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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 Dusk Parts the Light) 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 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. After the banquet, Corrin meets once again with his/her 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 Third
Defeat: Corrin dies* or the player's army is routed* 16 {{{partner}}} {{{other}}} 22+∞ {{{third}}}

Initial DV active

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

Character data

New Units


Returning Characters

Avatar f-default ​Jakob ​Silas ​Elise ​Effie ​Arthur ​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 Con Mov Inventory and Skills
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.
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.
Name Class Lv # HP Str Mag Skill Spd Lck Def Res Cha 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
    • 2/4 Faceless; one/two from the western and eastern Dark Waters each
  • Turn 6
    • 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
  • Turn 8
    • 4 Faceless; two from the northwestern and northeastern Dark Waters each
  • Turn 9
    • 4/6 Faceless; two/three from the western and eastern Dark Waters each
  • Turn 10
    • 4/6 Faceless; two/three from the southwestern and southeastern Dark Waters each
  • Turn 11 (Hard/Lunatic only)
  • 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
  • The above pattern repeats infinitely, restarting on the second turn after the end of a pattern sequence.

Boss data

Main article: Takumi

Normal Hard Lunatic

Small portrait takumi valla fe14.png
link=Dragon Vein 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 mounted class. 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.
  • 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.


This section has been marked as a stub. Please help improve the page by adding information.


  • 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, 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 Dusk Parts the Light


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 CadrosCassitaIkonaKaterinaLaylaLilithMoroRainbow Sage
Bosses ???AnankosAnthonyAreteCandaceDaichiDanielaFunkeGaronGazakHaitakaHansIagoKilmaKotaroKumageraLlewelynLloydMikotoNicholOmozuSennoSumeragiTakumiTarbaZharaZola
Regalia and personal weapons Astral BlessingAurgelmirBifröstBölverkBrynhildrChakramExcaliburFujin YumiGanglariHagakure BladeMissiletainnPursuerRaijintoSiegfriedSkadiWaterwheelYato
Chapters Prologue Pr: 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 Garon • Endgame: 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 King • Endgame: 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 Cry • Endgame: 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 Dragon VeinMy Castle
Related topics Ancient TextsDownloadable contentFire Emblem Fates: Crown of NibelungName chartPre-release information (Unused content) • Soundtrack