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Apotheosis

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Apotheosis


Location

Outrealms (Castle Apotheosis)

Boss(es)

Normal route:
First wave:
Outrealm General
Second wave: Outrealm War Monk or Outrealm Falcon Knight*
Third wave: Outrealm Sniper
Fourth wave: Outrealm Dark Flier or Outrealm Paladin*
Final wave: Outrealm Hero
Secret route:
First wave:
Outrealm Warrior
Second wave: Outrealm Sniper
Third wave: Outrealm Sorcerer
Fourth wave: Outrealm Berserker
Final wave: Anna

Well, look who it is! You finally made it to the Outrealm to end all Outrealms! Congratulations, and welcome...to Castle Apotheosis!
— The merchant

Apotheosis 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're 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
Note: The merchant is the only character with dialogue in this chapter, much of it directly addressing the player.

A merchant addresses the player in the space between Outrealms, telling him/her that he/she has finally made it to the Outrealm to end all Outrealms; she the congratulates the player and welcomes him/her to Castle Apotheosis, after which she states that destiny guides the universe's most powerful of heroes to that place--so they can finally face foes worthy of their formidable skills. Countless heroes from countless Outrealms await to challenge the player at Castle Apotheosis, to which the merchant loses her place when trying to continue her sentence, prompting her to ask to start over; when the merchant regains her place, she asks the player if he/she considers himself/herself worthy--then the merchant says she should warn the player that the foes he/she will face possess might beyond that of any human, and if that does not frighten the player, he/she should enter and learn the meaning of fear. Battle preparations take place at this point.

The first wave

Once preparations are finished, the merchant asks the player if he/she is ready, and asks if she shall start the fight, after which the merchant checks her notes for her next line; once the merchant finds her line, she welcomes the Shepherds to the Feast of the Formidable, noting that the Shepherds have traveled far but then asks if their end is near--or if they will survive all five battles and secure their place among the gods. The merchant asks if Castle Apotheosis will crown new kings, or if its stones will be coated red with the Shepherds' blood; the merchant says she's going to let the first battle begin. The battle begins at this point.

Once all enemies in this wave are defeated, the game checks the number of turns it took the player. If the player took two turns or fewer, the merchant will notice that the player has finished the first wave already, noting that they trashed the enemies in no time flat; the merchant then states it's official, the player has what it takes--she is authorized to give the player a real challenge against special enemies if the player is up for it. The merchant will first ask if the player wants to record this victory and return to his/her own world at that point, or take his/her chances and keep fighting--it's all up to the player; the game prompts the player to make his/her decision at this point.

If the player opts to quit at this point, or at any other point the merchant asks the player if he/she wants to quit, the merchant states she's going to call the challenge at this point, then congratulates the player on not being utterly destroyed; the merchant then asks the player to drop by again anytime he/she wants a challenging fight, at which point the chapter will end.

If the player opts not to quit at this point, the merchant deduces the player is in it for the long haul, and then proposes a deal--Castle Apotheosis's five normal battles are already packed with tough enemies, yet for some warriors, tough just isn't enough, as they want a special challenge; what those warriors really want is to go head-to-head with truly demonic adversaries known to be real meanies, and that's what the five secret battles are for. The enemies in the secret battles are enough to make even the gods soil their pants, and the merchant asks the player to trust her on this; the merchant will then ask the player if he/she wants to try his/her hand at the secret battles or stick with the normal battles, with the game prompting the player at this point.

If the player chooses to take on the secret battles, the merchant will tell the player she will get him/her back into the fight--his/her new opponents are masters of combat, like no one he/she has ever faced; the merchant will ask the player to prepare while they wait for the enemies to arrive. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player will be on the secret route.

On the other hand, if the player took three turns or more in beating the first wave, the merchant tells the player of his/her good work and notes his/her first victory, and that perhaps he/she is worthy of Castle Apotheosis's trials after all; the merchant tells the player if he/she wants, he/she can quit at this point. The merchant will first ask if the player wants to record this victory and return to his/her own world at that point, or if he/she would rather take his/her chances and stay in the fight--it's up to the player; the game prompts the player to make his/her decision at this point.

If the player either declines to go down the secret route or opts not to quit when not offered the secret route, the player will be on the normal route.

The normal route

The merchant states she's ready to start the second wave, then reveals two teams are ready to face the player--and he/she gets to pick; one is an army of war monks, and the other consists of pegasus knights, to which the merchant asks the player which army he/she would rather take on. The player is prompted if they would rather face the pegasus knights over the war monks, with "yes" representing the pegasus knights and "no" representing the war monks; this choice represents which version of the second wave the player will face. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the second wave will begin.

Once the second wave is complete, the merchant will note the player's feat as very impressive, that's two battles he/she has won, to which the merchant can see the player has staying power; at this point, the merchant will ask the player if he/she would like to quit now and return to his/her own world, asking the player what he/she thinks. If the player opts not to quit, the merchant states she's ready to start the third wave, and reveals that the player is up against archers next, asking the player to mind his/her distance. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the third wave will begin.

Once the third wave is complete, the merchant will note that the player has won three battles and that he/she is pretty tough, then admits she underestimated him/her; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the fourth wave, then reveals that two teams are ready to face the player and he/she gets to pick; one team is an army of fliers, the other team is an army of cavalry, to which the merchant asks the player which one he/she would rather take on. The player is prompted if they would rather face the cavalry over the fliers, with "yes" representing the cavalry and "no" representing the fliers; this choice represents which version of the fourth wave the player will face. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fourth wave will begin.

Once the fourth wave is complete, the merchant will note that the player has won four battles, an incredible feat, and states he/she has only one more battle to go; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the fifth and final wave, and reveals that the player is up against hero-class units next, just what he/she might expect from a final battle. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fifth and final wave will begin.

Once the fifth wave is complete, the merchant will congratulate the player on having won all five battles; the battle is formally ended at this point. The merchant notes the player's incredible feat--he/she just wiped the castle floors with every foe he/she faced, then asks the player if he/she knows what that means; after looking over her notes, the merchant states that the Shepherds are the victors of the Feast, the mightiest of the mighty, then asks for a thunderous round of applause for their new kings and champions. The merchant also tells the player to take a little gift from her, hoping he/she can use it; the merchant reveals her gift as an Einherjar card--"Katarina, the Misguided Tactician". The player is prompted at this point if they want to add Katarina to their party; if the player accepts, Katarina asks the player if he/she needs another tactician. The merchant then states that, before she forgets, she'll let the player in on a little secret she noticed in her script--there are some extra lines if the player defeats the first wave very quickly, some stuff about special, supertough enemies that sounds amazing; the merchant states it's someting for the player to shoot for the next time he/she drops by for a visit, after which she bids the player farewell.

The secret route

Once the player is on the secret route (after defeating the first wave of the normal route in two turns or less), the player gets one turn to prepare before the first wave of the secret route arrives. Once the first wave is complete, the merchant will state that the player has taken down the first secret battle, and notes that he/she doesn't even seem tired--to which the merchant then asks the player what he/she is being fed; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the second wave, and reveals that the player is up against archers next, and tells the player she hopes he/she can cook up a sound strategy. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the second wave will begin.

Once the second wave is complete, the merchant will tell the player that he/she has two secret battles down and that she's getting chills; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the third wave, and reveals that the player is up against dark mages next, and tells the player that if he/she gets reckless, he/she will be very sorry. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the third wave will begin.

Once the third wave is complete, the merchant will note the player has won three secret battles, noting the feat as incredible and tells the player he/she really should be proud; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the fourth wave, and reveals that the fourth wave has a time limit--the player has until the merchant counts to 10 to complete the wave; telling the player to be careful, the merchant tells him/her that if time runs out, she'll have to call the battle a draw and the player's battles at Castle Apotheosis will end. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fourth wave will begin. As it turns out, the merchant counting to 10 is actually a limit of ten turns to complete the wave; the game will denote how many turns remaining at the start of player phase. If the turn count runs out, the merchant will tell the player that time is up and wishes the player better luck next time before abruptly ending the chapter.

Once the fourth wave is complete, the merchant will note the player has won four secret battles, and states that she can't believe what's going on--she's never seen the player's equal; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she's ready to start the fifth and final wave, and tells the player that she is his/her last opponent--something she states the player didn't see coming; the merchant asks that the player not thrash her too hard, and she will give the player until the count of seven, then wishes that the best warrior win. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fifth and final wave will begin. As the merchant previously stated, there is a seven-turn limit to the fifth and final wave; the game will again denote how many turns remaining at the start of player phase. If the turn count runs out, the merchant will tell the player that time is up and wishes the player better luck next time before abruptly ending the chapter. If the player takes time to highlight the merchant on the map, it is revealed that the merchant's name is Anna.

Once the fifth and final wave is complete, the merchant will tell the player that's the last of the secret battles and that he/she ha won them all--the player has completely conquered Castle Apotheosis, to which the battle formally ends at this point. The merchant states that she can't believe someone actually managed to survive the gauntlet of secret battles, telling the player he/she would have to be more than just strong, or clever, or even lucky--only true mastery of both tactics and combat would suffice; the player now stands at the pinnacle of his/her efforts, asking him/her how he/she feels to be the best. The merchant then tells the player to let all the warriors at the Feast bow their heads before their true masters--here before the player stand champions, true gods and goddesses of combat; the merchant tells the player that her reward isn't much but that the player should have it--it's a token of her regard for the greatest warriors any world has ever known. The player is given a Supreme Emblem at this point. The merchant tells the player that he/she may already know what she is about to say, but that choosing different opponents for the five battles can really vary the experience; the merchant states it as something for the player to think about if he/she happens to visit Castle Apotheosis again, after which the merchant bids the player farewell.

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

Chapter Data
Conditions
Unit Data
Victory: Rout the enemy. Player Partner Other Enemy
Defeat: Chrom or the Avatar die. 20 {{{partner}}} 0 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
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
New units
Katarina
Small portrait dlc katarina fe13.png
Grandmaster
HP
56
Inventory
--
Level
20
Automatically at chapter's end if the player clears the normal route and accepts the given offer


Available characters
Chrom ​Avatar m-default ​Lissa ​Frederick ​Sully ​Virion ​Stahl ​Vaike ​Miriel ​Sumia ​Kellam ​Lon'qu ​

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

Items
Name Obtainment Method
File:Is 3ds supreme emblem.png Supreme Emblem Automatically at chapter's end if the secret route is cleared

Event tiles

There are no event tiles in this chapter.

Enemy data

All weapons denoted in this shade are forged beyond normal bounds unless otherwise noted.

Normal wave 1 Normal wave 2 (Monks choice) Normal wave 2 (Pegasus choice) Normal wave 3 Normal wave 4 (Fliers choice) Normal wave 4 (Riders choice) Normal wave 5 Secret wave 1 Secret wave 2 Secret wave 3 Secret wave 4 Secret wave 5

Boss data

Main article: Anna
All weapons denoted in this shade are forged beyond normal bounds unless otherwise noted.

Normal wave 1 Normal wave 2 (Monks choice) Normal wave 2 (Pegasus choice) Normal wave 3 Normal wave 4 (Fliers choice) Normal wave 4 (Riders choice) Normal wave 5 Secret wave 1 Secret wave 2 Secret wave 3 Secret wave 4 Secret wave 5

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

  • This is one of only two chapters in Awakening (the other being paralogue 21 in the vanilla 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 seizure objective.
    • This is also the only chapter in Awakening where any part of the chapter can be subject to a defined turn limit.

In other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Apotheosis

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


References

← The Future Past 3 • Apotheosis
Fire Emblem Awakening
Playable characters AnnaAversaBasilioBradyChercheChromCordeliaCynthiaDonnelEmmerynFlaviaFrederickGaiusGangrelGeromeGregorHenryInigoKellamKjelleLaurentLibraLissaLon'quLucinaMaribelleMirielMorganNahNoireNowiOliviaOwainPannePriamRickenRobinSay'riSeveraStahlSullySumiaTharjaTikiVaikeVirionWalhartYarneYen'fay
Non-playable characters HollandMaidenNagaOld HubbaPhila
Bosses AlgolAnguillaArdriAversaBovisCampariCanisCassiusCervantesChalardDalenDaltonDracoEquusExcellusEzraFarberGallusGangrelGarrickGeckoGrimaGyralIgnatiusJamilLepusMarthMorristanMusMustafaNelsonNombryOrtonOvisPherosPorcusPriamRaimiRisen ChiefRoddickRugerSimiaTigrisValidarVastoVictorVincentWalhartXalbadorYen'fayZanth
Background characters First exaltKe'riMarth
DLC characters AlmCatriaCelicaEirikaEldiganElinciaEphraimEstIkeKatarinaLeifLynPrince MarthMicaiahPallaRoySeliph
SpotPass characters Shadow Dragon CaedaGharnefLindeMerricMinervaNavarreNynaOgmaPrince MarthTiki
Gaiden AlmBoeyCelicaClairCliveDeenLuthierMycenNomahValbar
Mystery of the Emblem AthenaCatriaEtzelHardinHoraceKatarinaKing MarthLegionMaliceNorne
Genealogy of the Holy War G1 ArdenArvisAyraDeirdreEthlynJamkeLewynQuanRaquesisSigurd
Genealogy of the Holy War G2 AltenaAresArthurCedFeeJuliaJuliusLarceiSeliphUlster
Thracia 776 DagdarEyvelFinnLeifMareetaNannaOlwenRaydrikSaiasSalem
Binding Blade CeciliaLilinaLughPercevalRaighRoyShannaSophiaWoltZephiel
Fire Emblem EliwoodFlorinaHectorJaffarKarelLynMatthewNergalNinoSerra
Sacred Stones AmeliaEirikaEphraimInnesL'ArachelLuteLyonMarisaMoulderSeth
Path of Radiance AshnardElinciaGeoffreyIkeLuciaMiaMistSorenTitaniaZihark
Radiant Dawn Black KnightBromEdwardLeonardoMicaiahNepheneeSanakiSephiranSigrunSothe
Others CamusIshtarLinusLloydNarcianOliverPetrineSelenaTravantUrsula
Regalia and personal weapons AmatsuArmadsBalmungBook of NagaDouble BowExcaliburFalchion (Exalted FalchionParallel Falchion) • ForsetiGáe BolgGoddess StaffGoetiaGradivusGrima's TruthGungnirHauteclereHelswathMercuriusMissiletainnMjölnirMystletainnNidhoggNoble RapierParthiaRagnellRapierSol KattiTyrfingValflameWolf BergYewfelle
Chapters Main story Pm: Invisible Ties • P: The Verge of History • 1: Unwelcome Change • 2: Shepherds • 3: Warrior Realm • 4: Two Falchions • 5: The Exalt and the King • 6: Foreseer • 7: Incursion • 8: The Grimleal • 9: Emmeryn • 10: Renewal • 11: Mad King Gangrel • 12: The Seacomers • 13: Of Sacred Blood • 14: Flames on the Blue • 15: Smoldering Resistance • 16: Naga's Voice • 17: Inexorable Death • 18: Sibling Blades • 19: The Conqueror • 20: The Sword or the Knee • 21: Five Gemstones • 22: An Ill Presage • 23: Invisible Ties • 24: Awakening • 25: To Slay a GodE: Grima
Paralogues 1: Sickle to Sword • 2: The Secret Seller • 3: A Strangled Peace • 4: Anna the Merchant • 5: Scion of Legend • 6: A Man for Flowers • 7: Noble Lineage • 8: A Duel Disgraced • 9: Wings of Justice • 10: Ambivalence • 11: Twin Wyverns • 12: Disowned by Time • 13: Rival Bands • 14: Shadow in the Sands • 15: A Shot from the Dark • 16: Daughter to Dragons • 17: The Threat of Silence • 18: The Dead King's Lament • 19: Irreconcilable Paths • 20: A Hard Miracle • 21: Ghost of a Blade • 22: The Wellspring of Truth • 23: The Radiant Hero
Xenologues Champions of Yore 1Champions of Yore 2Champions of Yore 3The Golden GaffeEXPonential GrowthInfinite RegaliaLost Bloodlines 1Lost Bloodlines 2Lost Bloodlines 3Smash Brethren 1Smash Brethren 2Smash Brethren 3Rogues & Redeemers 1Rogues & Redeemers 2Rogues & Redeemers 3Death's EmbraceFive-Anna FirefightRoster RescueHarvest ScrambleSummer ScrambleHot-Spring ScrambleThe Future Past 1The Future Past 2The Future Past 3Apotheosis
Locations YlisseFerox (Arena Ferox) • Outrealm Gate (Outrealms) • Plegia (Dragon's Table) • YlisseValmChon'sinRosanneValm
Groups, objects, and concepts AwakeningEinherjarFire EmblemGrimleal (Deadlords) • RisenShepherds
Lists ChaptersCharactersClasses (Class change) • Hidden treasureItemsScriptsSkillsSupportsWeapons
Related topics Ancient LettersBirthdayDouble DuelDownloadable contentName chartNintendo Dream comics • Other games (GaidenGenealogy of the Holy WarShadow DragonNew Mystery of the Emblem) • Pre-release information (Unused content) • Unit Gallery (Soundtrack) • SpotPassStreetPassTimelineWorld map