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|“||Well, look who it is! You finally made it to the Outrealm to end all Outrealms! Congratulations, and welcome...to Castle Apotheosis!||”|
— The merchant
Apotheosis is a downloadable content xenologue chapter in Fire Emblem Awakening. As a xenologue chapter, it does not officially bear a chapter number; if all xenologues are purchased and its list is viewed at the Outrealm Gate, Apotheosis is the twenty-fifth and final one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Apotheosis is part of the second series of DLC releases, a distinction that does not exist in the PAL regions.
This chapter was first made available on November 22, 2012 in Japan, May 23, 2013 in North America, and August 29-30 in the PAL regions, in all cases as the last DLC release to date.
In this chapter, the Shepherds take on the ultimate battle against the strongest adversaries they have ever faced. If they are quick enough with the first group, they can take on an option to face even stronger foes and ultimately duel the merchant in charge of this challenge.
- Main article: Apotheosis/Script
- Note: The merchant is the only character with dialogue in this chapter, much of it directly addressing the player.
This article has been flagged since Way too overdone.
A merchant addresses the player in the space between Outrealms, telling him/her that he/she has finally made it to the Outrealm to end all Outrealms; she the congratulates the player and welcomes him/her to Castle Apotheosis, after which she states that destiny guides the universe's most powerful of heroes to that place--so they can finally face foes worthy of their formidable skills. Countless heroes from countless Outrealms await to challenge the player at Castle Apotheosis, to which the merchant loses her place when trying to continue her sentence, prompting her to ask to start over; when the merchant regains her place, she asks the player if he/she considers himself/herself worthy--then the merchant says she should warn the player that the foes he/she will face possess might beyond that of any human, and if that does not frighten the player, he/she should enter and learn the meaning of fear. Preparations take place at this point.
The first wave
Once preparations are finished, the merchant asks the player if they are ready, and asks if she shall start the fight, after which the merchant checks her notes for her next line; once the merchant finds her line, she welcomes the Shepherds to the Feast of the Formidable, noting that the Shepherds have traveled far but then asks if their end is near--or if they will survive all five battles and secure their place among the gods. The merchant asks if Castle Apotheosis will crown new kings, or if its stones will be coated red with the Shepherds' blood; the merchant says she's going to let the first battle begin. The battle begins at this point.
Once all enemies in this wave are defeated, the game checks the number of turns it took the player. If the player took two turns or fewer, the merchant will notice that the player has finished the first wave already, noting that they trashed the enemies in no time flat; the merchant then states it is official, the player has what it takes--she is authorized to give the player a real challenge against special enemies if the player is up for it. The merchant will first ask if the player wants to record this victory and return to his/her own world at that point, or take his/her chances and keep fighting--it is all up to the player; the game prompts the player to make his/her decision at this point.
If the player opts to quit at this point, or at any other point the merchant asks the player if he/she wants to quit, the merchant states she is going to call the challenge at this point, then congratulates the player on not being utterly destroyed; the merchant then asks the player to drop by again anytime he/she wants a challenging fight, at which point the chapter will end.
If the player opts not to quit at this point, the merchant deduces the player is in it for the long haul, and then proposes a deal--Castle Apotheosis's five normal battles are already packed with tough enemies, yet for some warriors, tough just is not enough, as they want a special challenge; what those warriors really want is to go head-to-head with truly demonic adversaries, and that is what the five secret battles are for. The merchant will then ask the player if he/she wants to try his/her hand at the secret battles or stick with the normal battles, with the game prompting the player at this point.
If the player chooses to take on the secret battles, the merchant will tell the player she will get him/her back into the fight--his/her new opponents are masters of combat, like no one he/she has ever faced; the merchant will ask the player to prepare while they wait for the enemies to arrive. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player will be on the secret route.
On the other hand, if the player took three turns or more in beating the first wave, the merchant tells the player of his/her good work and notes his/her first victory, and that perhaps he/she is worthy of Castle Apotheosis's trials after all; the merchant tells the player if he/she wants, he/she can quit at this point. The merchant will first ask if the player wants to record this victory and return to his/her own world at that point, or if he/she would rather take his/her chances and stay in the fight--it is up to the player; the game prompts the player to make his/her decision at this point.
If the player either declines to go down the secret route or opts not to quit when not offered the secret route, the player will be on the normal route.
The normal route
The merchant states she is ready to start the second wave, then reveals two teams are ready to face the player--and he/she gets to pick; one is an army of War Monks, and the other consists of Pegasus Knights, to which the merchant asks the player which army he/she would rather take on. The player is prompted if they would rather face the pegasus knights over the war monks, with "yes" representing the pegasus knights and "no" representing the war monks; this choice represents which version of the second wave the player will face. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the second wave will begin.
Once the second wave is complete, the merchant will note the player's feat as very impressive, that is two battles he/she has won, to which the merchant can see the player has staying power; at this point, the merchant will ask the player if he/she would like to quit now and return to his/her own world, asking the player what he/she thinks. If the player opts not to quit, the merchant states she is ready to start the third wave, and reveals that the player is up against Archers next, asking the player to mind his/her distance. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the third wave will begin.
Once the third wave is complete, the merchant will note that the player has won three battles, then admits she underestimated him/her; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the fourth wave, then reveals that two teams are ready to face the player and he/she gets to pick; one team is an army of fliers, the other team is an army of cavalry, to which the merchant asks the player which one he/she would rather take on. The player is prompted if they would rather face the cavalry over the fliers, with "yes" representing the cavalry and "no" representing the fliers; this choice represents which version of the fourth wave the player will face. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fourth wave will begin.
Once the fourth wave is complete, the merchant will note that the player has won four battles, an incredible feat, and states he/she has only one more battle to go; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the fifth and final wave, and reveals that the player is up against Hero-class units next, just what he/she might expect from a final battle. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fifth and final wave will begin.
Once the fifth wave is complete, the merchant will congratulate the player on having won all five battles; the battle is formally ended at this point. The merchant notes the player's incredible feat--he/she just wiped the castle floors with every foe he/she faced, then asks the player if he/she knows what that means; after looking over her notes, the merchant states that the Shepherds are the victors of the Feast, the mightiest of the mighty, then asks for a thunderous round of applause for their new kings and champions. The merchant also tells the player to take a gift from her, hoping he/she can use it; the merchant reveals her gift as an Einherjar card--"Katarina, the Misguided Tactician". The player is prompted at this point if they want to add Katarina to their party; if the player accepts, Katarina asks the player if he/she needs another tactician. The merchant then states that, before she forgets, she will let the player in on a secret she noticed in her script--there are some extra lines if the player defeats the first wave very quickly, about special enemies; the merchant states it is someting for the player to shoot for the next time he/she drops by for a visit, after which she bids the player farewell.
The secret route
Once the player is on the secret route (after defeating the first wave of the normal route in two turns or less), the player gets one turn to prepare before the first wave of the secret route arrives. Once the first wave is complete, the merchant will state that the player has taken down the first secret battle, and notes that he/she does not even seem tired--to which the merchant then asks the player what he/she is being fed; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the second wave, and reveals that the player is up against Archers next, and tells the player she hopes he/she can cook up a sound strategy. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the second wave will begin.
Once the second wave is complete, the merchant will tell the player that he/she has two secret battles down; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the third wave, and reveals that the player is up against Dark Mages next, and tells the player that if he/she gets reckless, he/she will regret it. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the third wave will begin.
Once the third wave is complete, the merchant will note the player has won three secret battles, noting the feat as incredible and tells the player he/she really should be proud; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the fourth wave, and reveals that the fourth wave has a time limit--the player has until the merchant counts to 10 to complete the wave; telling the player to be careful, the merchant tells him/her that if time runs out, she will have to call the battle a draw and the player's battles at Castle Apotheosis will end. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fourth wave will begin. As it turns out, the merchant counting to 10 is actually a limit of ten turns to complete the wave; the game will denote how many turns remaining at the start of player phase. If the turn count runs out, the merchant will tell the player that time is up and wishes the player better luck next time before abruptly ending the chapter.
Once the fourth wave is complete, the merchant will note the player has won four secret battles; the merchant will then ask the player if he/she wants to quit. If the player opts not to quit, the merchant states she is ready to start the fifth and final wave, and tells the player that she is his/her last opponent; she will give the player until the count of seven, then wishes that the best warrior win. The merchant will then ask the player to go ahead and take a minute to prepare for the next battle; at this point, the player gets one turn to prepare, after which the fifth and final wave will begin. As the merchant previously stated, there is a seven-turn limit to the fifth and final wave; the game will again denote how many turns remaining at the start of player phase. If the turn count runs out, the merchant will tell the player that time is up and wishes the player better luck next time before abruptly ending the chapter. If the player takes time to highlight the merchant on the map, it is revealed that the merchant's name is Anna.
Once the fifth and final wave is complete, the merchant will tell the player that that was the last of the secret battles and that he/she has won them all--the player has completely conquered Castle Apotheosis, to which the battle formally ends at this point. The merchant states that she cannot believe someone actually managed to survive the gauntlet of secret battles, telling the player he/she would have to be more than just strong, or clever, or even lucky--only true mastery of both tactics and combat would suffice; the player now stands at the pinnacle of his/her efforts, asking him/her how he/she feels to be the best. The merchant then tells the player to let all the warriors at the Feast bow their heads before their true masters--here before the player stand champions, true gods and goddesses of combat; the merchant tells the player that her reward is not much but that the player should have it-- a token of her regard for the greatest warriors any world has ever known. The player is given a Supreme Emblem at this point. The merchant tells the player that he/she may already know what she is about to say, but that choosing different opponents for the five battles can really vary the experience; the merchant states it as something for the player to think about if he/she happens to visit Castle Apotheosis again, after which the merchant bids the player farewell.
American: Heroes of great strength gather here in search of worthy opponents.
European: Heroes of great strength gather here in search of worthy opponents; defeat hardened enemies in five consecutive battles and confront the most powerful foe you will ever face!
North American eShop summary
Storm the castle and defeat the strongest enemies in five consecutive battles!
|Victory: Rout the enemy||Player||Enemy|
|Defeat: Chrom or Robin dies||20||Wave 1: 7|
Wave 2: 10
Wave 3: 15
Wave 4: 20
Wave 5: 25
Normal total: 77
Secret 1: 18
Secret 2: 15
Secret 3: 13
Secret 4: 23
Secret 5: 14
Secret total: 90
|Difficulty rating: Insane
30 columns by 30 rows
North America: 50
PAL region: ??
|Map phase music: "Confront the Past" from The Sacred Stones|
Battle phase music: "The Battle Must Be Won" from The Sacred Stones
Note: Due to known flaws in how the game's downloadable content system handles music, the game may fail to load the music assigned to this chapter. If this happens, the music normally assigned to skirmishes in the base game will play.
United States: $2.50
United Kingdom: £1.79
New Zealand: $3.40
Note: The returning characters list represents the minimum characterbase recruitable by the point the player can first access the Outrealm Gate. If more chapters along the main story path are cleared, or if any paralogues are cleared, the player can have access to characters not listed here by the point the chapter is first started. As bonus units are recruitable at the player's discretion, the returning characters list does not list them either.
There are no event tiles in this chapter.
- All weapons denoted in this shade are forged to have +8 Mt and +20 Hit unless otherwise noted.
- Main article: Anna
- All weapons denoted in this shade are forged to have +8 Mt and +20 Hit unless otherwise noted.
This section has been marked as a stub. Please help improve the page by adding information.
This map is the absolute hardest challenge on offer in the entire series. In order to achieve ultimate victory, you will need to have an extremely well-thought out team comprised of the absolute best of your units. If you're not willing to put in the effort to create an ultimate team, go get dressed for your funeral.
As a rule of thumb, every unit except for your rally-bots should have the Limit Breaker skill equipped and as many stats capped as plausible. You are given 20 deployment slots, and Chrom must be fielded as usual. Robin is your strongest first-generation unit, Olivia can provide dance support, two rally-bots can buff your stats, and the 13 second-generation units are all very powerful units. This leaves two slots for two units you favor.
There are a few important Speed benchmarks you want to keep in mind. 75 Speed doubles everything on the map (and everything in the series, for that matter). 69 doubles everything except Anna and the Sniper boss of secret wave 2. 66 doubles everything except those two, the Berserker boss of secret wave 4, and the Forseti Sage in secret wave 4, and avoids being doubled by all enemies. 60 doubles most generic minions and avoids being doubled by the Berserker boss of secret wave 4.
For the most part, you can divide your units into three main categories: men with Galeforce, women with Galeforce, and units with neither. Galeforce units will generally be taking point, while non-Galeforce units will be in the back lines hitting as hard as they can with Dual Strikes. Galeforce men want Limit Breaker, Galeforce (duh), Aggressor, a "faire" skill, and a reliable offensive skill. Galeforce women lose Aggressor and can add a filler skill. Non-Galeforce units generally have Limit Breaker, Aggressor (if male), a "faire" skill, and two filler skills that usually increase accuracy or damage. The most dangerous enemies tend to have 1-2 range and Counter or Pavise+, so having a Sniper with 75 Speed can be very helpful for doubling from outside their range with a Longbow (especially since only a handful of Snipers in normal waves 3 and 5 carry Longbows of their own).
Chrom will be spending most of his time in the back line. Bow Knight is his most versatile support class due to providing a solid +3 Skill/Speed and +1 Move bonus, giving him swords and bows to break through Pavise+ and Aegis+, and allowing those bow attacks to be boosted by his sole "faire" skill Bowfaire. Paladin and Great Knight are decent alternatives for physical partners, although magical partners like Dark Flier Sumia/Robin and Maribelle in general won't need the Strength and will prefer Bow Knight. Sniper is much the same, although Bowfaire gives him more damage in this class and he can come to the front if someone needs a Longbow to the face. Great Lord is ironically his worst class for Apotheosis, as the +4 Speed/Luck and sword/lance access is strictly inferior to the Bow Knight's bonuses and sword/bow access, and only a few very specific units need that extra point of Speed to hit a doubling threshold (Bride Sully, War Cleric Sumia, Falcon Knight Maribelle, and Grandmaster/Paladin/Sniper/Sorcerer/Dark Knight +Speed Robin to hit 75 Speed, General Sumia to hit 69). Chrom's skill loadout should consist of some combination of Limit Breaker, Aggressor, Dual Strike+, Bowfaire (Sniper/Bow Knight only), Luna (Sniper only), Hit Rate +20, and Prescience.
Robin can do pretty much anything thanks to their extreme versatility. As a female with a Speed boon, she can go Dark Flier or Sage and double anything on the map with a decent Speed pair-up. As a male, he can become an extremely hard-hitting support unit from the back lines. The sky's the limit, although you probably want to tailor them for their specific partner.
Olivia has rather poor stat caps for combat, but she can give your more powerful units another turn. Special Dance is an obvious must for her. Beyond that, she can use your choice of Vantage to stay alive if she gets caught by the enemies, Avoid +10 for a little extra survivability against enemies without Hawkeye, Bond to heal her allies, Swordfaire for a little extra damage, or Galeforce if she wants to dart in and pick off an injured foe before dancing.
Two Falcon Knights loaded to the brink with Rally skills are a valuable asset. Among your first-generation units, Lissa, Sumia, Maribelle, and Emmeryn all have access to Rally Magic, Rally Speed, Rally Luck, Rally Movement, and Rally Heart. Lissa, Maribelle, and Emmeryn also have Rally Resistance, while Sumia has Rally Defense. Of these four units, Emmeryn is strictly inferior since she can only support Robin. Maribelle is superior to Lissa since they can both support all of the main first-generation males, Chrom, and each other, but Maribelle can also support Olivia. Sumia's only supports that Maribelle doesn't possess are with Sully and Cordelia. While your second-generation units can learn enough Rally skills to perform this role, being a Rally-bot is beneath them all.
The remaining Rally skills are Rally Strength, Rally Skill, Rally Spectrum, and the two skills mentioned above that you didn't choose. Since you need access to the Grandmaster class to get Rally Spectrum, only an Einherjar will do. Palla is the easiest choice since she has Rally Strength and Rally Speed in her base kit, but there are other options depending on how you finesse who gets which skill. Give the Rally-bots a nice lance and a few staves for emergencies, and they should be fine.
Lucina's potential mothers for Apotheosis are, ranked from best to worst, Robin > Sumia > Maribelle > Olivia > Sully > Maiden. Robin, of course, is better than anyone. Sumia gives her an insane Speed mod to work with and allows her to become a 75 Speed Sniper with Galeforce when paired up with someone reasonably speedy. Maribelle is a bit stranger due to making her a magical unit, but still gives her Galeforce. Olivia is passable, and Swordfaire is nice, but she doesn't want to spend time paired up with Chrom very much. Sully crosses the line from "acceptable" to "bad", costing both Lucina and Kjelle Galeforce access. If the Maiden is Lucina's mother, something has gone terribly wrong.
Cynthia's potential fathers for Apotheosis are, ranked from best to worst, Robin > Chrom > Henry > Frederick > Gaius. Robin, as always, is better than anyone. Chrom makes an excellent father for Cynthia; like her sister Lucina, she gets Aether and the class set and Speed mod to reach 75 Speed as a Sniper with a Speed pair-up. Henry is generally considered the default father for Cynthia if Chrom isn't (usually due to marrying female Robin); he passes down a decent Magic mod, leaves her Speed mod basically intact, and gives her Dark Mage for access to Vengeance, Hex, and Anathema and Assassin for a solid finishing class. Frederick is a decent backup father, although his mods clash horribly with Sumia's and she doesn't get any interesting new classes from him. Gaius is better for Cynthia than Frederick in a vacuum, giving her a blistering +6 Speed mod, Assassin, and Swordmaster (for Astra access), but the horrible opportunity cost of losing Galeforce on Noire or Kjelle makes this pairing simply not worth it. Due to being the most magically inclined Galeforce girl, Cynthia is often paired up with Lon'qu-fathered Brady to push his Speed up to 75 as a Sage.
Severa comes with pretty much everything she needs to succeed in her base kit - she boasts Galeforce, Lancefaire, Vengeance, Armsthrift (if you're worried about funds), and solid physical stat mods. She is only really concerned about increasing her stats, so she makes use of most good physical fathers. Virion in particular is the only non-Robin pairing besides Chrom/Sumia to produce a 75 Speed Sniper, making her your strongest option against bosses like Anna.
Kjelle's high Speed, questionable Strength, and inability to get both Galeforce and either Bowfaire or Tomefaire to break through Pavise+ and Counter relegates her to killing off generic goons. She desperately hungers for Galeforce, meaning only Gaius or Donnel will do. Of the two, Gaius' own good Speed mod and Myrmidon inheritance are both wasted on Kjelle, who already has them from Sully. Therefore, Donnel is her ideal father. Paladin and Wyvern Lord (the latter if you can give her a +Speed pair-up) tend to be her strongest finishing classes.
Noire only really wants Galeforce, and therefore should only really be fathered by Gaius or Donnel. Unlike Kjelle, Noire does make use of Gaius' Speed, taking Sniper's Bowfaire and reaching 75 Speed as an Assassin without a +Speed pair-up. This means she can go toe-to-toe with the strongest enemies and overcome them.
Nah is far and away the weakest of the female children due to lacking Galeforce, a good Speed mod, and a reliable offensive skill. Nah wants to stick to a support role, and in practice tends to be tailored towards whoever she is going to be paired up with. Vaike is far and away her strongest physical father, giving her Axefaire and the General class for physical damage. For magic, Ricken or Libra are probably your best options; Henry is also good in a vacuum, but he usually has better children to father. If Robin is male and marrying a first-gen unit, Nah is probably the best unit to leave unpaired.
Morgan, like Robin before them, is an extremely versatile unit who can do pretty much anything. Morgan themself only truly benefits from a scant few non-fixed parents (Chrom, Aversa, Walhart) and it tends to be more of a payoff to upgrade one of the normal children into an Avatar child (incidentally, Chrom fits both criterion). For the most part, you can look to their sibling for guidance on how to build them. If Aversa is her mother, Morgan wants to go Sage or Dark Flier to take advantage of Shadowgift, while if Walhart is his father, Morgan wants to go Paladin to exploit Conquest.
Owain inherits magic-focused mods from Lissa, and should be made a caster. He desperately needs a reliable offensive skill, and besides that wants to focus on improving his magic stats. Ricken and Libra both satisfy his needs, and are both very reliable choices. He generally wants to marry female Morgan or Nah since they are the only decent magic wives.
Inigo is the only Galeforce male not to be biased towards magic; between that, the lack of viable magic wives after Brady and Owain are done picking theirs, and his largely physical class set, he tends to end up as a physical unit. Inigo is only really missing a reliable offensive skill like Luna or Vengeance; Frederick and Kellam are both low-demand fathers who give him Luna and don't mess up his stats too much.
Brady has everything he wants in his base kit - Galeforce, Luna, Tomefaire, Sage. He only really cares about stats. Lon'qu in particular can jack up his Speed to the point where he can grab a Dark Flier pair-up and breach 75 Speed, making him very valuable for taking on bosses like Anna and the Sniper boss of secret wave 2.
Laurent is one of the three second-generation units with no access to Galeforce. Luckily for him, he has the Sage and Berserker classes in his default kit, making him a uniquely versatile hard support unit able to back up any unit, magical or physical. Gregor in particular can patch up his Strength while leaving his Magic basically intact, gives him access to a third "faire" skill in Swordfaire, and is not particularly in demand as a father. As an added cherry on top, this makes a fine pairing for the main story due to giving him access to the Vantage/Vengeance/Wrath/Armsthrift Sorcerer combo.
Gerome is the only one of the non-Galeforce guys who lacks innate Berserker access and needs to inherit it. Henry is the only father who gives him Berserker and allows him to safely patch up his accuracy at the same time. If he is denied Henry (likely because Chrom didn't marry Sumia and Cynthia needs Henry's genes more than Gerome does), he has to choose between getting Berserker from Vaike or Gregor (and relying on weaponbreaker skills to save his accuracy) or Sniper from Stahl or Virion (and settling for becoming a Bowfaire Warrior). If Robin is female and marrying a first-gen unit, Gerome is probably the best unit to leave unpaired.
Yarne boasts incredible physical mods and base Berserker access. He only really wants for accuracy; Stahl compounds his good stats and provides him Archer for Hit Rate +20 and Prescience. He is undoubtedly the best physical support unit available, and makes a very good match for your 75 Speed Sniper.
Two more units
You have two slots left for your favorite first-generation units or Einherjar. If Chrom and Robin aren't married to each other, you might want to bring their spouses along for the ride. Sumia in particular can reach 75 Speed as a Dark Flier or Sage with a Bow Knight Chrom or Berserker Henry in her pocket and has a very solid classline that gives her Lancefaire, Tomefaire and Luna.
- This is one of only two chapters in Awakening (the other being paralogue 21 in the base game) where Chrom is only required to appear as a character to be deployed in the chapter and is not required to play a story role.
- It is the only such chapter where Chrom plays no story role whatsoever regardless of circumstances.
- This chapter has the fewest characters with on-screen dialogue in all of Awakening, with the merchant being the sole speaking character.
- This chapter is one of three DLC chapters to include non-Risen generic enemy units (the others being Infinite Regalia and Summer Scramble).
- The North American official Awakening website includes a screenshot from The Future Past 3 in this chapter's description (alongside a screenshot actually from Apotheosis). The screenshot from The Future Past 3 in question was also correctly used in that chapter's description on the North American official website.
- This is the only DLC chapter to be a standalone purchase in all regions, and thus not part of a three-chapter pack in non-Japanese versions of the game.
- This is the only chapter in Awakening in which players can take a turn moving their units with no enemy units on the field. It is also the only chapter in which additional enemies can appear after the enemy count drops to 0 previously. In all other chapters in Awakening, zero enemies on the field means completion of the chapter due to no chapter in Awakening having a seizure objective.
- This is also the only chapter in Awakening where any part of the chapter can be subject to a defined turn limit.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|
Translates to "The Strongest One's Name".
This section has been marked as a stub. Please help improve the page by adding information.
- Official North American website, archived by the Wayback Machine
|← The Future Past 3 •||Apotheosis|