that usually increase accuracy or damage. The most dangerous enemies tend to have 1-2 range and Counter or Pavise+, so having a Sniper with 75 Speed can be very helpful for doubling from outside their range with a Longbow (especially since only a handful of Snipers in normal waves 3 and 5 carry Longbows of their own).
Chrom
Chrom will be spending most of his time in the back line. Bow Knight is his most versatile support class due to providing a solid +3 Skill/Speed and +1 Move bonus, giving him swords and bows to break through Pavise+ and Aegis+, and allowing those bow attacks to be boosted by his sole "faire" skill Bowfaire. Paladin and Great Knight are decent alternatives for physical partners, although magical partners like Dark Flier Sumia/Robin and Maribelle in general won't need the Strength and will prefer Bow Knight. Sniper is much the same, although Bowfaire gives him more damage in this class and he can come to the front if someone needs a Longbow to the face. Great Lord is ironically his worst class for Apotheosis, as the +4 Speed/Luck and sword/lance access is strictly inferior to the Bow Knight's bonuses and sword/bow access, and only a few very specific units need that extra point of Speed to hit a doubling threshold (Bride Sully, War Cleric Sumia, Falcon Knight Maribelle, and Grandmaster/Paladin/Sniper/Sorcerer/Dark Knight +Speed Robin to hit 75 Speed, General Sumia to hit 69). Chrom's skill loadout should consist of some combination of Limit Breaker, Aggressor, Dual Strike+, Bowfaire (Sniper/Bow Knight only), Luna (Sniper only), Hit Rate +20, and Prescience.
Robin
Robin can do pretty much anything thanks to their extreme versatility. As a female with a Speed boon, she can go Dark Flier or Sage and double anything on the map with a decent Speed pair-up. As a male, he can become an extremely hard-hitting support unit from the back lines. The sky's the limit, although you probably want to tailor them for their specific partner.
Olivia
Olivia has rather poor stat caps for combat, but she can give your more powerful units another turn. Special Dance is an obvious must for her. Beyond that, she can use your choice of Vantage to stay alive if she gets caught by the enemies, Avoid +10 for a little extra survivability against enemies without Hawkeye, Bond to heal her allies, Swordfaire for a little extra damage, or Galeforce if she wants to dart in and pick off an injured foe before dancing.
Two Rally-bots
Two Falcon Knights loaded to the brink with Rally skills are a valuable asset. Among your first-generation units, Lissa, Sumia, Maribelle, and Emmeryn all have access to Rally Magic, Rally Speed, Rally Luck, Rally Movement, and Rally Heart. Lissa, Maribelle, and Emmeryn also have Rally Resistance, while Sumia has Rally Defense. Of these four units, Emmeryn is strictly inferior since she can only support Robin. Maribelle is superior to Lissa since they can both support all of the main first-generation males, Chrom, and each other, but Maribelle can also support Olivia. Sumia's only supports that Maribelle doesn't possess are with Sully and Cordelia. While your second-generation units can learn enough Rally skills to perform this role, being a Rally-bot is beneath them all.
The remaining Rally skills are Rally Strength, Rally Skill, Rally Spectrum, and the two skills mentioned above that you didn't choose. Since you need access to the Grandmaster class to get Rally Spectrum, only an Einherjar will do. Palla is the easiest choice since she has Rally Strength and Rally Speed in her base kit, but there are other options depending on how you finesse who gets which skill. Give the Rally-bots a nice lance and a few staves for emergencies, and they should be fine.
Lucina
Lucina's potential mothers for Apotheosis are, ranked from best to worst, Robin > Sumia > Maribelle > Olivia > Sully > Maiden. Robin, of course, is better than anyone. Sumia gives her an insane Speed mod to work with and allows her to become a 75 Speed Sniper with Galeforce when paired up with someone reasonably speedy. Maribelle is a bit stranger due to making her a magical unit, but still gives her Galeforce. Olivia is passable, and Swordfaire is nice, but she doesn't want to spend time paired up with Chrom very much. Sully crosses the line from "acceptable" to "bad", costing both Lucina and Kjelle Galeforce access. If the Maiden is Lucina's mother, something has gone terribly wrong.
Cynthia
Cynthia's potential fathers for Apotheosis are, ranked from best to worst, Robin > Chrom > Henry > Frederick > Gaius. Robin, as always, is better than anyone. Chrom makes an excellent father for Cynthia; like her sister Lucina, she gets Aether and the class set and Speed mod to reach 75 Speed as a Sniper with a Speed pair-up. Henry is generally considered the default father for Cynthia if Chrom isn't (usually due to marrying female Robin); he passes down a decent Magic mod, leaves her Speed mod basically intact, and gives her Dark Mage for access to Vengeance, Hex, and Anathema and Assassin for a solid finishing class. Frederick is a decent backup father, although his mods clash horribly with Sumia's and she doesn't get any interesting new classes from him. Gaius is better for Cynthia than Frederick in a vacuum, giving her a blistering +6 Speed mod, Assassin, and Swordmaster (for Astra access), but the horrible opportunity cost of losing Galeforce on Noire or Kjelle makes this pairing simply not worth it. Due to being the most magically inclined Galeforce girl, Cynthia is often paired up with Lon'qu-fathered Brady to push his Speed up to 75 as a Sage.
Severa
Severa comes with pretty much everything she needs to succeed in her base kit - she boasts Galeforce, Lancefaire, Vengeance, Armsthrift (if you're worried about funds), and solid physical stat mods. She is only really concerned about increasing her stats, so she makes use of most good physical fathers. Virion in particular is the only non-Robin pairing besides Chrom/Sumia to produce a 75 Speed Sniper, making her your strongest option against bosses like Anna.
Kjelle
Kjelle's high Speed, questionable Strength, and inability to get both Galeforce and either Bowfaire or Tomefaire to break through Pavise+ and Counter relegates her to killing off generic goons. She desperately hungers for Galeforce, meaning only Gaius or Donnel will do. Of the two, Gaius' own good Speed mod and Myrmidon inheritance are both wasted on Kjelle, who already has them from Sully. Therefore, Donnel is her ideal father. Paladin and Wyvern Lord (the latter if you can give her a +Speed pair-up) tend to be her strongest finishing classes.
Noire
Noire only really wants Galeforce, and therefore should only really be fathered by Gaius or Donnel. Unlike Kjelle, Noire does make use of Gaius' Speed, taking Sniper's Bowfaire and reaching 75 Speed as an Assassin without a +Speed pair-up. This means she can go toe-to-toe with the strongest enemies and overcome them.
Nah
Nah is far and away the weakest of the female children due to lacking Galeforce, a good Speed mod, and a reliable offensive skill. Nah wants to stick to a support role, and in practice tends to be tailored towards whoever she is going to be paired up with. Vaike is far and away her strongest physical father, giving her Axefaire and the General class for physical damage. For magic, Ricken or Libra are probably your best options; Henry is also good in a vacuum, but he usually has better children to father. If Robin is male and marrying a first-gen unit, Nah is probably the best unit to leave unpaired.
Morgan
Morgan, like Robin before them, is an extremely versatile unit who can do pretty much anything. Morgan themself only truly benefits from a scant few non-fixed parents (Chrom, Aversa, Walhart) and it tends to be more of a payoff to upgrade one of the normal children into an Avatar child (incidentally, Chrom fits both criterion). For the most part, you can look to their sibling for guidance on how to build them. If Aversa is her mother, Morgan wants to go Sage or Dark Flier to take advantage of Shadowgift, while if Walhart is his father, Morgan wants to go Paladin to exploit Conquest.
Owain
Owain inherits magic-focused mods from Lissa, and should be made a caster. He desperately needs a reliable offensive skill, and besides that wants to focus on improving his magic stats. Ricken and Libra both satisfy his needs, and are both very reliable choices. He generally wants to marry female Morgan or Nah since they are the only decent magic wives.
Inigo
Inigo is the only Galeforce male not to be biased towards magic; between that, the lack of viable magic wives after Brady and Owain are done picking theirs, and his largely physical class set, he tends to end up as a physical unit. Inigo is only really missing a reliable offensive skill like Luna or Vengeance; Frederick and Kellam are both low-demand fathers who give him Luna and don't mess up his stats too much.
Brady
Brady has everything he wants in his base kit - Galeforce, Luna, Tomefaire, Sage. He only really cares about stats. Lon'qu in particular can jack up his Speed to the point where he can grab a Dark Flier pair-up and breach 75 Speed, making him very valuable for taking on bosses like Anna and the Sniper boss of secret wave 2.
Laurent
Laurent is one of the three second-generation units with no access to Galeforce. Luckily for him, he has the Sage and Berserker classes in his default kit, making him a uniquely versatile hard support unit able to back up any unit, magical or physical. Gregor in particular can patch up his Strength while leaving his Magic basically intact, gives him access to a third "faire" skill in Swordfaire, and is not particularly in demand as a father. As an added cherry on top, this makes a fine pairing for the main story due to giving him access to the Vantage/Vengeance/Wrath/Armsthrift Sorcerer combo.
Gerome
Gerome is the only one of the non-Galeforce guys who lacks innate Berserker access and needs to inherit it. Henry is the only father who gives him Berserker and allows him to safely patch up his accuracy at the same time. If he is denied Henry (likely because Chrom didn't marry Sumia and Cynthia needs Henry's genes more than Gerome does), he has to choose between getting Berserker from Vaike or Gregor (and relying on weaponbreaker skills to save his accuracy) or Sniper from Stahl or Virion (and settling for becoming a Bowfaire Warrior). If Robin is female and marrying a first-gen unit, Gerome is probably the best unit to leave unpaired.
Yarne
Yarne boasts incredible physical mods and base Berserker access. He only really wants for accuracy; Stahl compounds his good stats and provides him Archer for Hit Rate +20 and Prescience. He is undoubtedly the best physical support unit available, and makes a very good match for your 75 Speed Sniper.
Two more units
You have two slots left for your favorite first-generation units or Einherjar. If Chrom and Robin aren't married to each other, you might want to bring their spouses along for the ride. Sumia in particular can reach 75 Speed as a Dark Flier or Sage with a Bow Knight Chrom or Berserker Henry in her pocket and has a very solid classline that gives her Lancefaire, Tomefaire and Luna.
The battle
Wave 1
Normal route
Wave 2
Wave 3
Wave 4
Wave 5
Secret route
Wave 1
Wave 2
Wave 3
Wave 4
Wave 5
Trivia
- This is one of only two chapters in Awakening (the other being paralogue 21 in the base game) where Chrom is only required to appear as a character to be deployed in the chapter and is not required to play a story role.
- It is the only such chapter where Chrom plays no story role whatsoever regardless of circumstances.
- This chapter has the fewest characters with on-screen dialogue in all of Awakening, with the merchant being the sole speaking character.
- This chapter is one of three DLC chapters to include non-Risen generic enemy units (the others being Infinite Regalia and Summer Scramble).
- The North American official Awakening website includes a screenshot from The Future Past 3 in this chapter's description (alongside a screenshot actually from Apotheosis). The screenshot from The Future Past 3 in question was also correctly used in that chapter's description on the North American official website.
- This is the only DLC chapter to be a standalone purchase in all regions, and thus not part of a three-chapter pack in non-Japanese versions of the game.
- This is the only chapter in Awakening in which players can take a turn moving their units with no enemy units on the field. It is also the only chapter in which additional enemies can appear after the enemy count drops to 0 previously. In all other chapters in Awakening, zero enemies on the field means completion of the chapter due to no chapter in Awakening having a seize objective.
- This is also the only chapter in Awakening where any part of the chapter can be subject to a defined turn limit.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Apotheosis |
The highest point in the development of something; culmination or climax. |
Japanese |
最も強き者の名 |
The Strongest One's Name |
Spanish |
Apoteosis |
Apotheosis |
French |
Apothéose |
Apotheosis |
German |
Apotheose |
Apotheosis |
Italian |
Apoteosi |
Apotheosis |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
- ↑ Official Site - Fire Emblem Awakening - DLC - Apotheosis, nintendo.com (archived by the Wayback Machine), Retrieved: November 12, 2014
← The Future Past 3 • | Apotheosis |
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