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Line 18: |
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| {{main|Champions of Yore 2/Script}} | | {{main|Champions of Yore 2/Script}} |
| {{also|Champions of Yore 2/Conversations}} | | {{also|Champions of Yore 2/Conversations}} |
| {{Improve|This is supposed to be a summary, not a play-by-play; that's what the script page is for}}
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| By evening in the [[Talys]]-based [[Outrealms|Outrealm]], Chrom asks if the [[Shepherds (group)|Shepherds]] are indeed in the same Outrealm [[Champions of Yore 1|as before]], then asks that they get out of here before [[Old Hubba]] shows up--right as Old Hubba shows up. Old Hubba says he can't believe Chrom has returned, but also reveals he divined Chrom's return (again tripping up on a word); Chrom asks Old Hubba to listen, to which Old Hubba reveal that if his wife Beatrice were still around to see Chrom take pity on him, with Old Hubba revealing Beatrice as having been a big supporter of charity--having married him after all. Chrom asks Old Hubba to point the Shepherds to the stolen [[Einherjar]] cards and they can be on their way; Old Hubba states he actually had a vision that they'd find the thief as he counts down. The thief is revealed to be [[Aversa]], who asks Old Hubba if he really followed her all the way to where she's situated, saying she loves a man with endurance; Old Hubba reveals Aversa is right on schedule and reveals her as the filthy, lying, exquisite beauty who stole his cards. Chrom begins to recognize Aversa, to which Old Hubba asks Chrom if Aversa looks familiar, and says he can assure Chrom this Aversa is not the woman he knows--she comes from a different world than either Chrom or Old Hubba, one that is already well on its way to ruin, then warns Chrom that this Aversa is not to be underestimated, trusted, or shown secret heirlooms; Aversa adds that they should not do so when she has all of Old Hubba's big, strong Einherjar to protect her, as he never told her that his calling cards summoned heroes from the past, and that Old Hubba of all people know how much she loves antiques as she calls him by the nickname "Bubbles". Old Hubba tells Aversa she doesn't get to call him by that nickname anymore, then asks Chrom to see what she does, then tells Chrom he'd love to assist the Shepherds in fighting her--if only he hadn't thrown his back out, but at least he has the Einherjar they reclaimed for him the previous time. Old Hubba calls forth his brave and comely heroines, that they should lend him their swords and shapely muscles. [[Eirika]] appears and says she'll do as Old Hubba wishes, that she will strike down any wrongdoers. [[Lyn]] appears and says she'll show everyone what she can do with a blade. [[Celica]] appears and says she hopes they can end this with as little bloodshed as possible for their sakes. Old Hubba reveals the selection he revealed is not bad, then wishes the Shepherds good luck. [[Preparations]] take place at this point.
| | As [[Chrom]] and the [[Shepherds (group)|Shepherds]] return to the [[Outrealm]] from [[Champions of Yore 1]], they are approached by [[Old Hubba]], followed by a version of [[Aversa]] from another Outrealm, whom Hubba identifies as the one who stole his [[Einherjar]]. Hubba summons Einherjar of [[Eirika]], [[Lyn]], and [[Celica]] to aid the Shepherds against Aversa. Aversa's army is lead by [[Marth]], whom Hubba explains is a different version than the one he gave to Chrom before. |
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| |
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| Once preparations are finished, Aversa tells one of the units on the opposition she's counting on him; Prince [[Marth]] confirms and says he's hers to command. Chrom notices Marth looks different from before, to which Old Hubba reveals to be another reflection of the same man and explains that, just as no two artists would paint him the same way, the cards also differ--even cards of the same person have [[Fire Emblem: Shadow Dragon|different appearances]] [[Fire Emblem: New Mystery of the Emblem|and abilities]]; Marth notices the Shepherds and ask them if they have come to kidnap Aversa, something he will not allow, then asks the Shepherds to leave before any harm comes to them. Old Hubba tells Marth that the group are not kidnappers, they would never think of tying Aversa up and making her beg for mercy; Chrom tells Old Hubba that he was the one who said the Einherjar couldn't be reasoned with, to which Marth says enough lies have been thrown around, asking the Shepherds to draw their weapons and die with honor. Old Hubba says it was worth a try, he did his part, the rest is up to Chrom and the Shepherds, to which Chrom thanks Old Hubba for the assistance. The battle begins at this point. At the end of the first player phase, [[Roy]] states things don't feel right, wondering if he and the rest of his group are really doing what's best for [Talys'] kingdom.
| | The Shepherds are able to defeat Aversa's Einherjar, but Aversa herself escapes. Hubba explains that Aversa came to him to be his apprentice; when he told her the Einherjar's hiding place to impress her, she stole them and left. Chrom is hesitant to continue helping Hubba, but agrees after Hubba feigns another vision of him gifting Chrom a powerful tome in exchange for Chrom's help. Hubb also gifts Chrom the Einherjar of [[Roy]], who later speaks with [[Robin]]. |
| | |
| Once the battle ends, Aversa tells Old Hubba that the Shepherds are quite something, and that she'd best retreat for now, leaving the scene; Chrom calls for Aversa to get back there, to which Old Hubba says he still has it before realizing Aversa got away, then says he had soothsaw this ahead of time (again tripping over his words)--Old Hubba says he knew this would happen from the first time he met Aversa. Aversa had came to Old Hubba's house asking to be his apprentice, with her having said he was her master; Old Hubba woke up one morning to find Aversa gone along with most of his Einherjar--the cards had been well hidden in a place kept secret for generations. Chrom asks Old Hubba not to blame himself, Aversa probably used some dark art to divine the place; Old Hubba reveals he told Aversa where the Einherjar were--he thought she'd be impressed by this juicy secret and she indeed was, especially at the map he drew. Old Hubba wonders if his ancestors would understand his folly, and wonders what his great-uncle Fondell would do. Old Hubba asks Chrom not to judge him lest he be judged later, as Old Hubba sees big lady troubles for Chrom in his future; Chrom says he's not too worried given Old Hubba's record up to now, then asks Old Hubba to use his crystal ball to tell him where Aversa fled to with the other cards, to which Old Hubba believes to be a different Outrealm and they'll catch her next time. Chrom says he's not so sure there'll be a next time, that the Shepherds really should be going; Old Hubba then says he's having another vision, another one of the future where the Shepherds [[Champions of Yore 3|are again all there]], that they defeated Aversa and found another family treasure she stole--a precious [[Skill items|tome]] that allows one to learn a [[All Stats +2|special]] [[Skills|skill]] that Old Hubba is giving to Chrom. Old Hubba sees Chrom looks so happy to help him, to which Chrom says he'll consider it, with Old Hubba thanking him and revealing there's again no rush, given how the time continuum works. Old Hubba says that he's giving the Shepherds a card to help them out, the card being that of "The Young Lion, Roy", noting him as a quite dashing figure he's entrusting to [[Robin]].
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| In what appears to be a space between Outrealms, a conversation will then ensue between Roy and the player, with the choices the player makes affecting what Roy says next. At the end of the conversation, the player will then be given an offer to add Roy to their active roster, which they can either accept or decline.
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| ===Website summary=== | | ===Website summary=== |
| ''Once again, Chrom and his companions visit the Outrealm, this time chasing after a mystery woman who has stolen Old Hubba's cards. She uses the cards to summon ancient heroes, forcing Chrom into battle once again.''<ref>[http://fireemblem.nintendo.com/connect/dlc_0702.html]</ref> | | ''Once again, Chrom and his companions visit the Outrealm, this time chasing after a mystery woman who has stolen Old Hubba's cards. She uses the cards to summon ancient heroes, forcing Chrom into battle once again.''<ref>{{cite web|url=https://web.archive.org/web/20190403170631/http://fireemblem.nintendo.com:80/connect/dlc_0702.html|title=Official Site - Fire Emblem Awakening - DLC - Champions of Yore #2|site=nintendo.com (archived by the Wayback Machine)|retrieved=November 4, 2014}}</ref> |
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| ===North American eShop summary=== | | ===North American eShop summary=== |
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It has been requested that image(s) be placed in this page or section. Please submit images to help improve this page and talk on this page's talk page about what images are needed. Remove this when this has been fixed.
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“
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Oho! Does she look familiar? Even so, I can assure you this is not the woman you know. She comes from a different world than you or I—one already well on its way to ruin. Be warned, she's not to be underestimated. Or trusted. ...Or shown secret heirlooms.
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”
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— Old Hubba, explaining the alternate Outrealm Aversa
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Champions of Yore 2 (Japanese: 英霊の魔符2 Heroic Spirit Talisman 2) 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, Champions of Yore 2 is the second one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Champions of Yore 2 is part of the first series of DLC releases, a distinction that does not exist in the PAL regions.
This chapter was first made available on April 26, 2012 in Japan, February 7, 2013 in North America, and May 2-3 in the PAL regions. In the Japanese version of the game, the previous chapter, Champions of Yore 1, must be purchased and completed before the player is able to purchase this chapter; no such restriction exists in international versions of the game.
In this chapter, the temptress responsible for the previous skirmish in the Outrealms has again stolen Old Hubba's cards, and this time sent ten legendary male figures against Old Hubba and the Shepherds. The Shepherds this time have at their defense three legendary female figures.
Plot
- Main article: Champions of Yore 2/Script
- See also: Champions of Yore 2/Conversations
As Chrom and the Shepherds return to the Outrealm from Champions of Yore 1, they are approached by Old Hubba, followed by a version of Aversa from another Outrealm, whom Hubba identifies as the one who stole his Einherjar. Hubba summons Einherjar of Eirika, Lyn, and Celica to aid the Shepherds against Aversa. Aversa's army is lead by Marth, whom Hubba explains is a different version than the one he gave to Chrom before.
The Shepherds are able to defeat Aversa's Einherjar, but Aversa herself escapes. Hubba explains that Aversa came to him to be his apprentice; when he told her the Einherjar's hiding place to impress her, she stole them and left. Chrom is hesitant to continue helping Hubba, but agrees after Hubba feigns another vision of him gifting Chrom a powerful tome in exchange for Chrom's help. Hubb also gifts Chrom the Einherjar of Roy, who later speaks with Robin.
Website summary
Once again, Chrom and his companions visit the Outrealm, this time chasing after a mystery woman who has stolen Old Hubba's cards. She uses the cards to summon ancient heroes, forcing Chrom into battle once again.[1]
North American eShop summary
Who is responsible for the coming of the Einherjar?
Rewards: Roy card
Chapter data
|
|
|
Victory: Rout the enemy
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Player
|
Partner
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Other
|
Enemy
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Defeat: Chrom or Robin dies
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1–7
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{{{partner}}}
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3
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10
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Difficulty rating: ★ Map dimensions: 30 columns by 13 rows
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Block sizes: Japan: 27 North America: 27 PAL region: 27
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Map based from: Chapter 1 of Shadow Dragon & the Blade of Light and its remakes Map phase music: "Beyond that Sky (Roy's Departure)" from The Binding Blade Battle phase music: "Attack!" from The Binding Blade 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.
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Pricing: Japan: ¥250 United States: $2.50 Europe: €1.99 United Kingdom: £1.79 Australia: $2.60 New Zealand: $3.40
|
Also available in: Champions Pack
United States: $6.00 Europe: €4.99 United Kingdom: £4.79 Australia: $6.50 New Zealand: $8.50
|
Character data
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
- The items obtainable at both villages are subject to restrictions.
- Column 9, row 9: One square north of the southwesternmost fort tile, two squares west from Ephraim's initial position
- Column 26, row 3: On the northeasternmost fort tile adjacent to the eastern village
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Pr. Marth
|
Lodestar
|
11
|
1
|
27
|
11
|
2
|
14
|
13
|
9
|
7
|
3
|
6
|
Noble Rapier
|
Begins moving if Alm, Seliph, Leif, or Ephraim is provoked.
|
|
Alm
|
Mercenary
|
12
|
1
|
30
|
13
|
0
|
11
|
8
|
6
|
10
|
1
|
5
|
Steel Sword
|
Begins moving if Pr. Marth, Seliph, Leif, or Ephraim is provoked.
|
|
Sigurd
|
Cavalier
|
11
|
1
|
31
|
13
|
0
|
9
|
9
|
5
|
9
|
1
|
7
|
Steel Lance
|
Begins moving if Roy, Eliwood, Ike, or Sothe is provoked.
|
|
Seliph
|
Myrmidon
|
10
|
1
|
28
|
10
|
3
|
12
|
14
|
11
|
6
|
2
|
5
|
Steel Sword
|
Begins moving if Pr. Marth, Alm, Leif, or Ephraim is provoked.
|
|
Leif
|
Thief
|
10
|
1
|
25
|
9
|
3
|
10
|
14
|
8
|
5
|
1
|
5
|
Leif's Blade
|
Begins moving if Pr. Marth, Alm, Seliph, or Ephraim is provoked.
|
|
Roy
|
Mercenary
|
11
|
1
|
27
|
11
|
1
|
13
|
12
|
6
|
8
|
0
|
5
|
Roy's Blade
|
Begins moving if Sigurd, Eliwood, Ike, or Sothe is provoked.
|
|
Eliwood
|
Cavalier
|
9
|
1
|
26
|
10
|
1
|
10
|
12
|
7
|
9
|
1
|
7
|
Eliwood's Blade
|
Begins moving if Sigurd, Roy, Ike, or Sothe is provoked.
|
|
Ephraim
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Soldier
|
12
|
1
|
29
|
12+2
|
0
|
10
|
9+2
|
6
|
11
|
1
|
5
|
Ephraim's Lnce
|
Begins moving if Pr. Marth, Alm, Seliph, or Leif is provoked.
|
|
Ike
|
Mercenary
|
12
|
1
|
31
|
13
|
1
|
11
|
10
|
6
|
9
|
1
|
5
|
Steel Sword
|
Begins moving if Sigurd, Roy, Eliwood, or Sothe is provoked.
|
|
Sothe
|
Thief
|
9
|
1
|
26
|
10
|
2
|
15
|
13
|
5
|
6
|
0
|
5
|
Armorslayer
|
Begins moving if Sigurd, Roy, Eliwood, or Ike is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Pr. Marth
|
Lodestar
|
11
|
1
|
33
|
14
|
2
|
17
|
16
|
13
|
8
|
5
|
6
|
Noble Rapier
|
Begins moving if Alm, Seliph, Leif, or Ephraim is provoked.
|
|
Alm
|
Mercenary
|
12
|
1
|
36
|
15
|
0
|
14
|
10
|
8
|
11
|
2
|
5
|
Steel Sword
|
Begins moving if Pr. Marth, Seliph, Leif, or Ephraim is provoked.
|
|
Sigurd
|
Cavalier
|
11
|
1
|
37
|
15
|
0
|
11
|
11
|
7
|
10
|
2
|
7
|
Steel Lance
|
Begins moving if Roy, Eliwood, Ike, or Sothe is provoked.
|
|
Seliph
|
Myrmidon
|
10
|
1
|
33
|
12
|
3
|
15
|
17
|
14
|
7
|
3
|
5
|
Steel Sword
|
Begins moving if Pr. Marth, Alm, Leif, or Ephraim is provoked.
|
|
Leif
|
Thief
|
10
|
1
|
29
|
10
|
3
|
13
|
17
|
9
|
6
|
1
|
5
|
Leif's Blade
|
Begins moving if Pr. Marth, Alm, Seliph, or Ephraim is provoked.
|
|
Roy
|
Mercenary
|
11
|
1
|
33
|
13
|
1
|
16
|
14
|
8
|
9
|
1
|
5
|
Roy's Blade
|
Begins moving if Sigurd, Eliwood, Ike, or Sothe is provoked.
|
|
Eliwood
|
Cavalier
|
9
|
1
|
32
|
12
|
1
|
12
|
14
|
9
|
10
|
2
|
7
|
Eliwood's Blade
|
Begins moving if Sigurd, Roy, Ike, or Sothe is provoked.
|
|
Ephraim
|
Soldier
|
12
|
1
|
35
|
14+2
|
0
|
12
|
11+2
|
8
|
12
|
2
|
5
|
Ephraim's Lnce
|
Begins moving if Pr. Marth, Alm, Seliph, or Leif is provoked.
|
|
Ike
|
Mercenary
|
12
|
1
|
37
|
15
|
1
|
14
|
12
|
8
|
10
|
2
|
5
|
Steel Sword
|
Begins moving if Sigurd, Roy, Eliwood, or Sothe is provoked.
|
|
Sothe
|
Thief
|
9
|
1
|
30
|
11
|
2
|
18
|
16
|
6
|
7
|
0
|
5
|
Armorslayer
|
Begins moving if Sigurd, Roy, Eliwood, or Ike is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Pr. Marth
|
Lodestar
|
11
|
1
|
42
|
20
|
2
|
23
|
22
|
18
|
11
|
8
|
6
|
Noble Rapier
|
Begins moving if Alm, Seliph, Leif, or Ephraim is provoked.
|
|
Alm
|
Mercenary
|
12
|
1
|
45
|
20
|
0
|
19
|
15
|
12
|
13
|
3
|
5
|
Silver Sword
|
Begins moving if Pr. Marth, Seliph, Leif, or Ephraim is provoked.
|
|
Sigurd
|
Cavalier
|
11
|
1
|
46
|
20
|
0
|
15
|
15
|
12
|
13
|
3
|
7
|
Silver Lance
|
Begins moving if Roy, Eliwood, Ike, or Sothe is provoked.
|
|
Seliph
|
Myrmidon
|
10
|
1
|
41
|
16
|
3
|
20
|
22
|
19
|
8
|
5
|
5
|
Silver Sword
|
Begins moving if Pr. Marth, Alm, Leif, or Ephraim is provoked.
|
|
Leif
|
Thief
|
10
|
1
|
36
|
13
|
3
|
18
|
22
|
12
|
7
|
1
|
5
|
Leif's Blade
|
Begins moving if Pr. Marth, Alm, Seliph, or Ephraim is provoked.
|
|
Roy
|
Mercenary
|
11
|
1
|
42
|
18
|
1
|
21
|
19
|
12
|
11
|
2
|
5
|
Roy's Blade
|
Begins moving if Sigurd, Eliwood, Ike, or Sothe is provoked.
|
|
Eliwood
|
Cavalier
|
9
|
1
|
41
|
17
|
1
|
16
|
18
|
14
|
13
|
3
|
7
|
Eliwood's Blade
|
Begins moving if Sigurd, Roy, Ike, or Sothe is provoked.
|
|
Ephraim
|
Soldier
|
12
|
1
|
46
|
18+2
|
0
|
16
|
15+2
|
12
|
15
|
3
|
5
|
Ephraim's Lnce
|
Begins moving if Pr. Marth, Alm, Seliph, or Leif is provoked.
|
|
Ike
|
Mercenary
|
12
|
1
|
46
|
20
|
1
|
19
|
17
|
12
|
12
|
3
|
5
|
Silver Sword
|
Begins moving if Sigurd, Roy, Eliwood, or Sothe is provoked.
|
|
Sothe
|
Thief
|
9
|
1
|
37
|
14
|
2
|
23
|
21
|
9
|
8
|
0
|
5
|
Armorslayer
|
Begins moving if Sigurd, Roy, Eliwood, or Ike is provoked.
|
|
NPC data
Boss data
- Main article: Pr. Marth
|
|
Inventory
|
Skills
|
Noble Rapier
|
--
|
Weapon Levels
|
C
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
|
|
|
Inventory
|
Skills
|
Noble Rapier
|
--
|
Weapon Levels
|
C
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
|
|
|
Inventory
|
Skills
|
Noble Rapier
|
--
|
Weapon Levels
|
A
|
|
--
|
|
--
|
|
--
|
|
--
|
|
--
|
|
|
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.
Trivia
- As the Outrealm Gate opens at the end of the chapter before the one that introduces Aversa to the player, the fact that Chrom recognizes Aversa may imply the two were familiar with one another before the game's events, although it may also imply that the scenario of this chapter was written with having already played Chapter 5 in mind.
- As the alternate Outrealm version of Aversa is introduced as being from a world that is already well on its way to ruin, this potentially implies that the version of Aversa found here could be native to a known ruined future, such as Lucina's original future or the realm of the Future Past series.
- Chrom noticing Marth looks different than before is due to the usage of different artwork between Champions of Yore 1 and this chapter. In the former, Marth was the feature DLC character and thus had DLC artwork; in the latter, a different character is the feature DLC character and thus Marth uses his Shadow Dragon set SpotPass artwork.
- The characters in the enemy lineup in this chapter are the same ones in the NPC lineup in Rogues & Redeemers 1.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Champions of Yore 2
|
--
|
Japanese
|
英霊の魔符2
|
Heroic Spirit Talisman 2
|
Spanish
|
Héroes míticos 2
|
Mythical heroes 2
|
French
|
Héros du passé 2
|
Heroes of the past 2
|
German
|
Helden von einst 2
|
Heroes of yore 2
|
Italian
|
Eroi del passato 2
|
Heroes of the past 2
|
|
Gallery
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References