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Night Breaks Through
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“ | I'm so sorry, Takumi. If I had only been by your side, I might have realized what was happening sooner. Perhaps I could have found a way to save you. I know every choice we make has consequences... I chose to follow Corrin, but did I sacrifice you to do so? Regardless, I know what I must do now. I have to make this up to you. I didn't plan on ever doing this again... But I will now use my forbidden song to weaken the curse and help free you. Once I use this power... Takumi, Ryoma... I wonder if you'll be upset at me for joining you so soon. Or maybe you'll be happy to see me too... ... ...♪ | ” | — Azura |
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Night Breaks Through (Japanese: 光去り行く黄昏 The Dusk Parts the Light) is the endgame of the Conquest campaign in Fire Emblem Fates. In this chapter, Takumi has been corrupted beyond salvation by a force outside comprehension, and Corrin must destroy him or perish.
It is not possible to save the game, read supports, or return to My Castle during this chapter; the previous chapter and this one must be completed consecutively.
Plot
- Main article:
Night Breaks Through/Script - The below plot corresponds to the use of a female Corrin. If you refresh this page, it is possible to get an alternate reading using a male variation instead.
Corrin awakens in what seems to be her bedroom in Castle Shirasagi, and is greeted by Mikoto and Ryoma. After regaining her bearings, Mikoto explains that Corrin's soul is on the brink of death and that she can choose to fully pass away. However, Corrin hears Takumi attacking Xander and Azura, much to her confusion. Mikoto explains that Takumi's rage will not be sated until every Nohrian is dead beneath his boot. Hearing the encouragement of her friends and allies, Corrin elects to return to the land of the living. Takumi's soul appears, reconciles with Corrin, and entrusts them with the power of the Fujin Yumi to release his body from its unholy master. Lilith's spirit appears and guides Corrin back to life, and the Shadow Yato is restored. Corrin proceeds to begin the final battle against a possessed Takumi alongside the Nohrian siblings.
Before the battle, Azura apologizes for not helping Takumi soon and begins to sing her forbidden song to weaken Takumi, and Corrin's most vicious battle ensues. Ultimately, Nohr emerges triumphant, and Takumi is slain once and for all. As he dies, he returns to his senses and thanks Corrin before succumbing to his wounds and passing away. In the aftermath, Azura vanishes, and Corrin has a feeling that she will not see her again. She speculates with Xander as to what corrupted Takumi and Garon, but are unable to come to any conclusions.
Afterwards, Corrin, Hinoka (who is to become the next queen of Hoshido), and Sakura attend Xander's coronation as the next king of Nohr. He vows to maintain peace with Hoshido for the rest of his days. Xander apologizes for their losses and tells Hinoka that nothing bad or evil like Iago will ever happen again and will continue to make peace with what happend in Hoshido. Though Corrin is happy with her success in ending the war, much of her actions are still despised by the people of Hoshido and is still guilt-ridden by these actions.
During the party, Corrin leaves to take a breather, and has one last encounter with Azura's spirit. The next day, she meets with her Nohrian siblings and Xander states that together, the Nohrian royal family will continue to bring peace to the world.
Chapter data
Normal Hard Lunatic
This chapter's map is 29 columns by 30 rows.
Character data
Characters | |
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New units
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Available characters
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Note: The returning characters list does not include any characters recruitable in paralogues or xenologues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Dragon Vein data
The Dragon Veins in this chapter are stated to have the effect "Create barriers to blunt Takumi's attack", with "Takumi's attack" being his area-of-effect attack. They are located as follows:
- Column 12, row 26: Three squares west of a Great Master
- Column 13, row 14: Six squares north of a General
- Column 14, row 9: Three squares north of furthest southern ally starting positions
- Column 14, row 18: Two squares south of an Oni Chieftain
- Column 14, row 22: One square east of a Master Ninja
- Column 15, row 13: Three squares north of an Oni Chieftain
- Column 15, row 18: One square north of a Maid
- Column 16, row 11: Five squares north of an Oni Chieftain
- Column 16, row 18: Two squares south of an Oni Chieftain
- Column 16, row 22: One square south of a Master Ninja
- Column 17, row 14: Two squares north, one square east of an Oni Chieftain
- Column 18, row 26: Three squares east of a Great Master
There are five barrier blocks created each time a Dragon Vein is activated, each with 30 HP, and they are located as follows:
- Column 13, row 18: One square west of three Dragon Veins in a row
- Column 14, row 24: Five squares south of the westernmost of three Dragon Veins in a row
- Column 14, row 25: Five squares south of the centermost of three Dragon Veins in a row
- Column 14, row 26: Five squares south of the easternmost of three Dragon Veins in a row
- Column 15, row 18: One square east of three Dragon Veins in a row
Enemy data
Normal Hard Lunatic
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Reinforcements
- On Hard mode and above, all Faceless reinforcements have the skill Self-Destruct. On Lunatic mode, all reinforcements with debuffing skills have the skill Inevitable End.
- Turn 4
- 4 Faceless; two from the northwestern and northeastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Magic
- On Lunatic, one from the west has Savage Blow, while one from the east has Counter
- 4 Faceless; two from the northwestern and northeastern Dark Waters each
- Turn 5
- 2/4 Faceless; one/two from the western and eastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Strength, while one from the east has Seal Speed
- On Lunatic, the other from the west has Wary Fighter
- 2/4 Faceless; one/two from the western and eastern Dark Waters each
- Turn 6
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- On Hard and Lunatic, one from the west has Counter, while one from the east has Wary Fighter, and the last has Savage Blow
- On Lunatic, the last one from the east has Heartseeker
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- Turn 8
- 4 Faceless; two from the northwestern and northeastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Speed, while one from the east has Seal Strength
- On Lunatic, the other from the east has Countermagic
- 4 Faceless; two from the northwestern and northeastern Dark Waters each
- Turn 9
- 4/6 Faceless; two/three from the western and eastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Defense, while one from the east has Seal Magic
- On Lunatic, one from the west has Vantage, while one from the east has Poison Strike
- 4/6 Faceless; two/three from the western and eastern Dark Waters each
- Turn 10
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- On Hard and Lunatic, one from the west has Vantage, another has Seal Speed, and one from the east has Countermagic
- On Lunatic, one from the east has Seal Speed
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- Turn 11 (Hard/Lunatic only)
- 1 pair of Malig Knights from the southeastern Dark Waters
- Turn 12
- 6 Faceless; three from the northwestern and northeastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Speed, while one from the east has Seal Defense
- On Lunatic, one from the east has Aegis, while one from the east has Savage Blow
- 6 Faceless; three from the northwestern and northeastern Dark Waters each
- Turn 13
- 4 Faceless; two from the western and eastern Dark Waters each
- On Hard and Lunatic, one from the west has Pavise, while one from the east has Countermagic
- On Lunatic, the other one from the east has Wary Fighter
- 4 Faceless; two from the western and eastern Dark Waters each
- Turn 14
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- On Hard and Lunatic, one from the west has Seal Strength, while one from the east has Wary Fighter, and another has Aegis
- On Lunatic, another one from the west has Pavise
- 1 Oni Chieftain*/1 pair of Oni Chieftains* from the western Dark Waters (Hard/Lunatic only)
- 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
- The above pattern repeats infinitely, restarting on the second turn after the end of a pattern sequence.
Boss data
- Main article:
Takumi
Normal Hard Lunatic
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- Takumi is paired up with a replica of himself.
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 is the final chapter of Fire Emblem Fates: Conquest, and you cannot save your progress after this chapter; thus, no changes to your army or inventory can be carried over. If you have been saving rare and valuable items like stat boosters, status staves, and the Bifröst for a rainy day, it's time to take out your umbrella.
Takumi has a dangerous area-of-effect attack that triggers every 3/2 turns. You can hide behind barriers erected by the Dragon Veins to avoid it. If a unit is not straight north of one of these barriers, they will take non-lethal damage equal to half of their maximum HP.
Trivia
- This chapter is one of few chapters in the game where the preparations theme doesn't play during that phase of setup. In this case, the music from the preceding cutscene continues onto the battle preparations screen.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Night Breaks Through |
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Gallery
References
← The Empty King • | Night Breaks Through |
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