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“
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Chrom...That name rings damnable sour in this dead man's ear. Not that any of it matters now...
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”
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— Gangrel
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The Dead King's Lament is the eighteenth 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. It is one of a group often called the "SpotPass paralogues", as the chapter is unlocked via a SpotPass interaction and also requires beating chapter 25 in order to play. This chapter is unlockable via SpotPass starting May 2, 2012 in the Japanese version, February 14, 2013 in the North American version, and May 2-3, 2013 in the PAL version.
In this chapter, the Shepherds take on a group of dread pirates led by a self-proclaimed sea king in an attempt to liberate the southern half of an island off Plegia's coast. Among the sea king's underlings happens to be Gangrel, the former king of Plegia.
Plot
- Main article: The Dead King's Lament/Script
In a mountainous area on the southern half of an island off the west coast of Plegia, a ruffian leader named Zanth reveals a cavalry have come to claim the heads of his men; Zanth calls his men to arms and states that, if anyone doesn't come to arms, he'll kill them himself before the cavalry even arrives. Zanth then asks a particular one of his men if he has salt in his eyes, then tells him to get moving; at this point, it is revealed the man Zanth was talking to is Gangrel, who delivers a silent reaction before pondering over the word "maggot". Zanth tells Gangrel that, if he has further questions, Zanth's blade can answer them, to which Gangrel states he's just fine. Zanth tells Gangrel he's a useless sea squirt and asks him to keep what little wits he's got, as the cavalry they face is none other than Chrom and the Shepherds; Gangrel notes Chrom's name rings sour in his ear, also referring to his apparent death at Chrom's hands in the process, before saying none of this matters now.
In another area of the island, Chrom notes Zanth's band and asks if they're the dread pirates they've heard so much about, to which Frederick confirms; Frederick reveals that their leader is Zanth, a man who has self-proclaimed himself as the "Southron Sea King". Zanth's crew can stand up to most armies and thus he holds sway over the south side of the island, and as such, extreme caution should be exercised; Chrom states that the Shepherds should finish their business and get out of the area. Preparations take place at this point; the battle begins once preparations are finished.
In order to recruit Gangrel, Chrom must speak to him three times without Gangrel dying in the process. In the first conversation, Chrom appears to be in disbelief upon recognizing Gangrel, to which Gangrel states he is dead and there is nothing but maggots in the area; Chrom asks Gangrel to wait, then recognizes that he was indeed speaking to the Mad King of Plegia and that he's sure of it. In the second conversation, Chrom tells Gangrel he knows it's him and asks him how he's alive, to which Gangrel tells Chrom he's not alive--what he's doing isn't what he'd call living. Gangrel tells Chrom that he killed him once, and would beg for him to do so again--his life is over but his body refuses to accept it. Chrom asks himself if Gangrel truly is the same Mad King who stood against the Shepherds, to which Gangrel states that if one tears out everything that makes a man, all one would be left with is a husk--no throne, no gold, no men, he scrubs chamber pots for brigands; Gangrel states how the mighty have fallen, to which Chrom states that it's ironic that Gangrel, of all people, is finally learning about long falls. Gangrel says he's not the only one who's changed--in days past, Chrom would have sheathed his blade in Gangrel's chest by that point, to which Gangrel says he believes Chrom is less his father and more like Emmeryn than he thought; Chrom tells Gangrel his crimes are beyond forgiveness, yet Emmeryn had the most profound effect on him in most every way, and that his only charge now is to save this world--he has no time for vendetta, to which Gangrel says is most gracious of Chrom. Chrom tells Gangrel enough is enough, what little of his life he still has is wasted in this area, he can offer him a higher purpose--he could join the Shepherds, to which Gangrel asks Chrom who the mad king is now; Chrom states he has no time for vendetta, defeating Grima is all that matters--while killing Gangrel would please him greatly, it would put him no closer to that goal. As Gangrel is no longer his enemy, Chrom would sooner put him to use rather than see him rot, to which Gangrel tells Chrom he's changed and is almost disappointed yet wonders if what he's witnessed is what true leadership looks like; Chrom asks Gangrel for his answer, to which Gangrel says Chrom gave a lovely speech but he'll pass--he's not the sort to play at hope and justice, and if killing him would please Chrom greatly, he'll not deny that satisfaction. Gangrel asks Chrom to do him one last favor and end this charade now. In the third conversation, Chrom tells Gangrel to wait, to which Gangrel tells Chrom he talks of slaying gods yet is too soft to kill him; Gangrel asks Chrom what he's waiting for, he's giving his head on a silver platter. Chrom tells Gangrel he's pathetic and not worth killing in this state--Gangrel's death would hold no meaning at all. Gangrel attempts to react, but Chrom says that either they end Grima, or Grima ends everyone--including the citizens of Plegia; Chrom asks Gangrel that, if he would throw his life away, to throw it at Grima--die with a sword in hand, not begging like a rat with its foot stuck in a trap. Gangrel was a king once, and Chrom asks him to suck up his self-pity and die for his people; Gangrel says he despises Chrom, every word and action of his makes him want to paint the walls with his lunch, to which Chrom asks Gangrel if he's stay here to rot. Gangrel states he wasn't finished and says he'd do anything to make Chrom stop talking--he hasn't sworn an oath in his life much less thought to keep one, but what little life he has left is Chrom's; dragons, gods, throw him at what he will. The player may now control Gangrel at this point.
Once the battle ends, Frederick reveals they've defeated the last of the pirates--with the seas open once more, the people here should know a measure of peace. Chrom thanks Frederick, then reveals the Shepherds had best hoist anchor and move on themselves.
Website summary
Mad King Gangrel - the wild and ruthless former king of Plegia - was defeated by Chrom and left for dead. However, when Chrom and the Shepherds head to the South Sea to defeat the pirates, they encounter a familiar face…'[1]
Chapter data
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Victory: Defeat Zanth
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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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15+1
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{{{partner}}}
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{{{other}}}
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31-1
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{{{third}}}
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|
|
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|
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Victory: Defeat Zanth
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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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15+1
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{{{partner}}}
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{{{other}}}
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34-1
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{{{third}}}
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|
|
|
|
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Victory: Defeat Zanth
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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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15+1
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{{{partner}}}
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{{{other}}}
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40-1
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{{{third}}}
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The chapter's map is 30 columns by 30 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 Sea-King's Throne 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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A rare item
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Varies
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A rare item
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Varies
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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 13, row 22: One square west, seven squares north of the southwesternmost player deployment square
- Column 22, row 16: Two squares west, one square south of the village access square
Enemy data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Ruffian
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Berserker
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18
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7
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Silver Axe Gamble • Wrath Can have 0-1 skill(s) at random
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• The southeastern four immediately begin moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the nearby Berserker, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Berserker
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18
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1
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Tomahawk • Hammer Gamble • Wrath Can have 0-1 skill(s) at random
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Begins moving unprovoked on turn 2.
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Ruffian
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Assassin
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18
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4
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Silver Sword • Silver Bow Avoid +10 • Vantage • Movement +1 Can have 0-1 skill(s) at random
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• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Sage
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18
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1
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Rexcalibur Magic +2 • Focus • Rally Magic Can have 0-1 skill(s) at random
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Begins moving unprovoked on turn 2.
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Ruffian
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Sage
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18
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2
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Bolganone Magic +2 • Focus • Rally Magic Can have 0-1 skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The western one will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Sniper
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18
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4
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Silver Bow Skill +2 • Prescience • Hit Rate +20 Can have 0-1 skill(s) at random
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• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Assassins, or the two nearby Sages—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Berserker
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18
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1
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Tomahawk Gamble • Wrath Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, Gangrel, the two nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Sage
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18
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1
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Thoron Magic +2 • Focus • Rally Magic Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Wyvern Lord
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18
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3
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Silver Axe Strength +2 • Tantivy • Quick Burn Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
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Ruffian
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Wyvern Lord
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18
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1
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Spear Strength +2 • Tantivy • Quick Burn Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought.
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Ruffian
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Wyvern Lord
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18
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3
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Silver Lance Strength +2 • Tantivy • Quick Burn Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
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Ruffian
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Wyvern Lord
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18
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1
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Tomahawk Strength +2 • Tantivy • Quick Burn Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought.
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Gangrel
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Trickster
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15
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1
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Levin Sword Movement +1 • Locktouch • Lucky Seven • Acrobat
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Will not move until a unit is in range of at least two of the following—him, the three nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Zanth
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Berserker
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20
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1
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Tomahawk • Bullion (L) Wrath
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Immobile; stands on a gate.
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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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Inventory and Skills
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Notes
|
|
|
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
|
|
Ruffian
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Berserker
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18
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7
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Silver Axe* Gamble • Wrath • Axefaire Can have 0-2 skill(s) at random
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• The southeastern four immediately begin moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the nearby Berserker, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Berserker
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18
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1
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Tomahawk* • Hammer* Gamble • Wrath • Axefaire Can have 0-2 skill(s) at random
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Begins moving unprovoked on turn 2.
|
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Ruffian
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Assassin
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18
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4
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Silver Sword* • Silver Bow* Avoid +10 • Vantage • Movement +1 • Pass Can have 0-2 skill(s) at random
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• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Sage
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18
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1
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Rexcalibur* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-2 skill(s) at random
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Begins moving unprovoked on turn 2.
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Ruffian
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Sage
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18
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2
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Bolganone* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-2 skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The western one will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Sniper
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18
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4
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Silver Bow* • Longbow* Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-2 skill(s) at random
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• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Assassins, or the two nearby Sages—or until one of them is fought; in either case, both begin moving.
|
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Ruffian
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Wyvern Lord
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18
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4
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Silver Axe* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0-2 skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The northwestern three will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
|
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Ruffian
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Wyvern Lord
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18
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4
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Silver Lance* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0-2 skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The northwestern three will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
|
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Ruffian
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Wyvern Lord
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18
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2
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Spear* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0-2 skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The northwestern one will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, he begins moving.
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Ruffian
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Berserker
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18
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1
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Tomahawk* Gamble • Wrath • Axefaire Can have 0-2 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, Gangrel, the two nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Sage
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18
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1
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Thoron* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-2 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Wyvern Lord
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18
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1
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Tomahawk* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0-2 skill(s) at random
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Will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, he begins moving.
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Gangrel
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Trickster
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15
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1
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Levin Sword Movement +1 • Locktouch • Lucky Seven • Acrobat
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Will not move until a unit is in range of at least two of the following—him, the three nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
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Zanth
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Berserker
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20
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1
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Tomahawk* • Bullion (L) Wrath • Axefaire
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Immobile; stands on a gate.
|
|
|
|
Name
|
Class
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Lv
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#
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Inventory and Skills
|
Notes
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Ruffian
|
Berserker
|
18
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7
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Silver Axe* Hit Rate +20 • Axefaire Gamble • Wrath Will always have top row's skills; can have 0-2 more skill(s) at random
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• The southeastern four immediately begin moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the nearby Berserker, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
|
Berserker
|
18
|
1
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Tomahawk* • Hammer* Hit Rate +20 • Axefaire Gamble • Wrath Will always have top row's skills; can have 0-2 more skill(s) at random
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Begins moving unprovoked on turn 2.
|
|
Ruffian
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Assassin
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18
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4
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Silver Sword* • Silver Bow* Hit Rate +20 • Pass Avoid +10 • Vantage • Movement +1 Will always have top row's skills; can have 0-3 more skill(s) at random
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• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
|
Sage
|
18
|
1
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Rexcalibur* Hit Rate +20 • Tomefaire Miracle • Magic +2 • Focus • Rally Magic Will always have top row's skills; can have 0-3 more skill(s) at random
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Begins moving unprovoked on turn 2.
|
|
Ruffian
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Sage
|
18
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2
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Bolganone* Hit Rate +20 • Tomefaire Miracle • Magic +2 • Focus • Rally Magic Will always have top row's skills; can have 0-3 more skill(s) at random
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• The eastern one begins moving unprovoked on turn 2. • The western one will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
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Sniper
|
18
|
4
|
Silver Bow* • Longbow* Hit Rate +20 • Bowfaire Skill +2 • Prescience Will always have top row's skills; can have 0-2 more skill(s) at random
|
• The eastern two begin moving unprovoked on turn 2. • The western two will not move until a unit is in range of at least two of the following—either of them, Gangrel, the three nearby Berserkers, the two nearby Assassins, or the two nearby Sages—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
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Wyvern Lord
|
18
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6
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Silver Axe* Hit Rate +20 • Swordbreaker Strength +2 • Tantivy • Quick Burn Will always have top row's skills; can have 0-3 more skill(s) at random
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• The southeastern two immediately begin moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The northwestern three will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
|
|
Ruffian
|
Wyvern Lord
|
18
|
6
|
Silver Lance* Hit Rate +20 • Swordbreaker Strength +2 • Tantivy • Quick Burn Will always have top row's skills; can have 0-3 more skill(s) at random
|
• The southeastern two immediately begin moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The northwestern three will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, all three begin moving.
|
|
Ruffian
|
Wyvern Lord
|
18
|
2
|
Tomahawk* Hit Rate +20 • Swordbreaker Strength +2 • Tantivy • Quick Burn Will always have top row's skills; can have 0-3 more skill(s) at random
|
• The southern one immediately begins moving unprovoked. • The northwestern one will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Wyvern Lord
|
18
|
3
|
Spear* Hit Rate +20 • Swordbreaker Strength +2 • Tantivy • Quick Burn Will always have top row's skills; can have 0-3 more skill(s) at random
|
• The southeastern one immediately begins moving unprovoked. • The northeastern one begins moving unprovoked on turn 2. • The northwestern one will not move until a unit is in range of at least two northwestern Wyvern Lords, or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Berserker
|
18
|
1
|
Tomahawk* Hit Rate +20 • Axefaire Gamble • Wrath Will always have top row's skills; can have 0-2 more skill(s) at random
|
Will not move until a unit is in range of at least two of the following—him, Gangrel, the two nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Sage
|
18
|
1
|
Thoron* Hit Rate +20 • Tomefaire Miracle • Magic +2 • Focus • Rally Magic Will always have top row's skills; can have 0-3 more skill(s) at random
|
Will not move until a unit is in range of at least two of the following—him, Gangrel, the three nearby Berserkers, the two nearby Assassins, the nearby Sage, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
|
|
Gangrel
|
Trickster
|
15
|
1
|
Levin Sword Movement +1 • Locktouch • Lucky Seven • Acrobat
|
Will not move until a unit is in range of at least two of the following—him, the three nearby Berserkers, the two nearby Assassins, the two nearby Sages, or the two nearby Snipers—or until one of them is fought; in either case, he begins moving.
|
|
Zanth
|
Berserker
|
20
|
1
|
Tomahawk* • Bullion (L) Hit Rate +20 • Wrath • Axefaire
|
Immobile; stands on a gate.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
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:
Boss data
- Main article: Zanth
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
In order to make things easier when recruiting Gangrel, weapons should be unequipped so as to not accidentally kill him during counterattacks.
This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- The map of this chapter is based on that of Chapter 1 of Fire Emblem: Mystery of the Emblem.
- This chapter's location on the world map also corresponds to that chapter, being located in the peninsula that was previously Grust.
- This is the only SpotPass paralogue that does not take place on the Valmese continent's side of the game world.
- Due to how paralogue chapters work in Awakening, it is possible to liberate the south side of the island before the north side.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
The Dead King's Lament
|
|
Italian
|
Il Folle redivivo
|
The revived Madman
|
|
Gallery
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References