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Location
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The Twins' Turf
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Boss(es)
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Victor
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“
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That peddler woman was fighting to protect the village, you say? That kind of warmth is more than welcome in these cold lands. Here. Please use this to heal her if she's hurt.
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”
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— An elder in the village
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The Secret Seller is the second 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. In this chapter, the Shepherds help a merchant caravan unable to reach their destination due to a group of bandits...with the assistance of a secret seller.
Plot
- Main article: The Secret Seller/Script
In a snowy forest, Chrom and the Shepherds come upon a merchant and a dead soldier. The merchant advises them to turn back, as bandits have blockaded the road and are extorting travelers; the Shepherds resolve to remove the bandits and secure the trade route. Depending on whether or not the player has completed Paralogue 4, the plot will slightly change.
If the player has not completed Paralogue 4, Victor and Vincent plot to raid a nearby village; Vincent leaves, and Anna warns Victor that she is protecting the village. During the battle, Chrom can talk to Anna, where he will offer to aid her. After the battle, Anna thanks the Shepherds for helping fellow merchants, calling herself the "Secret Seller", and bids them farewell.
If the player has completed Paralogue 4, Victor will recognize Anna and swear to avenge Vincent. During battle, Chrom can talk to Anna, where he will recognize her but will be confused at how she does not recognize him. After the battle, Anna will clarify that he previously met one of her many sisters, who all share the same name, face, and occupation; she then bids the Shepherds farewell.
Chapter data
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Victory: Rout the enemy
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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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10
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{{{partner}}}
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1
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18
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{{{third}}}
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Victory: Rout the enemy
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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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10
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{{{partner}}}
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1
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21
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{{{third}}}
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Victory: Rout the enemy
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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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10
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{{{partner}}}
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1
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23
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{{{third}}}
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The chapter's map is 22 columns by 22 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 The Twins' Turf 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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Steel Sword
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840
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Steel Lance
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910
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Steel Axe
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980
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Steel Bow
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910
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Elwind
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910
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Hammer
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1,850
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Physic
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1,800
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Master Seal
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2,500
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Second Seal
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2,500
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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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Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Ruffian
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Barbarian
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6
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9
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24~25
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10
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0
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5
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7~8
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3
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4
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0~1
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5
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Iron Axe
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• The center-southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern five prioritize destroying the village. • The northwestern two both begin moving if either of them or the nearby Archer is provoked.
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Ruffian
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Barbarian
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6
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2
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24~25
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10
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0
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5
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7~8
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3
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4
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0~1
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5
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Steel Axe
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• The southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northern one prioritizes destroying the village.
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Ruffian
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Archer
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6
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4
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21
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8~9
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0
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10
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7~8
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3~4
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3~4
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0~1
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5
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Iron Bow
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• The southern one will not act until he, Victor, or one of the two nearby Barbarians is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern two immediately begin moving unprovoked. • The northwestern one begins moving if a nearby Barbarian is provoked.
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Ruffian
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Mage
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6
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1
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19
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0
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6~7
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5~6
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5~6
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4~5
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1~2
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3~4
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5
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Elfire
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Immediately begins moving unprovoked.
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Ruffian
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Mage
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6
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1
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19
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0
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6~7
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5~6
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5~6
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4~5
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1~2
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3~4
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5
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Thunder
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Immediately begins moving unprovoked.
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Victor
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Berserker
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1
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1
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40
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15
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0
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8
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10
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2
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6
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1
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6
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Short Axe • Goddess Icon
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Will not act until he, one of the two nearby Barbarians, or the nearby Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Ruffian
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Barbarian
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6
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11
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29~30
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12~13
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0
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6~7
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9~10
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4~5
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4
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0~1
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5
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Iron Axe Gamble Can have 0-1 skill(s) at random
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• The center-southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern six prioritize destroying the village. • The northwestern four all begin moving if any of them or a northwestern Archer is provoked.
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Ruffian
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Barbarian
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6
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2
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29~30
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12~13
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0
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6~7
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9~10
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4~5
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4
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0~1
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5
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Steel Axe Gamble Can have 0-1 skill(s) at random
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• The southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northern one prioritizes destroying the village.
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Ruffian
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Archer
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6
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5
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25~26
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9~10
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0
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12~13
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8~9
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4~5
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3~4
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1~2
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5
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Iron Bow Skill +2 • Prescience Can have 0-1 skill(s) at random
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• The southern one will not act until he, Victor, or one of the two nearby Barbarians is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern two immediately begin moving unprovoked. • The northwestern two both begin moving if either of them or a northwestern Barbarian is provoked.
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Ruffian
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Mage
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6
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1
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22~23
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0
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8~9
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7~8
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7~8
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6~7
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1~2
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4~5
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5
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Elfire Magic +2 • Focus Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Mage
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6
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1
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22~23
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0
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8~9
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7~8
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7~8
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6~7
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1~2
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4~5
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5
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Thunder Magic +2 • Focus Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Victor
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Berserker
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1
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1
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45
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18
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0
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9
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12
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3
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6
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1
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6
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Short Axe • Goddess Icon Gamble
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Will not act until he, one of the two nearby Barbarians, or the nearby Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Ruffian
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Barbarian
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6
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12
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38
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16
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0
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8
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12
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6
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4
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1
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5
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Steel Axe Gamble Can have 0-1 skill(s) at random
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• The center-southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern six prioritize destroying the village. • The northwestern five all begin moving if any of them or a northwestern Archer or Mage is provoked.
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Ruffian
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Barbarian
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6
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2
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38
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16
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0
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8
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12
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6
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4
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1
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5
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Silver Axe Gamble Can have 0-1 skill(s) at random
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• The southern one will not act until he, Victor, or the nearby Barbarian or Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northern one prioritizes destroying the village.
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Ruffian
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Archer
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6
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5
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33
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12
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0
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16
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11
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7
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4
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2
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5
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Steel Bow Skill +2 • Prescience Can have 0-1 skill(s) at random
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• The southern one will not act until he, Victor, or one of the two nearby Barbarians is attacked, or until the village is visited or destroyed; in any such case, he begins moving. • The northeastern two immediately begin moving unprovoked. • The northwestern two both begin moving if either of them or a northwestern Barbarian or Mage is provoked.
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Ruffian
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Mage
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6
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1
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28
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0
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12
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10
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10
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9
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2
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6
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5
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Arcwind Magic +2 • Focus Can have 0-1 skill(s) at random
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Begins moving if a northwestern Barbarian or Archer is provoked.
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Ruffian
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Mage
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6
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1
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28
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0
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12
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10
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10
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9
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2
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6
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5
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Arcfire Magic +2 • Focus Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Mage
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6
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1
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28
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0
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12
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10
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10
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9
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2
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6
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5
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Elthunder Magic +2 • Focus Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Victor
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Berserker
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1
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1
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52
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23
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0
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11
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15
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5
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7
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2
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6
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Tomahawk • Goddess Icon Gamble • Wrath
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Will not act until he, one of the two nearby Barbarians, or the nearby Archer is attacked, or until the village is visited or destroyed; in any such case, he begins moving.
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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:
NPC data
Boss data
- Main article: Victor
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Trivia
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 Secret Seller
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German
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Die geheime Händlerin
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The secret Merchant
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.