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“
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Ch...Chro...
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”
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— Emmeryn, trying to say her brother's name
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A Hard Miracle is the twentieth 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 31, 2012 in the Japanese version, March 14, 2013 in the North American version, and May 29-30, 2013 in the PAL version.
In this chapter, the Shepherds investigate the goings-on on an island where the Grimleal are killing girls via sacrificial rites and are tasked with protecting a girl the Grimleal have their eyes on--who turns out to be Emmeryn, the amnesiac former exalt of Ylisse.
Plot
- Main article: A Hard Miracle/Script
The Shepherds arrive at a village, responding to rumors that the Grimleal have been stealing girls for their sacrificial rites; A village elder tells the Shepherds that one of the girls escaped and knows the Grimleal's location, and brings them to her. When the Shepherds arrive, they are shocked to find Emmeryn, who does not seem to recognize them; the elder explains that Emmeryn arrived to their village like that, distant and barely able to speak. Another villager arrives and informs them that the Grimleal are approaching, and the Shepherds prepare for battle.
As the battle begins, the elder explains to Chrom that he cannot find Emmeryn, and Chrom notes that she has likely not gone far. In battle, Chrom, Lissa, and Frederick can talk to Emmeryn; the try to get her to remember them and try to explain themselves to her, but none are successful.
After the battle, if Emmeryn survived, Chrom tells Robin that, though it would remind her of significant hardship and pain, he wants Emmeryn to return to the way he remembered, and feels selfish that he cannot accept her mere survival. Emmeryn manages to say "Don't...c-cry..." to Chrom, which Lissa recognizes as something she often told them as children, and prompts Chrom to resolve to protect her as she did him. If Emmeryn did not survive the battle, Chrom laments his failure and rejects Robin's attempt to comfort him.
Website summary
The Grimleal have kidnapped villagers to offer up as sacrifices to Grima, the Fell Dragon. En route to battle them, Chrom and his allies are reunited with Chrom's sister, Emmeryn, whom Chrom had thought dead. However, she is no longer the sister Chrom remembers...[1]
Chapter data
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|
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Victory: Defeat Ardri
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Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
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1–15
|
{{{partner}}}
|
1
|
36
|
{{{third}}}
|
|
Map dimensions: 26 columns by 26 rows
|
|
|
|
Victory: Defeat Ardri
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–15
|
{{{partner}}}
|
1
|
38
|
{{{third}}}
|
|
Map dimensions: 26 columns by 26 rows
|
|
|
|
Victory: Defeat Ardri
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–15
|
{{{partner}}}
|
1
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42
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{{{third}}}
|
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Map dimensions: 26 columns by 26 rows
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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
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If a merchant is present in Mountain Village on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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A rare item
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Varies
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A rare item
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Varies
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 6, row 13: One square north, one square east from a Ruin Sorcerer
- Column 22, row 12: Two squares east, one square north from a Ruin/Mire Sorcerer
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
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
60~61
|
2
|
25~26
|
18~19
|
18~19
|
17~18
|
21~22
|
22~23
|
-
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Ruin • Mire
Hex • Anathema Can have 0–1 skill(s) at random
|
--
|
|
Grimleal
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Assassin
|
20
|
6
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54~55
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28~29
|
0
|
36
|
34
|
18~19
|
16~17
|
8~9
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6
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Silver Sword • Silver Bow
Avoid +10 • Vantage • Movement +1 Can have 0–1 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
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Sorcerer
|
20
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2
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60~61
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2
|
25~26
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18~19
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18~19
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17~18
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21~22
|
22~23
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6
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Waste
Hex • Anathema Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
|
|
Grimleal
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Sorcerer
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20
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2
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60~61
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2
|
25~26
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18~19
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18~19
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17~18
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21~22
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22~23
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6
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Ruin
Hex • Anathema Can have 0–1 skill(s) at random
|
Immediately begins moving unprovoked.
|
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Grimleal
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Dark Knight
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20
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4
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64~65
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20~21
|
23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Bolganone • Silver Sword
Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
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• The western two and the northeastern one begin moving unprovoked on turn 2. • The center one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
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Dark Knight
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20
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3
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64~65
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20~21
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23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Thoron • Silver Sword
Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
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• The western one and the northeastern one begin moving unprovoked on turn 2. • The center one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
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Grimleal
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Dark Knight
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20
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2
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64~65
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20~21
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23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Rexcalibur • Silver Sword
Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
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• The northeastern one begins moving unprovoked on turn 2. • The western one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
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|
Grimleal
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Dark Flier
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20
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3
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50~51
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17~18
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23~24
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26~27
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30~31
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28~29
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16~17
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28~29
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8
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Thoron • Silver Lance
Speed +2 • Relief Can have 0–1 skill(s) at random
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• The northwestern one begins moving unprovoked on turn 3. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
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Dark Flier
|
20
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5
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50~51
|
17~18
|
23~24
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26~27
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30~31
|
28~29
|
16~17
|
28~29
|
8
|
Bolganone • Silver Lance
Speed +2 • Relief Can have 0–1 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
|
Dark Flier
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20
|
5
|
50~51
|
17~18
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23~24
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26~27
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30~31
|
28~29
|
16~17
|
28~29
|
8
|
Rexcalibur • Silver Lance
Speed +2 • Relief Can have 0–1 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
|
Dark Flier
|
20
|
1
|
50~51
|
17~18
|
23~24
|
26~27
|
30~31
|
28~29
|
16~17
|
28~29
|
8
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Thoron • Silver Lance • Bullion (M)
Speed +2 • Relief Can have 0–1 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
|
|
Ardri
|
Sorcerer
|
20
|
1
|
65
|
2
|
32
|
25
|
24
|
22
|
28
|
28
|
-
|
Waste • Mire • Talisman
Hex
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Stands on a fort.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
-
|
Ruin * • Mire
Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
--
|
|
Grimleal
|
Assassin
|
20
|
7
|
62~63
|
32~33
|
0
|
41
|
39
|
21~22
|
19
|
10~11
|
6
|
Silver Sword * • Silver Bow *
Avoid +10 • Vantage • Movement +1 • Pass Can have 0–2 skill(s) at random
|
• All except the one closest to Ardri immediately begin moving unprovoked. • The one closest to Ardri will not move until a unit is in range of at least two of the following—him, Ardri, the three center Dark Knights, the six northeastern Dark Fliers, or the Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
6
|
Waste *
Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
6
|
Ruin *
Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Dark Knight
|
20
|
5
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Bolganone * • Silver Sword *
Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0–2 skill(s) at random
|
• The western two and the northeastern one begin moving unprovoked on turn 2. • The center one and the eastern one will not move until a unit is in range of at least two of the following—Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Thoron * • Silver Sword *
Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0–2 skill(s) at random
|
• The western one and the northeastern one begin moving unprovoked on turn 2. • The center one will not move until a unit is in range of at least two of the following—him, Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Knight
|
20
|
2
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Rexcalibur * • Silver Sword *
Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0–2 skill(s) at random
|
• The northeastern 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, Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
3
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Thoron * • Silver Lance *
Speed +2 • Relief • Rally Movement • Galeforce Can have 0–2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Bolganone * • Silver Lance *
Speed +2 • Relief • Rally Movement • Galeforce Can have 0–2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Rexcalibur * • Silver Lance *
Speed +2 • Relief • Rally Movement • Galeforce Can have 0–2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
1
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Thoron * • Silver Lance * • Bullion (M)
Speed +2 • Relief • Rally Movement • Galeforce Can have 0–2 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
|
|
Ardri
|
Sorcerer
|
20
|
1
|
74
|
2
|
36
|
28
|
27
|
25
|
31
|
32
|
-
|
Waste * • Mire • Talisman
Hex • Anathema • Vengeance
|
Stands on a fort.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
-
|
Ruin * • Mire
Hit Rate +20 • Vengeance
Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
--
|
|
Grimleal
|
Assassin
|
20
|
9
|
75
|
39
|
0
|
48
|
46
|
26
|
23
|
13
|
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
|
• All except the three just west of Ardri immediately begin moving unprovoked. • The three just west of Ardri will not move until a unit is in range of at least two of the following—any of them, Ardri, the six northeastern Dark Fliers, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, all three begin moving.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
6
|
Waste *
Hit Rate +20 • Vengeance
Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
6
|
Ruin *
Hit Rate +20 • Vengeance
Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Dark Knight
|
20
|
6
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Bolganone * • Silver Sword *
Hit Rate +20 • Anathema
Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
• The western three and the northeastern one begin moving unprovoked on turn 2. • The three closest to Ardri will not move until a unit is in range of at least two of the following—any of them, Ardri, the six northeastern Dark Fliers, the three Assassins just west of Ardri, or the Dark Knight east of Ardri—or until one of them is fought; in either case, all three begin moving.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Thoron * • Silver Sword *
Hit Rate +20 • Anathema
Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Rexcalibur * • Silver Sword *
Hit Rate +20 • Anathema
Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0–3 more skill(s) at random
|
• The northeastern one and the western one begin moving unprovoked on turn 2. • The southeastern one will not move until a unit is in range of at least two of the following—him, Ardri, the six northeastern Dark Fliers, the three Assassins just west of Ardri, or the two Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
3
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Thoron * • Silver Lance *
Hit Rate +20 • Galeforce
Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0–3 more skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Bolganone * • Silver Lance *
Hit Rate +20 • Galeforce
Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0–3 more skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Rexcalibur * • Silver Lance *
Hit Rate +20 • Galeforce
Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0–3 more skill(s) at random
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• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
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|
Grimleal
|
Dark Flier
|
20
|
1
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Thoron * • Silver Lance * • Bullion (M)
Hit Rate +20 • Galeforce
Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0–3 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—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
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Ardri
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Sorcerer
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20
|
1
|
80
|
2
|
42
|
33
|
32
|
30
|
36
|
37
|
-
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Waste * • Mire • Talisman
Hit Rate +20 • Hex • Anathema • Tomebreaker • Vengeance
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Stands on a fort.
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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: Ardri
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
- The Grimleal enmies fought in this paralogue, curiously, utilize Risen voice clips instead of their usual human ones.
- This chapter is one of four paralogue chapters in Awakening that connect only to other paralogue chapters on the world map. The others are paralogues 4, 9, and 15.
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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A Hard Miracle
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Japanese
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幸福な少女
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The Happy Girl
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Spanish
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Un milagro agridulce
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A bittersweet miracle
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French
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La miraculée
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The miracle
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Italian
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Un amaro miracolo
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A bitter miracle
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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 19, 2014