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Death's Embrace
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“ | ...Can you hear me? Answer me! Open your eyes! Damn. This one's dead as well... | ” | — Chrom |
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Death's Embrace (Japanese: 生と死の境に On the border between life and death) 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, Death's Embrace is the sixteenth one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Death's Embrace 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 August 9, 2012 in Japan, April 11, 2013 in North America, and August 8-9 in the PAL regions.
In this chapter, the Shepherds take on a sick and twisted mastermind killing people and turning them into Risen in the name of art. En route to doing so, they free these Risen from the state the mastermind put them into, allowing them to embrace death.
Plot
- Main article:
Death's Embrace/Script
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In an Outrealm apparently devoid of life, we run upon the Shepherds scouring the area searching for survivors; Chrom finds a corpse, asks it if it hears him, asks it to answer him, and asks it to open his eyes, only after doing so to discover that this corpse is indeed a corpse and this isn't the first one he's come across. Lissa states that they've scoured the entire village and there are no survivors, to which Chrom notes this Outrealm is sick and twisted, asking who would do such a thing and what anyone would stand to gain from putting an entire village to the sword; Frederick arrives on the scene with Chrom asking him what he found, to which Frederick states he's found a lead--folk in the next village claim that the horror that swept through this village was wrought by an evil cult. Chrom asks Frederick if this lead about an evil cult is all they know, and asks what the evil cult were after in this area; Frederick states he cannot say, but he did hear something curious--it seems the perpetrators took care to spare those who resisted most fiercely, and those people are being held in a nearby temple. Frederick states he finds the perpetrators' method odd--he asks why would they not dispose of the threats and take the weaker villagers hostage, yet the perpetrators have done the opposite, something Frederick cannot find the sense in; Chrom states that, whatever the reason, it can't be good, and calls the Shepherds into heading to that temple quickly. Preparations take place at this point.
Once preparations finished, any unit regardless of affiliation standing on a spiked tile is heavily weakened by a surprise wide-range attack, while the two enemy units within a bright room are depicted being healed by a ranged glow. Chrom asks what devilry just went on, the entire temple is lined floor to ceiling with spikes; Frederick states he believes he sees some of the villagers, to which Chrom asks if they're still alive. The perpetrator of the plot, Algol, steps in and states that these villagers are not alive, this lot of them have long since passed, yet the Shepherds can take solace that they're now with a higher power--himself; Chrom asks Algol to identify himself, to which Algol states Chrom is the one who barged into his place uninvited, then asks the Shepherds to make themselves comfortable--as much as possible, as Algol guesses they'll be staying in the area for quite some time. Chrom states the Shepherds have no time for games and asks Algol what happened to the villagers; Algol states that what he's crafting aren't games, they're feats of skill--works of art, and the Shepherds are about to find out firsthand what happened to the villagers. Frederick deduces that Algol is the perpetrator, to which Chrom states Algol is responsible for the massacred village the Shepherds came across; Algol states he can't take all the credit, as it wasn't him directly--the cult creates assassins here, loyal implements by which they may kill, which has cyclical benefits since the cult uses the dead for their assassins. Chrom asks Algol why the cult would do such a thing, to which Algol notes as a naive question--living people hurt, feel pain, and fear pain, and the clink of coin or a single kiss is enough to buy their betrayal; the cult tried the living and tired of them failing them one fool after another, yet the dead brought back are another story entirely, to which Chrom notes Algol is mad. Algol states that with Risen, the cult can create the perfect killers--they don't question orders and don't stop until their targets are vanquished; crafting them isn't easy, as it requires genius of the highest order, and the assassins present in this area are the culmination of Algol's endeavors, asking Chrom if he's familiar with their work. Chrom deduces that these assassins were responsible for the village massacre, to which Algol confirms and also states that other villages have also suffered the same fate, so many Algol has lost count; Algol states that honing one's craft takes practice, he's had a lot of practice, and now he's ready to unveil his masterpiece--his ultimate creation, asking the Shepherds to behold. A Risen Chief appears on the field near Algol, speaking some illegibility and then a desire to kill as his master commands; Chrom states that Algol destroyed their village and asks why the villagers would serve him, to which Algol states there's magic he can work in a man's final moments--one meaningful whisper and he remains indebted to Algol beyond the grave. These Risen have no choice, no free will, only the need to serve their master, to which Chrom states it will be a mercy when the Shepherds destroy them; Algol states that it'll happen over his dead body, to which Chrom confirms. The battle begins at this point.
After the first player phase, Algol calls out to the Risen to make him proud--and do it quickly, as he is needed elsewhere; Algol states he does promise to linger long enough to see the Shepherds suffer. At this point, the game states that the best possible result will happen if Algol is defeated within ten turns.
Once the battle ends, with the Shepherds having left the temple, Chrom will state that it's the end of the cult and the Risen they created, to which Frederick states that no more innocents will die by Algol's hand; after a brief silence from Chrom, Frederick asks him what's up. Chrom notes that the Risen villagers sounded almost human as they fell--the Shepherds should have gotten to this area sooner and saved them; Frederick states he knows how Chrom feels, but it was the Outrealm that chose when the Shepherds arrived, not the Shepherds--the Shepherds must accept this as a tragedy and take heart that it might have been worse. Chrom states that the Shepherds could visit this Outrealm again and find a way to enter at an earlier time; Frederick states it's admirable how Chrom struggles so hard to save all he can, and in the sagas, King Marth was possessed of similar noble character, but not even Marth was able to save everyone. After a brief silence from Chrom, Frederick states that death is part of life--they can run, toil, and fight against it, but can never entirely avoid it; Chrom tells Frederick he's right every once in awhile, to which Frederick thanks him then expresses a shocked reaction.
Should the player have defeated Algol within ten turns, Lissa tells Chrom to look at what Robin found within the temple; Chrom notes it to be an Einherjar card, "Little Sister Est". Upon hearing Est being a little sister, Lissa asks if she had a big brother who always got her into trouble, with Chrom asking if Est ever minded her elders; Chrom states that, if the legends are true, Est should prove a worthy ally.
The scene shifts into the space between Outrealms where the player is prompted at this point if they want to add Est to their party; if the player accepts, Est asks the Avatar if her sisters are with him/her.
Website summary
American: Deep within the underground temple in the Outrealm, a wicked sorcerer has created a grotesque army of soldiers.[1]
European: Deep within the underground temple in the Outrealm, a wicked sorcerer has created a grotesque army of soldiers that Chrom and his army must defeat.
North American eShop summary
Break through the deadly traps in the ancient temple! Can you win in under ten turns?
Chapter data
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Victory: Rout the enemy | Player | Enemy | ||||
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Defeat: Chrom or Robin dies | 1–12 | 37+31 | ||||
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Difficulty rating: ★★★★★ Map dimensions: 25 columns by 25 rows |
Block sizes: Japan: ?? North America: 47 PAL region: ?? | |||||
Map phase music: "Murderous Puppets" from New Mystery of the Emblem Battle phase music: "Tearing Shadows" from New Mystery of the Emblem 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: ¥250 United States: $3.00 Europe: €2.49 United Kingdom: £2.29 Australia: $3.25 New Zealand: $4.25 |
Also available in: Challenge Pack United States: $6.50 Europe: €5.99 United Kingdom: £5.39 Australia: $7.80 New Zealand: $10.20 |
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
There are no items available in this chapter.
Event tiles
There are no event tiles in this chapter.
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.
Normal Hard Lunatic
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Reinforcements
- At the start of turn 1
- The Risen Chief appears just northeast of Algol
- Turns 2 and 3
- 1 Berserker from the upper western sigil
- 1 Sniper with a Silver Bow from the lower western sigil
- 1 Hero from the upper eastern sigil
- 1 Assassin from the upper eastern sigil
- 1 Swordmaster from the left center sigil
- 1 Sorcerer with Nosferatu from the right center sigil
- Turn 4
- Turn 5
- 1 Sniper with a Longbow from the northwestern stairs
- 2 Sorcerers with Nosferatu; one from the northeastern stairs, one from the right center sigil
- 1 Swordmaster from the left center sigil
- Turn 6
- Turn 7
- 1 Berserker from the upper western sigil
- 1 Sniper with a Silver Bow from the lower western sigil
- 1 Hero from the upper eastern sigil
- 1 Assassin from the upper eastern sigil
- 1 Swordmaster from the left center sigil
- 1 Sorcerer with Mire from the right center sigil
Boss data
- Main article:
Algol
Normal Hard Lunatic
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
The spike tiles reduce all units' HP to 1 before the player phase starts, making for a dangerous battlefield against foes attacking at ranges 3 and greater should your units not have Lifetaker and/or Vantage. The 3x3 square in the middle fully revitalizes every unit inside it after the spike tiles unleash their effect.
This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- This is the only chapter in Awakening to include a Risen Chief where the Risen Chief is not the boss of the chapter.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Death's Embrace |
-- |
Japanese |
生と死の境に |
On the border between life and death |
Spanish |
El abrazo de la muerte |
Death's embrace |
German |
Dunkle Umarmung |
Lethal Embrace |
Italian |
Abbraccio letale |
Lethal embrace |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
The unique Risen Chief of this chapter
References
← Rogues & Redeemers 3 • | Death's Embrace | • Five-Anna Firefight → |
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