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“
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Rally every last man! We make our stand with Emperor Walhart!
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”
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— A Valmese soldier, calling reinforcements
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The Sword or the Knee is the twentieth chapter in Fire Emblem Awakening. In this chapter, Walhart and his generals are making their last stand against Chrom and the Shepherds with the freedom of the Valmese people on the line, in a battle that ends the second major arc of the game. The third major arc of the game begins with Chrom making preparations for a dangerous ritual, eventually learning the final Gemstone is held by a familiar face, who seemingly wishes to easily hand it over.
Plot
- Main article: The Sword or the Knee/Script
In Walhart's throne room, he, Excellus, and Cervantes have gathered; Excellus notes that there must be several hundred thousand soldiers outside and wonders if they dare attempt to attack the castle, also asking if it was Yen'fay the southern dynasts feared and not him; Walhart states that without Yen'fay to back it up, Excellus's threat was only the grand shadow of a tiny spider; Excellus takes offense at the "tiny spider" comment and reveals that he's woven other webs in secret Walhart couldn't even imagine. Walhart reveals that Excellus blackmailed Yen'fay to keep his loyalty as well as corresponded with Aversa of Plegia, then reveals he knows Excellus desires the Fire Emblem and has no secrets from him. Excellus wonders how Walhart knew everything and begins to ask something; Walhart completes the question revealing why he hasn't killed Excellus, and says he's asked himself the same thing several times, yet Excellus is no threat to him and he has his uses. Walhart says he's not one for court jesters, yet Excellus amuses him; Excellus takes offense to this comment, then asks Walhart if he's amused with a million swords at the door of Valm Castle coming for his head. Excellus tells Walhart he's lost, and everyone's going to die, yet says he's not going to die, wanting no part of this suicide; Walhart asks Excellus if he's just volunteered to head his personal guard against the rebels, to which Excellus is about to deny when Walhart asks if he'd rather fight him right then and there. Excellus asks Walhart to forgive him, it was a moment's madness that will not return, to which Walhart reveals he has his new captain of the guard, congratulating Excellus and telling him he'll be right by his side until the fray is upon them. As Walhart leaves the scene, Excellus shows signs of exasperation, while Cervantes asks him to give their guests a warm welcome, and perhaps even offer them some tea, poking fun at comments Excellus made in the previous chapter about being equals before himself leaving the scene. Excellus says they forget who he is--he could have fried them both where they stood with his magic; Excellus states that they will and must crush the rebels, then states that if Walhart is sufficiently injured, he might "amuse" him with a spell--either way, he leaves alive. Preparations take place at this point.
Once preparations finish, Chrom tells Robin he sees Walhart still seated in his throne room, and it doesn't seem like he's thinking about escape. Robin states that Walhart's soldiers look ready to die before they'd surrender and one must at least admire their loyalty, to which Chrom states Walhart does inspire that in people, that it's part of what makes him so dangerous. Robin states that Walhart inspires loyalty in some people, to which Chrom agrees and states he's not one of them; the battle begins at this point. A Valmese soldier calls for reinforcements once four full turns of combat have passed; the reinforcements begin to arrive after eight full turns have passed.
Once the battle ends, Frederick tells Chrom that Walhart's soldiers have agreed to cease hostilities, to which Chrom asks that the Shepherds pull back immediately. Chrom then tells Frederick that it's strange that Walhart and Emmeryn were complete opposites--Emmeryn gave her life to stop a war, Walhart took lives to create one--yet both inspired those around them, walking a path to end all war; both lived and died trying to unite the people, to which Lucina says the method is the message--Chrom's father suffered from beliefs similar to Walhart and his legacy is plain to see, to which Chrom reveals these are matters too weighty for the moment at hand, there will be plenty of time for reflection now that the war is done.
A short distance from Walhart's throne, Chrom, Robin, and Say'ri have gathered, Say'ri holding a shining green object in her hands. Say'ri reveals that a thousand thanks from all Valmese couldn't repay what he did for her Resistance, then reveals she recovered Vert, the Gemstone that was stolen from Chon'sin as a trophy. Chrom asks Say'ri if she's giving Vert to him, to which Say'ri confirms, saying it seems the fell dragon will soon threaten everyone, and she would feel safer knowing Vert was in Chrom's hands. Chrom reveals Vert will be safe in his hands and thanks Say'ri. The scene then cuts to a depiction of the Fire Emblem, where Vert is set into it, now giving the Fire Emblem four Gemstones set therein.
Back outside Valm Castle, Chrom, Robin, Say'ri, and Flavia have gathered; Chrom asks the Shepherds if they're packed and saddled, revealing that their business in Valm is finished, but they have another task ahead, one perhaps even more dire than they faced in Valm, then calls the Shepherds to head back to Ylisstol. This wraps up the second major arc of the game; the player may save their game at this point.
The third major arc of the game sees the setting shift to the camp on the Northroad where Chrom and Robin have gathered; Chrom sighs, with Robin noting his face, asking if Chrom is dueling with unpleasant thoughts, to which Chrom states Robin knows him well. Robin asks Chrom if he remembers when Lissa first brought him/her here to meet the Shepherds, Sumia in particular--that being his/her first memory in a way, to which Chrom supposes as such, wishing all their memories since then could have been as joyful. Robin notes the needless bloodshed, the many days of pain, doubt, and fighting, that they would have never made it without Chrom there to guide them, to which Chrom says he was about to say the same thing about Robin. Robin notes that he/she and Chrom really are two halves of the same whole; Chrom reveals he's sent Frederick to search for Sable, the final Gemstone, revealing he's been reading more about the Awakening ritual--it seems that whomever attempts the rite must brave Naga's fire. If both body and spirit survive the agony, they are blessed with her power, otherwise the candidate dies. Lucina reacts in horror, then asks Chrom if he must attempt the Awakening; as Lucina arrives on the scene, Chrom asks her if she's been eavesdropping, to which Lucina asks he forgive her and that she didn't intend to eavesdrop. Lucina says she came to speak with Chrom but couldn't find the right moment, to which Chrom forgives her and says he'll be all right as well--he'll withstand Naga's fire and he's sure of it. Frederick announces his return, arriving on the scene as Chrom asks if he found Sable, to which Frederick says he believes so, that Validar has extended an invitation--Plegia has been guarding Sable, and Validar says he now wishes to return it to Chrom. Frederick reveals Plegia sent word to him, saying they must have caught wind of his search; in any case, Validar has requested that Chrom visit in person so he can formally present him Sable, to which Frederick states he doesn't like the prospect one bit and Chrom agrees. At best, what Validar's doing is selfish political maneuvering at a time when the world can ill afford it, and at worst their run-in with Risen last time was no accident, yet they will meet with Validar, and asks Frederick to send word at once. Frederick asks Chrom if he's sure that action is wise, to which Chrom denies it but says they haven't time to be certain--also revealing that Emmeryn never refused a diplomatic gesture no matter how foul smelling, with Chrom believing that if Validar won't give them Sable, he may at least reveal where it is. Chrom asks Frederick not to worry, he's not walking into this situation blindly, he will make certain everyone is armed to the teeth. Frederick suggests Chrom leave the Fire Emblem behind; Chrom thinks Validar might be expecting that move and comes to steal it with his best men away, revealing it's safest he bring the Fire Emblem with him for now and they'll learn the truth of Validar's motive soon enough.
Summary
Walhart's defeat ends the war--but Lucina's dark future edges closer. Chrom must perform the Awakening and heads to Plegia to secure the last Gemstone.
Chapter data
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Victory: Defeat Walhart
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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
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{{{partner}}}
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{{{other}}}
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40+9
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{{{third}}}
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Victory: Defeat Walhart
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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
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{{{partner}}}
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{{{other}}}
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44+13
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{{{third}}}
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Victory: Defeat Walhart
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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
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{{{partner}}}
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{{{other}}}
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50+17
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{{{third}}}
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The chapter's map is 21 columns by 30 rows.
Character data
Note: The returning characters list does not include any characters recruitable in paralogues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
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 Valm Castle 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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Brave Sword
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2,100
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Brave Lance
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2,220
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Brave Axe
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2,400
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Brave Bow
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2,220
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Waste
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2,160
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Levin Sword
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1,600
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Beast Killer
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1,650
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Tomahawk
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2,550
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Killer Bow
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1,680
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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 9, row 13: Two squares south, two squares west of Excellus's initial position
- Column 13, row 8: Three squares north, two squares east of Excellus's initial position
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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Valmese
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General
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8
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3
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Silver Axe Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0-1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northern one begins moving unprovoked on turn 6.
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Valmese
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General
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8
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4
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Silver Lance Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0-1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northern two begin moving unprovoked on turn 6.
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Valmese
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Hero
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8
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6
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Silver Sword HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
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• The furthest southern two immediately begin moving unprovoked. • The center one begins moving unprovoked on turn 6. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Warrior or Sage—or until one of them is fought; in either case, he begins moving.
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Valmese
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Warrior
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8
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6
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Silver Axe Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-1 skill(s) at random
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• The furthest southern two immediately begin moving unprovoked. • The northern two begin moving unprovoked on turn 6. • The southwestern one will not move until a unit is in range of at least two of the following—him, the nearby Hero, or the two nearby Sages—or until one of them is fought; in either case, he begins moving. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Hero or Sage—or until one of them is fought; in either case, he begins moving.
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Valmese
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General
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8
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2
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Spear Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0-1 skill(s) at random
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The southern one immediately begins moving unprovoked.
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Valmese
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General
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8
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2
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Tomahawk Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0-1 skill(s) at random
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The southern one immediately begins moving unprovoked.
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Valmese
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Sniper
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8
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2
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Silver Bow Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Sage
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6
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4
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Rexcalibur Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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• The center-southern two immediately begin moving unprovoked. • The northern one begins moving unprovoked on turn 6. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Hero or Warrior—or until one of them is fought; in either case, he begins moving.
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Valmese
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Sage
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6
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3
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Thoron Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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• The center-southern one immediately begins moving unprovoked. • The northern one begins moving unprovoked on turn 6. • The southwestern one will not move until a unit is in range of at least two of the following—him or the nearby Hero, Warrior, or Sage—or until one of them is fought; in either case, he begins moving.
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Valmese
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Sage
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6
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2
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Bolganone Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Can have 0-1 skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western one will not move until a unit is in range of at least two of the following—him or the nearby Hero, Warrior, or Sage—or until one of them is fought; in either case, he begins moving.
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Valmese
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Hero
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8
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1
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Silver Sword • Elixir HP +5 • Zeal • Patience • Sol • Axebreaker 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, the nearby Warrior, or the two nearby Sages—or until one of them is fought; in either case, he begins moving.
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Valmese
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Hero
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8
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1
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Silver Axe HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
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Begins moving unprovoked on turn 6.
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Valmese
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Sniper
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8
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1
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Longbow* Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-1 skill(s) at random
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Begins moving unprovoked on turn 6.
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Valmese
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Sniper
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8
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1
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Longbow* • Longbow Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-1 skill(s) at random
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Begins moving unprovoked on turn 6.
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Valmese
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War Monk
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6
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1
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Silver Axe • Physic Resistance +2 • Healtouch • Miracle • Rally Luck • Renewal Can have 0-1 skill(s) at random
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--
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Valmese
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War Monk
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6
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1
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Silver Axe • Physic Resistance +2 • Healtouch • Miracle • Rally Luck • Renewal Can have 0-1 skill(s) at random
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--
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Ruffian
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Thief
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20
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1
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Steel Sword Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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Prioritizes opening the right eastern chest, then escaping via the east.
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Cervantes
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General
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10
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1
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Tomahawk* • Dracoshield Defense +2 • Indoor Fighter • Pavise
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Immediately begins moving unprovoked.
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Excellus
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Sage
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10
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1
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Bolganone* • Bolganone Magic +2 • Focus • Tomefaire
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Begins moving unprovoked on turn 6.
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Walhart
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Conqueror
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25
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1
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Wolf Berg • Bullion (L) Prescience • Aegis • Conquest
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Starts on a throne.
|
|
|
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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
|
Notes
|
|
Valmese
|
General
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8
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3
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Silver Axe* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northern one begins moving unprovoked on turn 4.
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Valmese
|
General
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8
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4
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Silver Lance* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northern two begin moving unprovoked on turn 4.
|
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Valmese
|
General
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8
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4
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Spear* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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The southern three immediately begin moving unprovoked.
|
|
Valmese
|
General
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8
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4
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Tomahawk* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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The southern three immediately begin moving unprovoked.
|
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Valmese
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Hero
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8
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6
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Silver Sword* Hit Rate +10 HP +5 • Zeal • Patience • Sol • Axebreaker Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The furthest southern two immediately begin moving unprovoked. • The center one begins moving unprovoked on turn 4. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Warrior or Sage—or until one of them is fought; in either case, he begins moving. • The northern two will not move until a unit is in range of at least two of the following—either of them, Walhart, the two nearby War Monks, or the two nearby Sages—or until one of them is fought; in either case, both begin moving.
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Valmese
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Warrior
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8
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2
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Silver Axe* • Silver Bow* Hit Rate +10 Gamble • HP +5 • Zeal • Rally Strength • Counter Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Sniper
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8
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2
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Silver Bow* Hit Rate +10 Skill +2 • Prescience • Hit Rate +20 • Bowfaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Sage
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6
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4
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Rexcalibur* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The center-southern two immediately begin moving unprovoked. • The northern one begins moving unprovoked on turn 4. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Hero or Warrior—or until one of them is fought; in either case, he begins moving.
|
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Valmese
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Sage
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6
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3
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Thoron* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The center-southern one immediately begins moving unprovoked. • The northern one begins moving unprovoked on turn 4. • The southwestern one will not move until a unit is in range of at least two of the following—him or the nearby Hero, Warrior, or Sage—or until one of them is fought; in either case, he begins moving.
|
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Valmese
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Sage
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6
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2
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Bolganone* Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western one will not move until a unit is in range of at least two of the following—him or the nearby Hero, Warrior, or Sage—or until one of them is fought; in either case, he begins moving.
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Valmese
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Hero
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8
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1
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Silver Sword* • Elixir Hit Rate +10 HP +5 • Zeal • Patience • Sol • Axebreaker Will always have Hit Rate +10; can have 0-2 more 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, the nearby Warrior, or the two nearby Sages—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Warrior
|
8
|
4
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Silver Axe* Hit Rate +10 Gamble • HP +5 • Zeal • Rally Strength • Counter Will always have Hit Rate +10; can have 0-2 more skill(s) at random
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• The northern two begin moving unprovoked on turn 4. • The southwestern one will not move until a unit is in range of at least two of the following—him, the nearby Hero, or the two nearby Sages—or until one of them is fought; in either case, he begins moving. • The southeastern one will not move until a unit is in range of at least two of the following—him or the nearby Hero or Sage—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Hero
|
8
|
1
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Silver Axe* Hit Rate +10 HP +5 • Zeal • Patience • Sol • Axebreaker Will always have Hit Rate +10; can have 0-2 more skill(s) at random
|
Begins moving unprovoked on turn 4.
|
|
Valmese
|
Sniper
|
8
|
1
|
Longbow* Hit Rate +10 Skill +2 • Prescience • Hit Rate +20 • Bowfaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
|
Begins moving unprovoked on turn 4.
|
|
Valmese
|
Sniper
|
8
|
1
|
Longbow* • Longbow Hit Rate +10 Skill +2 • Prescience • Hit Rate +20 • Bowfaire Will always have Hit Rate +10; can have 0-2 more skill(s) at random
|
Begins moving unprovoked on turn 4.
|
|
Valmese
|
War Monk
|
6
|
1
|
Silver Axe* • Physic Hit Rate +10 Resistance +2 • Healtouch • Miracle • Rally Luck • Renewal Will always have Hit Rate +10; 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, Walhart, the nearby War Monk, the two nearby Heroes, or the two nearby Sages—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
War Monk
|
6
|
1
|
Silver Axe* • Physic Hit Rate +10 Resistance +2 • Healtouch • Miracle • Rally Luck • Renewal Will always have Hit Rate +10; 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, Walhart, the nearby War Monk, the two nearby Heroes, or the two nearby Sages—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Sage
|
6
|
1
|
Rexcalibur* • Physic Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; 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, Walhart, the two nearby War Monks, the two nearby Heroes, or the nearby Sage—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Sage
|
6
|
1
|
Thoron* • Physic Hit Rate +10 Miracle • Magic +2 • Focus • Rally Magic • Tomefaire Will always have Hit Rate +10; 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, Walhart, the two nearby War Monks, the two nearby Heroes, or the nearby Sage—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Thief
|
20
|
1
|
Silver Sword* Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
Prioritizes opening the right eastern chest, then escaping via the east.
|
|
Cervantes
|
General
|
10
|
1
|
Tomahawk* • Dracoshield Defense +2 • Hit Rate +10 • Indoor Fighter • Pavise
|
Immediately begins moving unprovoked.
|
|
Excellus
|
Sage
|
10
|
1
|
Bolganone* • Bolganone Magic +2 • Hit Rate +10 • Focus • Tomefaire
|
Begins moving unprovoked on turn 4.
|
|
Walhart
|
Conqueror
|
25
|
1
|
Wolf Berg • Bullion (L) Rightful King • Prescience • Pavise • Aegis • Conquest
|
• Starts on a throne. • Will not move until a unit is in range of at least two of the following—him, the two nearby War Monks, the two nearby Heroes, or the two nearby Sages—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:
Reinforcements
- Turn 4 (Lunatic)/6 (Hard)/8 (Normal)
- 1 General with a Silver Axe from the southern border of the central corridor
- 3 Generals with Silver Lances from the southern borders of the central, western, and eastern corridors
- 1/2 Hero(s) with Silver Sword(s) from the southern border of the central corridor
- 2 Sages with Arcfire*/Bolganone*; one from the southern border of the central corridor, one from the southern border of the eastern corridor
- 1 Sage with Arcthunder*/Thoron* from the southern border of the central corridor
- 1 Hero with a Tomahawk from the southern border of the central corridor (Lunatic only)
- 1 General with a Spear from the southern border of the central corridor (Lunatic only)
- 2 Warriors with Silver Axes and Silver Bows from the southern border of the central corridor (Lunatic only)
- 1 Warrior with a Tomahawk from the southern border of the western corridor
- 1 Warrior with a Silver Axe and a Silver Bow from the southern border of the western corridor (Hard/Lunatic only)
- 1 General with a Spear from the southern border of the western corridor (Hard/Lunatic only)
- 1 Sage with Rexcalibur from the southern border of the eastern corridor (Hard/Lunatic only)
- 1 General with a Tomahawk from the southern border of the eastern corridor (Hard/Lunatic only)
Boss data
Main boss
- Main article: Walhart
Sub-bosses
- Main article: Cervantes
- Main article: Excellus
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.
At the end of this chapter on Lunatic+, you will have a minimum of 470 Renown (even if you skipped the paralogues). This means you can claim the Spirit Dust.
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 Sword or the Knee
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French
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Roi acculé
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Cornered king
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Italian
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Alle armi o alle catene
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To arms or to the shackles
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Gallery
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