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Night Breaks Through

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Night Breaks Through

Cm fe14c endgame.png


Shirasagi: Throne Room



Previous chapter(s)

The Empty King

No! The Fujin Yumi doesn't belong to you. It belongs to my brother! Takumi, that weapon's true master, died because of YOU! I chose this path, and I will walk it until the very end. I will make things right again! I WILL defeat you and keep all the promises I made to my loved ones! [...] This is it! Takumi, I'm sorry it took us so long to finally see eye to eye… But I will save both your kingdom and mine, I promise! This will be my... No... This will be OUR final battle!!
— Corrin

Night Breaks Through (Japanese: 光去り行く黄昏 The Light-dispersed Dusk) is the endgame of the Conquest campaign in Fire Emblem Fates. In this chapter, Takumi has been corrupted beyond salvation by a force outside comprehension, and Corrin must destroy him or perish.

It is not possible to save the game, read supports, or return to My Castle during this chapter; the previous chapter and this one must be completed consecutively.


Main article: Night Breaks Through/Script

Corrin awakens in what seems to be their bedroom in Castle Shirasagi, and is greeted by Mikoto and Ryoma. After regaining their bearings, Mikoto explains that Corrin's soul is on the brink of death and that they can choose to fully pass away. However, Corrin hears Takumi attacking Xander and Azura, much to their confusion. Mikoto explains that Takumi's rage has grown stronger and will not be satisfied until he has killed every single Nohrian. Hearing the encouragement of their friends and allies, Corrin elects to return to the land of the living, but before they can, another Takumi appears. This Takumi states that the "Takumi" they were facing is no more than another puppet for the same mysterious force controlling Garon, fueled by his resentment at Corrin for siding with Nohr, and his soul left his body after his death not long ago. Takumi begs them to end his suffering and entrusts them with the power of the Fujin Yumi to reform the Yato and release his body from its unholy master.

Corrin vows to uphold Takumi's promise to free him and they reconcile with each other before he disappears. Lilith's spirit appears and guides Corrin back to life, and the Shadow Yato is restored. The possessed Takumi attempts to destroy the Yato again, only to fail. Corrin proceeds to begin the final battle against the possessed Takumi alongside the Nohrian siblings.

Before the battle, Azura apologizes for not helping Takumi soon and begins to sing her forbidden song to weaken Takumi, despite knowing it will kill her, and Corrin's most vicious battle ensues. Ultimately, Nohr emerges triumphant, and the possessed Takumi is slain once and for all. As he dies, he returns to his senses and thanks Corrin before succumbing to his wounds and passing away. In the aftermath, Azura vanishes, presumably dissolving into water due to overusing her powers, and Corrin has a feeling that they will not see her again. They speculate with Xander as to what corrupted Takumi and Garon, but they are unable to come up with any conclusions. With the war finally over for good, Corrin and their siblings go to free the remaining Hoshidan forces.

Afterwards, Corrin and the Nohrian royals attend Xander's coronation as the next king of Nohr. He explains that Nohr has made peace with Hoshido to prevent another war and both kingdoms will now strive for peace together. Hinoka and Sakura, who survived the war, also attend. With the deaths of Ryoma and Takumi, Hinoka becomes the new Queen of Hoshido and a new permanent peace treaty has been established between the kingdoms. Xander apologizes for their losses and promises Hinoka that he will do his utmost to uphold the newfound peace and undo all the damage dealt by Nohr. Though Corrin is satisfied with their success in ending the war, Hoshido still despises them and they are still guilt-ridden. The Nohrian siblings and Corrin head to a celebratory banquet. During the banquet, Corrin leaves for a moment, and encounters Azura's spirit for the last time. After the banquet, Corrin meets up with their Nohrian siblings in Garon's former throne room as Xander states that with Corrin by his side, the Nohrian royal family will continue to bring peace to the world.

Chapter data

Normal Hard Lunatic

Chapter Data
Unit Data
Victory: Defeat Takumi Player Partner Other Enemy
Defeat: Corrin dies* or the player's army is routed* 1–16 {{{partner}}} {{{other}}} 22+∞

Initial DV active

Cm fe14c endgame.png
Map dimensions:
29 columns by 30 rows

Character data

New units


Required characters
Corrin f ​
Available characters
Jakob ​Silas ​Elise ​Arthur ​Effie ​Odin ​Niles ​Azura ​Nyx ​Camilla ​Selena ​Beruka ​Kaze ​Laslow ​Peri ​Benny ​Charlotte ​Leo ​Keaton ​Gunter ​Felicia ​Xander ​Shura ​Flora ​Izana ​

Note: The returning characters list does not include any characters recruitable in paralogues or xenologues, 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.

Dragon Vein data

The Dragon Veins in this chapter are stated to have the effect "Create barriers to blunt Takumi's attack", with "Takumi's attack" being his area-of-effect attack. They are located as follows:

  • Column 12, row 26: Three squares west of a Great Master
  • Column 13, row 14: Six squares north of a General
  • Column 14, row 9: Three squares north of furthest southern ally starting positions
  • Column 14, row 18: Two squares south of an Oni Chieftain
  • Column 14, row 22: One square east of a Master Ninja
  • Column 15, row 13: Three squares north of an Oni Chieftain
  • Column 15, row 18: One square north of a Maid
  • Column 16, row 11: Five squares north of an Oni Chieftain
  • Column 16, row 18: Two squares south of an Oni Chieftain
  • Column 16, row 22: One square south of a Master Ninja
  • Column 17, row 14: Two squares north, one square east of an Oni Chieftain
  • Column 18, row 26: Three squares east of a Great Master

There are five barrier blocks created each time a Dragon Vein is activated, each with 30 HP, and they are located as follows:

  • Column 13, row 18: One square west of three Dragon Veins in a row
  • Column 14, row 24: Five squares south of the westernmost of three Dragon Veins in a row
  • Column 14, row 25: Five squares south of the centermost of three Dragon Veins in a row
  • Column 14, row 26: Five squares south of the easternmost of three Dragon Veins in a row
  • Column 15, row 18: One square east of three Dragon Veins in a row

Enemy data

Normal Hard Lunatic

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds02 sniper takumi vallite enemy.gif Takumi Sniper 20 2 60 26+2 0 31+3 25+3 15 24 20+2 - Skadi
Competitive Draconic Hex Dragonskin Bold Stance
Paired up together; the supporting Takumi is a Replica.
• Uses an area-of-effect attack that deals 50% of a unit's maximum HP as damage to playable units in the main hall every 3 turns.
Ma 3ds02 hero vallite enemy.gif Invader Hero 20 2 51 27 0 33 28 14 24 16 6 Silver Sword
Immediately begins moving unprovoked.
Ma 3ds02 onmyoji vallite enemy.gif Invader Onmyoji 20 2 41 0 30 23 25 10 13 21+1 6 Rabbit Spirit
Immediately begins moving unprovoked.
Ma 3ds02 oni chieftain vallite enemy.gif Invader Oni Chieftain 20 2 46 30 22 16 21 6 30 20 6 Silver Club
Begins moving if another Oni Chieftain is provoked.
Ma 3ds02 oni chieftain vallite enemy.gif Invader Oni Chieftain 20 1 46 30 22 16 21 6 30 20+1 6 Rabbit Spirit Silver Club
Begins moving if another Oni Chieftain is provoked.
Ma 3ds02 maid vallite enemy.gif Invader Maid 20 1 42 22 26 30 25 18 19 17 - Silver Dagger Freeze Physic
Ma 3ds02 general vallite enemy.gif Invader General 20 2 54 33 0 27 11 15 35 18 5 Silver Lance
Both begin moving if either is provoked.
Ma 3ds02 master ninja vallite enemy.gif Invader Master Ninja 20 2 44 24 0 33 31+2 13 16 30 6 Silver Shuriken
Poison Strike
Ma 3ds02 great master vallite enemy.gif Invader Great Master 20 1 48 27 24 23 26 16 20+1 25+1 - Silver Naginata Silence Wane Festal
Ma 3ds02 paladin vallite enemy.gif Invader Paladin 20 3 48 28 1 24 23 15 27 23 8 Silver Lance
The outer two begin moving unprovoked on turn 4.
Ma 3ds02 malig knight vallite enemy.gif Invader Malig Knight 20 2 45 27 26 22 15 7 25 23 8 Ragnarok Silver Axe
Both begin moving if either is provoked.
Ma 3ds02 dark knight vallite enemy.gif Invader Dark Knight 20 1 46 26 27 22 15 14 29 18 8 Ragnarok
Begins moving unprovoked on turn 4.
Ma 3ds02 bow knight vallite enemy.gif Invader Bow Knight 20 1 45 26 0 28 29 13 18 24 8 Silver Bow Silver Sword
Begins moving unprovoked on turn 4.
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds02 faceless vallite enemy.gif Invader Faceless 35 55 20 2 18 19 0 25 18 5 Gauntlet


  • On Hard mode and above, all Faceless reinforcements have the skill Self-Destruct. On Lunatic mode, all reinforcements with debuffing skills have the skill Inevitable End.
  • Turn 4
    • 4 Faceless; two from the northwestern and northeastern dark waters each
  • Turn 5
    • 2 (Normal)/4 (Hard/Lunatic) Faceless; one (Normal)/two (Hard/Lunatic) from the western and eastern dark waters each
  • Turn 6
    • 4 (Normal)/6 (Hard/Lunatic) Faceless; two (Normal)/three (Hard/Lunatic) from the southwestern and southeastern dark waters each
  • Turn 8
    • 4 Faceless; two from the northwestern and northeastern dark waters each
  • Turn 9
    • 4 (Normal/Hard)/6 (Lunatic) Faceless; two (Normal/Hard)/three (Lunatic) from the western and eastern dark waters each
  • Turn 10
    • 4 (Normal)/6 (Hard/Lunatic) Faceless; two (Normal)/three (Hard/Lunatic) from the southwestern and southeastern dark waters each
  • Turn 12
    • 6 Faceless; three from the northwestern and northeastern dark waters each
  • Turn 13
    • 4 Faceless; two from the western and eastern dark waters each
  • Turn 14
    • 4 (Normal)/6 (Hard/Lunatic) Faceless; two (Normal)/three (Hard/Lunatic) from the southwestern and southeastern dark waters each
  • The above pattern for Faceless repeats infinitely, restarting on the second turn after the end of a pattern sequence.
  • Turn 11 (Hard/Lunatic only)
  • Turn 14 (Hard/Lunatic only)
  • Turn 17 (Hard/Lunatic only)
  • Turn 23 (Hard/Lunatic only)
  • Turn 26 (Hard/Lunatic only)
  • Turn 29 (Hard/Lunatic only)
  • Turn 35 (Hard/Lunatic only)
  • Turn 38 (Hard/Lunatic only)
  • Turn 41 (Hard/Lunatic only)
  • Turn 47 (Hard/Lunatic only)
  • Turn 50 (Hard/Lunatic only)
  • Turn 53 (Hard/Lunatic only)
  • The above pattern for Malig Knights, Oni Chieftains, Paladins, and Master Ninjas repeats infinitely, restarting on the sixth turn after the end of a pattern sequence.

Boss data

Main article: Takumi

Normal Hard Lunatic

Small portrait takumi valla fe14.png
Dragon Vein Ma 3ds02 sniper takumi vallite enemy.gif Sniper
Level 20
Movement -
Max HP 60 Speed 25+3
Strength 26+2 Luck 15
Magic 0 Defense 24
Skill 31+3 Resistance 20+2
Inventory Skills
Skadi Competitive
Draconic Hex
Bold Stance
Weapon Levels
Swords/Katanas -- Lances/Naginata -- Axes/Clubs -- Bows/Yumi S
Tomes/Scrolls -- Staves/Rods -- Daggers/Shuriken -- Dragonstones --
Takumi is paired up with a Replica of himself.


This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

This is the final chapter of Fire Emblem Fates: Conquest, and you cannot save your progress after this chapter; thus, no changes to your army or inventory can be carried over. If you have been saving rare and valuable items like stat boosters, status staves, and the Bifröst for a rainy day, it's time to take out your umbrella.

Takumi has a dangerous area-of-effect attack that triggers every 3/2 turns. You can hide behind barriers erected by the Dragon Veins to avoid it. If a unit is not straight north of one of these barriers, they will take non-lethal damage equal to half of their maximum HP.

There are two basic ways to approach this map: the Rescue-Pass cheese strategy and conventional strategy.

Rescue-Pass cheese

For the most optimal version of this strategy, you need:

  • One Takumi killer in a class that grants +1 Mov as the supporting unit in Pair-Up. They must be able to reach 31 Speed to double Enfeebled Takumi. Corrin can one-round him with 74 attack with the Shadow Yato; one sample build to reach this benchmark makes them a +Strength -Defense Great Knight. Accounting for their statue in My Castle, this gives them a Strength cap of 40 right off the bat plus 3 extra damage from a B rank in swords and weapon triangle advantage, giving them 43 attack. If they had Samurai as their secondary, they can get Life and Death and Swordfaire for another 15. The Shadow Yato itself has 16 might, raising the total to 74. If you can't reach 74 attack, another potential benchmark to aim for is 66 attack, to one-round him with one trigger of Dragon Fang. Other units can one-round him with 73 attack wielding a Brave weapon or 71 attack wielding the Lightning tome. Note that Brave Weapon users must 3HKO Takumi; the fourth hit will be blocked by a Dual Guard.
  • Two Bow Knights with Movement +1; one of them must have Pass and have used a single pair of Boots. Niles or Shura should easily fill one of these slots, while the other is easiest to fill by recruiting Nina beforehand, using the Offspring Seal to promote her to Adventurer to instantly get Pass, using a Heart Seal to move her to Bow Knight, and giving her the Boots.
  • Four mounted healers; three of them must have a D-rank in staves and the last must have a C-rank and have used Magic and Skill Tonics. Jakob, Felicia, and Flora all have base access to Strategist and appropriate staff ranks, while the fourth slot will probably be filled by Elise.
  • One cavalryman.
  • One Azura.
  • One Rallyman.
  • Two Rescue staves, one of which must have both charges.
  • One Enfeeble staff.
  • Two characters with Shove or Swap. You will need to capture someone to do this; Haitaka and Kumagera fit the bill quite nicely.

Note that you do not need the pair of Boots you get from killing Shura to pull this off. It does make the movement requirements a little looser, though - for example, you could use the second pair of Boots on your Pass Bow Knight and make the Takumi killer an infantry unit.

Your deployment should be as follows. The bottom row should be, from left to right: your Pass Bow Knight, your cavalryman with Azura paired up and the cavalryman in front, a D-rank mounted healer holding a Rescue staff with two charges, and another D-rank mounted healer. Your third D-rank mounted healer should be one space above the cavalryman/Azura pair and holding the other Rescue staff. Your non-Pass Bow Knight should be paired with your C-rank mounted healer and placed on the rightmost square of the second row from the bottom with the Bow Knight in front and the healer holding the Enfeeble staff. Rallyman should be right above Corrin, and your Shove/Swap guys should be as close to the Pass Bow Knight as this setup allows.

Once you've done all that, it's time to move out.

  • Have Rallyman rally.
  • Pair the Takumi killer up with the Pass Bow Knight.
  • Use Shove and Swap to move Bow Knight/Takumi killer down two spaces.
  • Move Bow Knight/Takumi killer down 11 spaces, keeping the Bow Knight in front. They should be nestled between a Maid, a General, and a piece of rubble.
  • The healer to Cavalryman/Azura's right should move down 7 spaces and right one space, landing them to the right of a Dragon Vein and three spaces above an Oni Chieftain; they must then Rescue the healer 7 spaces above them.
  • Move the healer you just Rescued below the one who just Rescued them, trade over the Rescue staff, and Rescue the Bow Knight/C-healer pair.
  • Move the Bow Knight/C-healer as close as possible to Takumi and Enfeeble him.
  • Move the healer who starts above Cavalryman/Azura down 7 and left 1 and have them rescue Cavalryman/Azura.
  • Move Cavalryman/Azura downwards and sing for the Takumi killer's pairing.
  • Move to Takumi and plunge your blade into his foul heart.


Though this is highly dangerous, if you lack a unit strong enough to ORKO Takumi, this is your only choice. Since the party has to make their way across the map slowly, this entails fighting basically all of the starting enemies on the map, and potentially the waves upon waves upon ocean's gray waves of Faceless reinforcements.

To begin the chapter, a squad of Silver Sword Heroes (Left)/a squad of Rabbit Spirit Onmyoji (Right) will begin charging down the flanks. They're the only initially aggressive enemies, and they'll still take a turn to reach you. The Onmyoji can be handled by a strong Master Ninja, while the Hero squad requires a bit more attention. Tank their hits with someone with high physical bulk, like Xander then kill them with magic. The Oni Chieftain crew won't move until one of them is provoked, though they'll all charge in at once if you do. They'll take little damage from physical counterattacks, so try to bait them with a magic user that can take a hit.

Once you move closer to the center, the real threat emerges. The Maid brigade in the middle includes 2 Enfeeble users on the sides and a Freeze user in the middle, and are under the protection of Master Ninjas, and all of them have Inevitable End to let their debuffs stack. You cannot engage in a prolonged fight in status staff range, so assassinating the Maids is a must. If you have any Rescue charges left, now is the time to use them (by using them to pull units out after they move in to kill a Maid). Spending 2 Rescue uses on the Enfeeble Maids makes the center of the map much more manageable. As for the Master Ninjas, forget about killing them on retaliation due to their high Avo. Just bait them with someone who doesn't care about the stat drop or is fast enough so a Dual Guard negates the only hit. The 3rd Enfeeble Maid also needs to be assassinated with Rescue as you approach, though the Freeze Maid can be distracted by leaving someone in 1-2 range of her, as the AI prioritizes attacking over using staves.

Starting turn 4, the Faceless spam begins, as 4-6 of them will spawn every 1-2 turns with a wide array of debuffing skills and Inevitable End. On this turn, the paired-up Paladins also start moving. It is recommended to let the Paladins approach and kill them, rather than having to deal with them while fighting the other enemies further south. While the Faceless come in numbers, there is a trick to dealing with them effectively. All the Faceless reinforcements here have Self-Destruct, which makes the Faceless blow up and deal (non-lethal) out-of-combat damage if they have HP<50% at the start of Enemy Phase, and more importantly, they will unconditionally blow up as long as their HP is low enough, even if there's nothing in range to blow up and/or if they could cause more damage/kill by moving to attack. This means that you only need to deal 31 damage to each Faceless and they will dispose of themselves at the start of their turn, before any enemy healers get a chance to heal them. As long as you pay attention to their skills (some have Counter, others Countermagic and most have a Seal-skill) and ensure nobody gets hit with a Seal-skill in a stat they can't afford to lose, the Faceless can be handled rather easily.

As for the last group, the real threats are the Paladins and Malig Knights. The Great Master crew in the middle has Enfeeble and even a Hexing Rod, so finding room to bait the mounted units can be difficult. However, you only need to bait out one of each type, and the other will move as well. Beware of the Beast Killers the Paladins have; don't bait with Cavs/Pegasi/Kinshi, but remember that Wyvern-riding classes are not weak to the Beast Killer. Once they're gone, you can neuter all three Great Masters by putting someone in their combined attack ranges, as they will attack with their rather lackluster offense.

Once the Faceless situation is under control and all the starting enemies are dead, it's finally time to confront Takumi himself. While his giant energy wave dealt heavy damage to your units, as long as they didn't need the HP to bait enemies, it doesn't actually matter that much if you are not taking enemy attacks in the first place. But this can't be said for fighting Takumi himself. In Bold Stance with himself, he will charge up Dual Guards incredibly quickly and also has Vengeance, which is basically a death sentence if it goes off. While Bold Stance leaves himself vulnerable to Dual Strikes, you won't be going for them as they are decidedly very unsafe due to the aforementioned Vengeance. You will need to attack him in Pair-Up with a Dual Guard charged (if you need to charge it, go attack some Faceless), while also having enough SPD to avoid being doubled. Fortunately, this SPD threshold is quite low; just 25 SPD, which can go even lower with debuffs (and he's not immune to your own Enfeeble). If you have both on a unit, then that unit should hit Takumi with the strongest weapon at their disposal by waiting in range so they can retreat to safety next turn; even weapons that would leave them open to being OHKO'd like Excalibur or Brave Sword as the Dual Guard will negate that. You do not need to kill Takumi in one go either; he doesn't heal unless you let him get a kill during his turn so it's OK to retreat and recharge your Dual Guard on the Faceless. Rinse and repeat and Takumi will go down after a few such hits.


  • This chapter is one of few chapters in the game where the preparations theme doesn't play during that phase of setup. In this case, the music from the preceding cutscene continues onto the battle preparations screen.
  • This is the only endgame chapter in Fates where the boss from the previous chapter is not fought again as the final boss, as Garon was the boss of Chapter 27, while here, Takumi serves as the final boss of the Endgame.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes

Night Breaks Through




The Light-dispersed Dusk


La noche vence

The night wins


La nuit tombera

The night falls


Die Nacht bricht herein

The Night comes upon





빛이 사라지는 황혼

Light vanishes into dusk



← The Empty King • Night Breaks Through
Fire Emblem Fates
Playable characters Birthright
DLC Anna
amiibo IkeLucinaMarthRobin
Non-playable characters CassitaLaylaLilithRainbow Sage
Bosses ???AnankosAnthonyAreteCandaceDaichiDanielaFunkeGaronGazakHaitakaHansIagoKilmaKotaroKumageraLlewelynLloydMikotoNicholOmozuSennoSumeragiTakumiTarbaZharaZola
Background characters CadrosIkonaKaterinaMoro
Regalia and personal weapons Astral BlessingAurgelmirBifröstBölverkBrynhildrChakramExcaliburFujin YumiGanglariHagakure BladeMissiletainnPursuerRaijintoSiegfriedSkadiWaterwheelYato
Chapters Prologue P: Ties That Bind • 1: Nohr • 2: Gift of Ganglari • 3: Journey Begins • 4: Hoshido • 5: Mother • 6: The Path Is Yours
6: In the White Light • 7: A Vow Upheld • 8: Fierce Winds • 9: Land of Gods • 10: Ninja Village • 11: To the Sea • 12: Dark Reunion • 13: Another Hope • 14: Light Scatters • 15: Wolfskin Peak • 16: Pleasure Palace • 17: Lost in the Ice • 18: Leo • 19: Rainbow Sage • 20: Fort Dragonfall • 21: Burning Falls • 22: Hidden Capital • 23: Camilla • 24: Tears of a Dragon • 25: Traitor Revealed • 26: Xander • 27: King GaronE: Dawn Breaks
6: Embrace the Dark • 7: A Dragon's Decree • 8: Cold Reception • 9: Another Trial • 10: Unhappy Reunion • 11: Rainbow Sage • 12: Bitter Intrigue • 13: Uprising • 14: Voice of Paradise • 15: The Black Pillar • 16: Invasion • 17: Den of Betrayal • 18: Black & White • 19: Kitsune Lair • 20: Winds of Change • 21: Eternal Stairway • 22: Sakura • 23: Possessed • 24: Hinoka • 25: Ryoma • 26: Treason • 27: The Empty KingE: Night Breaks Through
6: Into the Ground • 7: Unspeakable World • 8: Traitor's Brand • 9: Wanderer • 10: Voice of a God • 11: Mutual Enemies • 12: Frozen Sea • 13: A Lost Peace • 14: Orders • 15: Rainbow Sage • 16: White Flames • 17: Black Flames • 18: Veiled Kingdom • 19: Hidden Strings • 20: Seeds of Doubt • 21: Going Forward • 22: Memories • 23: Arete Undone • 24: Days Lost • 25: Blades Drawn • 26: The Vallite King • 27: Hear My CryE: Anankos
Paralogues 1: Tragic Start • 2: Dragon Blood • 3: Surprise Duet • 4: Fight or Flight • 5: Bold Approach • 6: Herbal Remedy • 7: Father & Liege • 8: A Great Hunt • 9: Saizo vs. Saizo • 10: Hunter & Prey • 11: A Long Grudge • 12: Sweet Dreams • 13: Truly Talented • 14: After the End • 15: Hidden Bravery • 16: Abducted • 17: Two Defenders • 18: Nutty Family • 19: Great Heroism • 20: Ultimate Power • 21: Bright Smile • 22: Abrupt Clash
Invasions Birthright: Invasion 1Invasion 2Invasion 3Conquest: Invasion 1Invasion 2Invasion 3Revelation: Invasion 1Invasion 2Invasion 3
DLC chapters Ghostly GoldBoo CampMuseum MeleeBeach BrawlRoyal RoyaleBefore AwakeningHidden Truths 1Hidden Truths 2Vanguard DawnAnna on the RunBallistician BlitzWitches' TrialA Gift from AnnaAnother Gift from AnnaI: In Endless DreamsII: Realms CollideIII: The Changing TideIV: Light's SacrificeV: Endless DawnEnd: Lost in the WavesHoshidan Festival of BondsNohrian Festival of Bonds
Hero Battles Hero-King MarthRadiant Hero IkePrincess LucinaGrandmaster Robin
Locations Deeprealms (My Castle) • Hoshido (Flame TribeIzumoKohgaMokushuWind Tribe) • Nohr (Dragon's GateIce TribeNestra) • Notre SagesseValla (Bottomless Canyon)
Groups, objects, and concepts Ancient TextsDragon VeinMy Castle
Lists ChaptersCharactersClasses (Class change) • ItemsScriptsSkillsSupportsWeapons
Related topics 4koma Comic & Character Guide BookCrown of NibelungDownloadable contentName chart • Other games (Awakening) • Pre-release information (Unused content) • Soundtrack