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Champions of Yore 1
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“ | Hear me, O ruler of ancient Altea and true lord of the Seven Realms... I summon thee, Marth, the Hero-King! Come forth and grant us your protection! | ” | — Old Hubba, summoning Prince Marth |
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Champions of Yore 1 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, Champions of Yore 1 is the first one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Champions of Yore 1 is part of the first series of DLC releases, a distinction that does not exist in the PAL regions.
This chapter was first made available on April 19, 2012 in Japan, January 31, 2013 in North America, and April 19-20 in the PAL regions. The dates in Japan and the PAL regions coincide with their respective launch dates of the vanilla Awakening game, while the chapter was made available to North American players five days before their vanilla Awakening launch.
In this chapter, the Shepherds arrive in realms unknown and find themselves having to defend an old man under attack by ten legendary female figures summoned by means stolen from the old man. he Shepherds aren't alone in this defense, as the old man contributes three legendary male figures of his own to the Shepherds' cause.
Plot
- Main article:
Champions of Yore 1/Script - See also: Champions of Yore 1/Conversations
Having arrived on an unknown island, Robin asks where the Shepherds are, and asks Chrom if he knows the place; Chrom reveals he does not know this place, but does notice soldiers readying for battle. Chrom says he can't explain what's going on, but there's something strange about the soldiers; a man called Old Hubba arrives on the scene out of breath and sees the Shepherds as being warriors from afar, thanking the gods for help actually coming as he had forseeen. Old Hubba tells Chrom that the Shepherds are well met and apologizes, saying that once he saw the Shepherds he ran all the way to this area, then asks Chrom if the Shepherds have a lovely lady healer among them that might help him catch his breath; Old Hubba then tells Chrom to never mind that request and says that right now he needs a lot of strong soldiers. Chrom asks Old Hubba to slow down and start with who he is; Old Hubba introduces himself and states himself to be just a humble fortune-teller living in the Outrealms, then states that detail's not important at that time, that there isn't much time. Old Hubba asks Chrom to save him from the other army, with Chrom asking who the other army are; Old Hubba states that the other army are Einherjar, phantoms of a sort, to which Chrom takes as ghosts and Old Hubba states there is no time to explain that detail--the Einherjar are out for his blood, and Old Hubba wishes his blood to stay inside of him. Chrom tells Old Hubba to not fear, the Shepherds will help fight off the Einherjar; Old Hubba states that he has a trick knee and ran all the way to this area, that his eyesight is horrible and then asks Chrom if he mentioned his knee, then states he'd better sit out this battle but that he can help with support--he'll stand behind the lady soldiers and watch their backs. Old Hubba then states he'll summon a few Einherjar of his own to fight beside the Shepherds, with Chrom naturally asking about what Old Hubba said he's going to do. Old Hubba chants an incantation, in which he asks the ruler of ancient Altea and true lord of the Seven Realms to hear him out, saying he summons Marth the Hero-King, asking him to come forth and grant the Shepherds protection. An apparition of Marth appears, saying that he'll do as Old Hubba wishes and will answer his call; Chrom asks if this is indeed the Marth and wonders what is going on, a question unanswered as the preparations phase arrives. Once battle preparations arrives, the player will notice Marth isn't the only ally Old Hubba summoned; versions of Alm and Ike have also been summoned to assist the Shepherds.
Once preparations are complete, one of the enemy soldiers introduces herself as Eirika, Princess of Renais and sister to Prince Ephraim, to which Old Hubba recognizes them as the twin prince and princess of Magvelian lore and says he heard Eirika was a fair made yet rates good to great on his scale; Eirika asks Old Hubba what he's talking about and dismisses it as insolence, but she should suppose she should expect as much from the brigands troubling this kingdom, but that she's come to put an end to the fighting and to Old Hubba. Chrom tells Eirika that she's mistaken, that the Shepherds aren't brigands, not even from this realm; Chrom is about to reveal where they come from when Old Hubba tells him he's wasting his breath, the Einherjar are weapons in human form and says they can't be reasoned with. Right as Old Hubba finishes his sentence, Eirika then notices what Chrom said and apologizes, that perhaps she was too hasty in her judgement; Old Hubba appears surprised that Eirika listened to Chrom and wonders how it can be, then notices that the legends stated Eirika was quite naïve and even gullible, having led a sheltered life as a princess. Eirika takes offense to that statement and asks Old Hubba if he believes he has tricked her with some deception, and realizes that the Shepherds are brigands after all and asks them to prepare for death; Old Hubba states that the Einherjar indeed are not rational beings, the Shepherds have no choice but to fight them, no matter how delectable they might appear, to which Chrom gives a reaction. The battle begins at this point. After the end of the first enemy phase of combat, Marth states they need to find a way to end the struggle.
Once the battle ends, Old Hubba reveals that, thanks to the Shepherds, a few more Einherjar have been returned to him, then calls the Shepherds strong and skilled--yet not a surprise to him, it is as he had foreseen; Old Hubba trips over his words when trying to word "foreseen", then settles for using "predicted". Chrom asks Old Hubba that they "pretend" he's been spouting gibberish over and over and start over, asking him to take a deep breath and try to explain what exactly is going on in this area, slowly; Old Hubba reveals the calling cards that summon the Einherjar are sort of a family heirloom, and his ancestors have guarded them for as long as anyone can remember. Each Einherjar card contains a record of one of history's most valiant and glorious heroes; the cards do not conjure up the actual person, but something more akin to a mirror image of sorts--a reflection of the man or woman they were. Chrom asks Old Hubba if the Einherjar had been in his family for ages, why they would attack him, to which Old Hubba states that these Einherjar were stolen from him by an evil temptress or sorceress--the Einherjar will do the bidding of whomever summons them, and in the wrong hands are capable of leveling entire nations or even conquer all of the Outrealms; Old Hubba states he is but one frail, weak, slightly sleepy old man and asks Chrom to help him get the rest of his Einherjar back. Chrom thinks for a bit, during which Frederick reminds him that they have their own campaign to fight, to which Chrom states he knows and it must remain their first priority; Old Hubba reveals he knows about Chrom's campaign, that he had foretold it years back, again tripping over his words, to which Chrom states he gets it, then is asking Old Hubba to understand why the Shepherds cannot do something when Old Hubba reveals that he's having a vision--a vision of the future, with Chrom and all of the Shepherds there. Chrom states a thought, to which Old Hubba asks he not disrupt the vision; the vision appears to be one where the Shepherds succeded in recovering all of Old Hubba's calling cards, looking so happy that they did the decent thing and saved the Outrealms, and that they were also victorious in whatever it was in their world as well--but only because Old Hubba had lent them heroes from the Einherjar they rescued for him. Chrom asks Old Hubba to spare the theatrics, they'll take on his cause if it means legendary soldiers will join their cause, to which Old Hubba states they've made him happy; Old Hubba reveals that there's no hurry to get back all of his cards, at least not as the Shepherds perceive time--time flows differently in the Outrealms, and they can cross back and forth between their own world and the Outrealms as it suits them, thus they can abandon Old Hubba whenever they please. Old Hubba then reveals he almost forgot to give Chrom his reward, then gives him the "Hero-King Marth" card, with Old Hubba revealing Marth and Chrom seemed to work well together; Old Hubba states he'll entrust the card to Robin, and says he hopes Marth will be of great help to the Shepherds.
In what appears to be a space between Outrealms, a conversation will then ensue between Marth and the player, with the choices the player makes affecting what Marth says next. At the end of the conversation, the player will then be given an offer to add Marth to their active roster, which they can either accept or decline.
Website summary
Chrom and his team find themselves lost in the Outrealm, where they meet an elderly fortuneteller whose magical cards can summon heroic spirits. When Chrom is drawn into battle, the fortuneteller aids him by calling forth a special ally.[1]
North American eShop summary
Battle heroes from the past!
Rewards: Prince Marth card
Chapter data
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Victory: Rout the enemy | Player | Other | Enemy | |||
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Defeat: Chrom or Robin dies | 1–7 | 3 | 10 | |||
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Difficulty rating: ★ Map dimensions: 30 columns by 13 rows |
Block sizes: Japan: 30 North America: 30 PAL region: 31 | |||||
Map based from: Chapter 1 of Shadow Dragon & the Blade of Light and its remakes Map phase music: The player phase map theme from chapter 1 of Shadow Dragon & the Blade of Light Battle phase music: The player phase battle theme from chapter 1 of Shadow Dragon & the Blade of Light 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. | ||||||
Pricing: Japan: ¥300 United States: $2.50 Europe: €1.99 United Kingdom: £1.79 Australia: $2.60 New Zealand: $3.40 |
Also available in: Champions Pack United States: $6.00 Europe: €4.99 United Kingdom: £4.79 Australia: $6.50 New Zealand: $8.50 |
Character data
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New Units
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Required Characters
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Available Characters
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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.
Item data
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- The items obtainable at both villages are subject to restrictions.
Event tiles
- Column 21, row 2: Two squares west, one square north of the northwesternmost player deployment position
- Column 12, row 12: Two squares west, one square south of Elincia's initial position
Enemy data
Normal Hard Lunatic
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NPC data
Normal Hard Lunatic
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Boss data
- Main article:
Celica
Normal Hard Lunatic
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- This is one of only two DLC chapters where the on-field unit representing the unlockable DLC bonus unit is a green NPC as opposed to a red enemy, the other being Rogues & Redeemers 1.
- The North American official Awakening website labels the launch date of this chapter as February 4, 2013, the same date as the official launch of the vanilla Awakening game in that region. This contradicts the in-game shop's listing for the chapter, which correctly lists its launch as January 31, 2013 in line with North American 3DS eShop practices.
- This chapter is one of only two DLC chapters that are the first to be released within their three-chapter packs to not be released in conjunction with the third chapter of another pack in the North American region (the other being Lost Bloodlines 1).
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Champions of Yore 1 |
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Japanese |
英霊の魔符1 |
Spirit Talisman 1 |
Spanish |
Héroes míticos 1 |
Mythical heroes 1 |
German |
Helden von einst 1 |
Heroes of yore 1 |
Italian |
Eroi del passato 1 |
Heroes of the past 1 |
Gallery
References
Champions of Yore 1 | • Champions of Yore 2 → |
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