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A Duel Disgraced is the eighth paralogue chapter in Fire Emblem Awakening. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing chapter 13 and have Sullymarried. There are no additional requirements to reach the chapter, as the chapter connects to the area chapter 4 took place at.
Kjelle berates Cassius for killing her master in an unfair fight; her master's wife begs Kjelle not to fight Cassius, but he offers to duel Kjelle in some ruins nearby. Later, the master's wife begs Chrom and Robin to aid Kjelle, as she suspects Cassius has laid a trap, and the two agree to help. As the battle begins, Kjelle berates Cassius again for bringing extra hands to a duel; when she refuses to beg for her life, Cassius orders his men to kill her.
If Chrom talks to Kjelle, she attacks him, but he parries her. Chrom offers to fight off the other bandits and leave Kjelle to her duel; if Chrom is her father, Kjelle will additionally note that she thinks Chrom is familiar. If Sully talks to Kjelle, she compliments Kjelle's attitude and offers to fight off the other bandits.
After the battle, if Kjelle survived, her master's wife meets with her and gifts her a keepsake of her husband's. Later, Kjelle talks with Sully; she states that she is looking for her parents, and shows Sully a ring that belonged to her mother, which Sully identifies as her own ring. Sully identifies Kjelle as her daughter from the future, and Kjelle tells her mother about herself in the future.
Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started. The returning characters list also does not include any characters recruitable in other paralogues, as the player may not have taken on any other available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
If a merchant is present in Dueling Grounds on the world map, a random selection of three of the below items will also be available until the merchant leaves:
Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
• The two in Cassius's room and the southwestern one immediately begin moving unprovoked. • The center-eastern one begins moving if the Knight south of him is fought. • The center-western one begins moving if the nearby General or ElthunderDark Mage is provoked.
• The southwestern one immediately begins moving unprovoked. • The center-western one will not move until fought, or until the nearby Dark Mage is provoked. • The center-eastern one will not move until fought, or until the nearby Archer is provoked. • The northeastern one begins moving if the nearby Mercenary or Sorcerer is provoked.
• The two in Cassius's room and the southern two immediately begin moving unprovoked. • The center-eastern one begins moving if an eastern Knight, Mercenary, or Sorcerer is provoked. • The center-western one begins moving if a western Knight, Dark Mage, or General is provoked.
• The southern two immediately begin moving unprovoked. • The center-western one will not move until fought, or until a western Dark Mage, General, or Archer is provoked. • The center-eastern one will not move until fought, or until the eastern Archer, Mercenary, Knight, or Sorcerer is provoked. • The northeastern one begins moving if the eastern Knight, Archer, Mercenary, or Sorcerer is provoked.
• The southern one immediately begins moving unprovoked. • The northern one begins moving if the western Knight, Dark Mage, General, or Archer is provoked.
• The two in Cassius's room and the southern three immediately begin moving unprovoked. • The center-eastern one begins moving if an eastern Knight, Dark Mage, Mercenary, or Sorcerer is provoked. • The center-western two both begin moving if either of them or a western Knight, Dark Mage, or General is provoked.
• The southern two immediately begin moving unprovoked. • The center-western one will not move until fought, or until a western Dark Mage, Archer, or General is provoked. • The center-eastern one will not move until fought, or until the eastern Archer, Dark Mage, Mercenary, Knight, or Sorcerer is provoked. • The northeastern one begins moving if the eastern Knight, Archer, Dark Mage, Mercenary, or Sorcerer is provoked.
• The southern one immediately begins moving unprovoked. • The northern one begins moving if a western Knight, Dark Mage, Archer, or General is provoked.
• The western one begins moving if a western Knight, Archer, General, or Dark Mage is provoked. • The eastern one begins moving if an eastern Knight, Archer, Mercenary, or Sorcerer is provoked.