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Location
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Mercenary Fortress
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New units
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Severa
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Boss(es)
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Nelson
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“
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All this grief over something so small...Once I get what I came for, I'm out of here. Maybe I can convince Holland to come with me.
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”
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— Severa
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Ambivalence is the tenth 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 Cordelia married. There are no additional requirements to reach the chapter, as the chapter connects to the areas chapters 10 and 13 took place at.
In this chapter, the Shepherds are out to stop a mercenary leader, who just happens to be a former Valmese general, from ravaging innocent lives. Within this conflict is a mercenary wanting out wanting to take an expecting father out with her as well as to recover something taken from her; it turns out the mercenary wanting out is the daughter of a very heartbroken Shepherd.
Plot
- Main article: Ambivalence/Script
Chrom overhears two villagers worrying about a problem; when he interjects and introduces himself, they recognize his name and decide to ask for his help. Elsewhere, inside a fortress, a soldier informs Nelson that soldiers led by Chrom are approaching; Nelson prepares for battle, and expressly reminds Severa and Holland that it is in their best interest to serve him. As the battle starts, Chrom identifies the castle, and resolves to reclaim the villager's stolen goods. Severa laments that she must serve Nelson, and wonders if she can convince Holland to leave with her once this is done.
If Chrom talks to Severa, she recognizes him as Lucina's father, and he concludes that she is a child from the future. Chrom offers that she join him, but she states she cannot until she reclaims something Nelson stole from her; Chrom offers to help her, and she says they must help Holland as well. If Cordelia talks to Severa, she instantly recognizes Cordelia, and responds snappily to her; she demands that Cordelia protect her as she talks to Holland, and states she may help afterward.
After speaking with Chrom or Cordelia, Severa begins moving to talk to Holland. If Severa does talk to Holland, he laments that his pregnant wife needs the money Nelson provides him, but Severa convinces him that his wife and unborn child would be hurt worse if he were to die here, and he leaves.
After the battle, if Severa spoke to Holland and survived, she reclaims her ring from Nelson; Cordelia arrives and speaks with Severa, though Severa's responses are stand-offish. Cordelia then notices that her ring matches the one Severa reclaimed, and concludes that Severa is her daughter from the future. Severa is upset that Cordelia fought and died in the future and left her alone, stating that she chose Chrom over her; Cordelia states that she probably fought and died for Severa, and promises to not leave her again.
Chapter data
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Victory: Defeat Nelson
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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13+1
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{{{partner}}}
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1-1
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24+8+1
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{{{third}}}
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Victory: Defeat Nelson
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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13+1
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{{{partner}}}
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1-1
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30+12+1
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{{{third}}}
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Victory: Defeat Nelson
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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13+1
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{{{partner}}}
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1-1
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35+20+1
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{{{third}}}
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The chapter's map is 24 columns by 25 rows.
Character data
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.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in Mercenary Fortress on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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Killing Edge
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1,470
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Killer Lance
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1,680
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Killer Axe
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1,860
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Killer Bow
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1,680
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Wyrmslayer
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1,500
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Levin Sword
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1,600
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Beast Killer
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1,650
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Blessed Lance
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1,540
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Hammer
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1,850
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 21, row 23: Four squares east, one square north of Severa's starting position
- Column 22, row 3: Northeast of Holland's position
Enemy data
- 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.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Holland
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Villager
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20
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1
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36~37
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16~17
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0
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16~17
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16~17
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17~18
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14~15
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6
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5
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Silver Lance Underdog
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• Does not act. • Leaves the map if Severa talks to him.
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Ruffian
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Berserker
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6
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1
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62
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32~33
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0
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14~15
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23~24
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12~13
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12~13
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5~6
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6
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Hammer* Gamble • Wrath • Axefaire Can have 0-1 skill(s) at random
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Begins moving if the adjacent Berserker is provoked.
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Ruffian
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Berserker
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6
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2
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62
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32~33
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0
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14~15
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23~24
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12~13
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12~13
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5~6
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6
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Killer Axe* Gamble • Wrath • Axefaire Can have 0-1 skill(s) at random
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• The southern one begins moving if the adjacent Berserker is provoked. • The eastern one begins moving if a nearby Berserker or Trickster is provoked.
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Ruffian
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Assassin
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6
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5
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46~47
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22~23
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0
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30
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28
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13~14
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12~13
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5~6
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6
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Silver Sword • Silver Bow Avoid +10 • Vantage • Movement +1 • Pass Can have 0-1 skill(s) at random
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• The center two both begin moving if either is provoked. • The northeastern one begins moving if the nearby Sage, Assassin, or Berserker is provoked. • The western one begins moving if the nearby Berserker, Trickster, or Sage is provoked.
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Ruffian
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Sage
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6
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1
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42~43
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1
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20~21
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17~18
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19~20
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16~17
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9~10
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15~16
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6
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Thoron Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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--
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Ruffian
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Trickster
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6
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2
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41~42
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17~18
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16~17
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24~25
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25~26
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14~15
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10~11
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12~13
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6
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Levin Sword* Movement +1 • Lucky Seven • Acrobat Can have 0-1 skill(s) at random
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The western one begins moving if the nearby Berserker, Assassin, or Sage is provoked.
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Ruffian
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Berserker
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6
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8
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62
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32~33
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0
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14~15
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23~24
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12~13
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12~13
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5~6
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6
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Silver Axe Gamble • Wrath • Axefaire Can have 0-1 skill(s) at random
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• The southeastern three all begin moving if any of them is provoked. • The center-eastern one begins moving if a nearby Sage or Assassin is provoked. • The furthest eastern two both begin moving if either of them or the nearby Berserker or Trickster is provoked. • The northwestern two both begin moving if either is provoked.
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Ruffian
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Sage
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6
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3
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42~43
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1
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20~21
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17~18
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19~20
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16~17
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9~10
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15~16
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6
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Bolganone Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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• The eastern one begins moving if a nearby Assassin or Berserker is provoked. • The northern one begins moving if a nearby Berserker or Sage is provoked. • The western one begins moving if the nearby Berserker, Assassin, or Trickster is provoked.
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Ruffian
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Assassin
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6
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1
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46~47
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22~23
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0
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30
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28
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13~14
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12~13
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5~6
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6
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Killing Edge* • Silver Bow Avoid +10 • Vantage • Movement +1 • Pass Can have 0-1 skill(s) at random
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Begins moving if the nearby Sage, Assassin, or Berserker is provoked.
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Ruffian
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Trickster
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6
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1
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41~42
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17~18
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16~17
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24~25
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25~26
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14~15
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10~11
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12~13
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6
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Silver Sword Movement +1 • Lucky Seven • Acrobat Can have 0-1 skill(s) at random
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Begins moving if a nearby Berserker is provoked.
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Ruffian
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Berserker
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6
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1
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62
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32~33
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0
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14~15
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23~24
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12~13
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12~13
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5~6
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6
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Tomahawk • Master Key Gamble • Wrath • Axefaire Can have 0-1 skill(s) at random
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Begins moving if a nearby Berserker or Sage is provoked.
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Ruffian
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Berserker
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6
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2
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62
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32~33
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0
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14~15
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23~24
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12~13
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12~13
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5~6
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6
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Tomahawk Gamble • Wrath • Axefaire Can have 0-1 skill(s) at random
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• The northern one begins moving if a nearby Berserker or Sage is provoked. • The western one begins moving if the nearby Assassin, Trickster, or Sage is provoked.
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Ruffian
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Sage
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6
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1
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42~43
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1
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20~21
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17~18
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19~20
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16~17
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9~10
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15~16
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6
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Rexcalibur Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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Begins moving if a nearby Berserker or Sage is provoked.
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Nelson
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Sage
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13
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1
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47
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1
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24+5
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19
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23
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19
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15
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20
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-
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Thoron • Talisman Focus • Tomefaire
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--
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Holland
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Villager
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20
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1
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46
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19
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0
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19
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19
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20
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15
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6
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5
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Silver Lance* Underdog
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• Does not act. • Leaves the map if Severa talks to him.
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Ruffian
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Berserker
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6
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1
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74
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40
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0
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19
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29
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17
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14
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7
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6
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Hammer* Hit Rate +10 Gamble • Wrath • Axefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Begins moving if the adjacent Berserker is provoked.
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Ruffian
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Berserker
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6
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2
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74
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40
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0
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19
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29
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17
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14
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7
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6
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Killer Axe* Hit Rate +10 Gamble • Wrath • Axefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The southern one begins moving if the adjacent Berserker is provoked. • The eastern one begins moving if a nearby Berserker or Trickster is provoked.
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Ruffian
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Assassin
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6
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4
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57
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28
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0
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36
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34
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18
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14
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7
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6
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Silver Sword* • Silver Bow* Hit Rate +10 Avoid +10 • Vantage • Movement +1 • Pass Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The center two both begin moving if either is provoked. • The northeastern one begins moving if the nearby Sage, Assassin, or Berserker is provoked.
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|
Ruffian
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Sage
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6
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1
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51
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1
|
26
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23
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25
|
22
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11
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20
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6
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Thoron* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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--
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Ruffian
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Trickster
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6
|
4
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50
|
23
|
21
|
30
|
31
|
19
|
12
|
15
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6
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Levin Sword* Hit Rate +10 Movement +1 • Lucky Seven • Acrobat Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The northern two both begin moving if either of them or a nearby Berserker or Sage is provoked. • The western one begins moving if a nearby Berserker, Assassin, or Sage is provoked.
|
|
Ruffian
|
Berserker
|
6
|
8
|
74
|
40
|
0
|
19
|
29
|
17
|
14
|
7
|
6
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Silver Axe* Hit Rate +10 Gamble • Wrath • Axefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The southeastern three all begin moving if any of them or the nearby Trickster is provoked. • The center-eastern one begins moving if a nearby Sage or Assassin is provoked. • The furthest eastern two both begin moving if either of them or a nearby Berserker or Trickster is provoked. • The northwestern two both begin moving if either is provoked.
|
|
Ruffian
|
Trickster
|
6
|
2
|
50
|
23
|
21
|
30
|
31
|
19
|
12
|
15
|
6
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Silver Sword* Hit Rate +10 Movement +1 • Lucky Seven • Acrobat Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Begins moving if a nearby Berserker is provoked.
|
|
Ruffian
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Sage
|
6
|
3
|
51
|
1
|
26
|
23
|
25
|
22
|
11
|
20
|
6
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Bolganone* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The eastern one begins moving if a nearby Assassin or Berserker is provoked. • The northern one begins moving if a nearby Berserker, Sage, or Trickster is provoked. • The western one begins moving if a nearby Berserker, Assassin, or Trickster is provoked.
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|
Ruffian
|
Assassin
|
6
|
1
|
57
|
28
|
0
|
36
|
34
|
18
|
14
|
7
|
6
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Killing Edge* • Silver Bow* Hit Rate +10 Avoid +10 • Vantage • Movement +1 • Pass Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Begins moving if the nearby Sage, Assassin, or Berserker is provoked.
|
|
Ruffian
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Berserker
|
6
|
3
|
74
|
40
|
0
|
19
|
29
|
17
|
14
|
7
|
6
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Tomahawk* Hit Rate +10 Gamble • Wrath • Axefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The eastern one begins moving if a nearby Berserker or Trickster is provoked. • The northern one begins moving if a nearby Berserker, Sage, or Trickster is provoked. • The western one begins moving if a nearby Assassin, Trickster, or Sage is provoked.
|
|
Ruffian
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Berserker
|
6
|
1
|
74
|
40
|
0
|
19
|
29
|
17
|
14
|
7
|
6
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Tomahawk* • Master Key Hit Rate +10 Gamble • Wrath • Axefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Begins moving if a nearby Berserker, Sage, or Trickster is provoked.
|
|
Ruffian
|
Sage
|
6
|
2
|
51
|
1
|
26
|
23
|
25
|
22
|
11
|
20
|
6
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Rexcalibur* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The northern one begins moving if a nearby Berserker, Sage, or Trickster is provoked. • The western one begins moving if the nearby Berserker, Assassin, Trickster, or Sage is provoked.
|
|
Ruffian
|
Assassin
|
6
|
1
|
57
|
28
|
0
|
36
|
34
|
18
|
14
|
7
|
6
|
Silver Sword* • Silver Bow Hit Rate +10 Avoid +10 • Vantage • Movement +1 • Pass Will always have Hit Rate +10; can have 0-2 more skill(s) at random
|
Begins moving if a nearby Berserker, Trickster, or Sage is provoked.
|
|
Nelson
|
Sage
|
13
|
1
|
55
|
1
|
29+5
|
24
|
28
|
24
|
16
|
24
|
-
|
Thoron* • Talisman Hit Rate +10 • Focus • Tomefaire
|
--
|
|
|
|
Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
Reinforcements
- Turn 2
- 1 Assassin from the stairs just west of Nelson
- 1 Berserker with a Tomahawk from the stairs just east of Nelson
- 1 Trickster from the western stairs in Holland's room (Hard/Lunatic only)
- 1 Sage with Rexcalibur from the eastern stairs in Holland's room (Hard/Lunatic only)
- Turn 3 (Lunatic only)
- Turn 4
- 1 Berserker with a Silver Axe from the western stairs in Holland's room
- 1 Trickster from the eastern stairs in Holland's room
- 1 Trickster from the stairs just west of Nelson (Hard/Lunatic only)
- 1 Assassin from the stairs just east of Nelson (Hard/Lunatic only)
- On the turn after Severa speaks with Holland
- 1 Sage with Arcthunder*/Thoron* from the upper left of the four northern stairs
- 1 Sage with Arcfire*/Bolganone*from the upper right of the four northern stairs
- 1 Assassin from the lower left of the four northern stairs
- 1 Berserker with a Tomahawk from the lower right of the four northern stairs
- 1 Trickster from the stairs just west of Nelson (Lunatic only)
- 2 Assassins; one from the stairs just east of Nelson, one from the eastern stairs in Holland's room (Lunatic only)
- 1 Sage with Bolganone from the western stairs in Holland's room (Lunatic only)
NPC data
Boss data
- Main article: Nelson
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
In order to recruit Severa, she must get to Holland and talk to him. Once he leaves the map, Severa becomes playable. In the event that Holland dies, Severa will no longer be recruitable and become a hostile enemy unit.
The escort mission can be rather tedious if Cordelia and her spouse are not well leveled, especially for Severa as she will make no attempt to stay out of attack ranges or magic.
Trivia
- Nelson's underlings are identified as Ruffians in their enemy profiles, yet are identified as Valmese in the faction/alignment count. This may be due to their leader being a former Valmese general and thus identified by the game as such, and may or may not reflect on the true nationalities of his underlings. This is similar to, albeit slightly less severe than, a situation in chapter 4, where enemies labeled Feroxi are implied to be foreigners, and that chapter's boss was decidedly not Feroxi.
- This chapter is one of two paralogue chapters in Awakening, along with A Shot from the Dark, where the child character is not recruited by talking with either Chrom or their fixed parent (in this case, Cordelia) in the chapter they are recruited in.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Ambivalence
|
|
French
|
Ambivalence
|
As above
|
Italian
|
Doppio gioco
|
Double-crossing
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.