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“
|
Chrom...That name rings damnable sour in this dead man's ear. Not that any of it matters now...
|
”
|
— Gangrel
|
The Dead King's Lament (Japanese: 死せる愚者 A Fool's Death) 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
A pirate named Zanth notices that the Shepherds are approaching him, and he orders his men to prepare for battle against them. Gangrel is displeased to hear Chrom's name, but resigns himself to fighting him again. Elsewhere, Chrom confirms to Frederick that they have found the "dread pirates", and Frederick informs him of the strength of Zanth's army.
In battle, Chrom can talk to Gangrel multiple times. The first time, Chrom recognizes Gangrel, but Gangrel leaves before Chrom can ask any questions. The second time, Gangrel requests that Chrom kills him, and explains how far he has sunk since his defeat, considering himself dead "but [his] body refuses to accept it"; Chrom refuses Gangrel's request, explaining that Emmeryn has strongly influenced him and he has no vendetta. Chrom offers for Gangrel to join them and defeat Grima, but Gangrel refuses. The third time they speak, Gangrel again requests that Chrom kill him, and Chrom again refuses; Chrom then berates Gangrel for his resignation to meaninglessness, and asks again for his aid; Gangrel, frustrated, finally accepts.
After the battle, Frederick and Chrom reflect upon the peace now afforded to the nearby villagers.
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
|
|
|
Victory: Defeat Zanth
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–15+1
|
{{{partner}}}
|
{{{other}}}
|
31−1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Defeat Zanth
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–15+1
|
{{{partner}}}
|
{{{other}}}
|
34−1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Defeat Zanth
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–15+1
|
{{{partner}}}
|
{{{other}}}
|
40−1
|
{{{third}}}
|
|
Map dimensions: 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
|
Price
|
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:
|
A rare item
|
Varies
|
A rare item
|
Varies
|
A rare item
|
Varies
|
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.
|
- 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
- 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.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Zanth
|
Berserker
|
20
|
1
|
72
|
38
|
0
|
25
|
29
|
21
|
20
|
13
|
-
|
Tomahawk • Bullion (L) Wrath
|
Stands on a gate.
|
|
Ruffian
|
Berserker
|
18
|
7
|
66
|
34~35
|
0
|
15~16
|
25~26
|
13~14
|
14
|
6~7
|
6
|
Silver Axe Gamble • Wrath Can have 0–1 skill(s) at random
|
• 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
|
66
|
34~35
|
0
|
15~16
|
25~26
|
13~14
|
14
|
6~7
|
6
|
Tomahawk • Hammer Gamble • Wrath Can have 0–1 skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Assassin
|
18
|
4
|
49~50
|
24~25
|
0
|
32
|
30
|
14~15
|
14
|
6~7
|
6
|
Silver Sword • Silver Bow Avoid +10 • Vantage • Movement +1 Can have 0–1 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 Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
|
Sage
|
18
|
1
|
45~46
|
1
|
22~23
|
19~20
|
21~22
|
18~19
|
11~12
|
17~18
|
6
|
Rexcalibur Magic +2 • Focus • Rally Magic Can have 0–1 skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Sage
|
18
|
2
|
45~46
|
1
|
22~23
|
19~20
|
21~22
|
18~19
|
11~12
|
17~18
|
6
|
Bolganone Magic +2 • Focus • Rally Magic Can have 0–1 skill(s) at random
|
• 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
|
Sniper
|
18
|
4
|
52~53
|
19~20
|
1
|
30
|
22~23
|
15~16
|
19~20
|
11
|
6
|
Silver Bow Skill +2 • Prescience • Hit Rate +20 Can have 0–1 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
|
Berserker
|
18
|
1
|
66
|
34~35
|
0
|
15~16
|
25~26
|
13~14
|
14
|
6~7
|
6
|
Tomahawk Gamble • Wrath Can have 0–1 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.
|
|
Gangrel
|
Trickster
|
15
|
1
|
49
|
21
|
20
|
29
|
33
|
15
|
18
|
17
|
6+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.
|
|
Ruffian
|
Sage
|
18
|
1
|
45~46
|
1
|
22~23
|
19~20
|
21~22
|
18~19
|
11~12
|
17~18
|
6
|
Thoron Magic +2 • Focus • Rally Magic Can have 0–1 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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
3
|
56~57
|
29
|
0
|
20~21
|
19~20
|
18~19
|
24~25
|
9~10
|
8
|
Silver Axe Strength +2 • Tantivy • Quick Burn Can have 0–1 skill(s) at random
|
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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
1
|
56~57
|
29
|
0
|
20~21
|
19~20
|
18~19
|
24~25
|
9~10
|
8
|
Spear Strength +2 • Tantivy • Quick Burn Can have 0–1 skill(s) at random
|
Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought.
|
|
Ruffian
|
Wyvern Lord
|
18
|
3
|
56~57
|
29
|
0
|
20~21
|
19~20
|
18~19
|
24~25
|
9~10
|
8
|
Silver Lance Strength +2 • Tantivy • Quick Burn Can have 0–1 skill(s) at random
|
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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
1
|
56~57
|
29
|
0
|
20~21
|
19~20
|
18~19
|
24~25
|
9~10
|
8
|
Tomahawk Strength +2 • Tantivy • Quick Burn Can have 0–1 skill(s) at random
|
Will not move until a unit is in range of at least two Wyvern Lords, or until one of them is fought.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Zanth
|
Berserker
|
20
|
1
|
80
|
44+5
|
0
|
28
|
33
|
24
|
23
|
15
|
-
|
Tomahawk* • Bullion (L) Wrath • Axefaire
|
Stands on a gate.
|
|
Ruffian
|
Berserker
|
18
|
7
|
76
|
40~41
|
0
|
18~19
|
29~30
|
16~17
|
16~17
|
7~8
|
6
|
Silver Axe* Gamble • Wrath • Axefaire Can have 0–2 skill(s) at random
|
• 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
|
76
|
40~41
|
0
|
18~19
|
29~30
|
16~17
|
16~17
|
7~8
|
6
|
Tomahawk* • Hammer* Gamble • Wrath • Axefaire Can have 0–2 skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Assassin
|
18
|
4
|
57~58
|
28~29
|
0
|
37
|
35
|
17~18
|
16~17
|
7~8
|
6
|
Silver Sword* • Silver Bow* Avoid +10 • Vantage • Movement +1 • Pass Can have 0–2 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 Sages, or the two nearby Snipers—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
|
Sage
|
18
|
1
|
52~53
|
1
|
27~28
|
23~24
|
25~26
|
22~23
|
13~14
|
21~22
|
6
|
Rexcalibur* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0–2 skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Sage
|
18
|
2
|
52~53
|
1
|
27~28
|
23~24
|
25~26
|
22~23
|
13~14
|
21~22
|
6
|
Bolganone* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0–2 skill(s) at random
|
• 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
|
Sniper
|
18
|
4
|
61~62
|
24~25
|
1
|
35
|
26~27
|
19~20
|
22~23
|
13~14
|
6
|
Silver Bow* • Longbow* Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0–2 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
|
Wyvern Lord
|
18
|
4
|
65~66
|
34
|
0
|
24~25
|
23~24
|
22~23
|
28~29
|
10~11
|
8
|
Silver Axe* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0–2 skill(s) at random
|
• 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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
4
|
65~66
|
34
|
0
|
24~25
|
23~24
|
22~23
|
28~29
|
10~11
|
8
|
Silver Lance* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0–2 skill(s) at random
|
• 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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
2
|
65~66
|
34
|
0
|
24~25
|
23~24
|
22~23
|
28~29
|
10~11
|
8
|
Spear* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0–2 skill(s) at random
|
• 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.
|
|
Ruffian
|
Berserker
|
18
|
1
|
76
|
40~41
|
0
|
18~19
|
29~30
|
16~17
|
16~17
|
7~8
|
6
|
Tomahawk* Gamble • Wrath • Axefaire Can have 0–2 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.
|
|
Gangrel
|
Trickster
|
15
|
1
|
54
|
26
|
25
|
34
|
37
|
17
|
20
|
19
|
6+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.
|
|
Ruffian
|
Sage
|
18
|
1
|
52~53
|
1
|
27~28
|
23~24
|
25~26
|
22~23
|
13~14
|
21~22
|
6
|
Thoron* Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0–2 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.
|
|
Ruffian
|
Wyvern Lord
|
18
|
1
|
65~66
|
34
|
0
|
24~25
|
23~24
|
22~23
|
28~29
|
10~11
|
8
|
Tomahawk* Strength +2 • Tantivy • Quick Burn • Swordbreaker Can have 0–2 skill(s) at random
|
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.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Zanth
|
Berserker
|
20
|
1
|
80
|
50+5
|
0
|
33
|
39
|
29
|
27
|
17
|
-
|
Tomahawk* • Bullion (L) Hit Rate +20 • Wrath • Axefaire
|
Stands on a gate.
|
|
Ruffian
|
Berserker
|
18
|
7
|
80
|
50+5
|
0
|
24
|
36
|
22
|
21
|
11
|
6
|
Silver Axe* Hit Rate +20 • Axefaire Gamble • Wrath Will always have top row's skills; can have 0–2 more skill(s) at random
|
• 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
|
80
|
50+5
|
0
|
24
|
36
|
22
|
21
|
11
|
6
|
Tomahawk* • Hammer* Hit Rate +20 • Axefaire Gamble • Wrath Will always have top row's skills; can have 0–2 more skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Assassin
|
18
|
4
|
70
|
35
|
0
|
45
|
43
|
23
|
21
|
11
|
6
|
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
|
• 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
|
63
|
1
|
35+5
|
30
|
32
|
29
|
17
|
27
|
6
|
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
|
Begins moving unprovoked on turn 2.
|
|
Ruffian
|
Sage
|
18
|
2
|
63
|
1
|
35+5
|
30
|
32
|
29
|
17
|
27
|
6
|
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
|
• 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
|
Sniper
|
18
|
4
|
75
|
31+5
|
1
|
43
|
33
|
25
|
28
|
18
|
6
|
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
|
Wyvern Lord
|
18
|
6
|
79
|
42
|
0
|
30
|
29
|
29
|
34
|
14
|
8
|
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
|
• 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
|
79
|
42
|
0
|
30
|
29
|
29
|
34
|
14
|
8
|
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
|
79
|
42
|
0
|
30
|
29
|
29
|
34
|
14
|
8
|
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
|
79
|
42
|
0
|
30
|
29
|
29
|
34
|
14
|
8
|
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
|
80
|
50+5
|
0
|
24
|
36
|
22
|
21
|
11
|
6
|
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.
|
|
Gangrel
|
Trickster
|
15
|
1
|
58
|
31
|
29
|
38
|
41
|
19
|
22
|
22
|
6+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.
|
|
Ruffian
|
Sage
|
18
|
1
|
63
|
1
|
35+5
|
30
|
32
|
29
|
17
|
27
|
6
|
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.
|
|
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.
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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
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Language
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Name
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Definition, etymology, and notes
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English
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The Dead King's Lament
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--
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Japanese
|
死せる愚者
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A Fool's Death
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Spanish
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El lamento del loco
|
The lament of the madman
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French
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Souffre-douleur
|
Suffering pain
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German
|
Des Königs Leid
|
The King's Lament
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Italian
|
Il Folle redivivo
|
The revived Madman
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
- ↑ [1], Fire Emblem Awakening official site, archived by the Wayback Machine, Retrieved: September 17, 2014