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Rebirth (4)
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“ | A man like Zelgius could never serve conflicting interests... Never. Everything he did, he did for one master. Isn't that so, Sephiran? | ” | — Ike |
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Rebirth (4) (Japanese: 再生 [Area4] Rebirth [Area4]) is the fourth endgame of Part IV of Fire Emblem: Radiant Dawn.
In this chapter, Ike and company near the top of the Tower of Guidance, and confront Sephiran for his misdeeds, manipulation, and deception.
Plot
- Main articles:
Rebirth (4)/Script and Rebirth (4)/Conversations
A strange vision plays, in which an unidentified man pleads to Ashera to stop her judgment. He tries to explain that Yune's actions and misdeeds were only done out of fear, and urges Ashera to take Yune back into herself and become Ashunera again. Ashera refuses, however, unwilling to allow emotions to cloud her judgment and cause such wanton destruction ever again. She believes that purging her emotions will make her a perfect goddess, though the man still argues against her decision. Yune then speaks up and apologizes. A woman, presumably Altina, then pledges that the beorc and laguz will no longer war against another, to keep Ashera from erasing Yune completely. Ashera does not believe in them, stating that they cannot purge their emotions as she can, and, as long as said emotions exist, chaos and conflict will surely follow. The man then offers to seal Yune away in a medallion instead of destroying her completely; Ashera has no objection to this. The man then promises to Yune to one day return her to her old form, and that he will always be with her, singing to her. The vision ends.
Having received the memory, Yune begins to feel that he knows the man. She then tells everyone that Ashera awaits them behind the next door, warning them that she may not have even a shred of compassion left in her. Ike is still willing to do whatever is necessary, however, and marches on, though not before asking Yune if she feels out of balance. Yune explains that, when she slept in the medallion, she heard gentle music—heron galdrar—ensuring that she was never alone. Ashera, on the other hand, isolated herself, which caused her to grow bitter and lonely. Ike attempts to open the door to Ashera, but it does not move. Sephiran walks up behind them, and reveals that the doors are sealed with powerful magic—his own. Sanaki walks up to him apologizes, saying that she is not a true apostle, and Sephiran remains understanding.
Ike, however, brings up to him that Zelgius is dead, and accuses Sephiran of using Zelgius as his spy. Sephiran explains that Zelgius was the perfect person to have spy on Ashnard, given the former's great admiration of strength above all else. Ike demands to know why Zelgius took the medallion from Greil—whether it was his own decision, or Sephiran's order. Sephiran states that, while Zelgius killing Greil was not his order, having him take the medallion was. He then reveals that, all along, he planned for Ashera's awakening and judgment, and manipulated the Mad King's War as its catalyst; he believes that the only hope for a peaceful world is for Ashera to destroy everything and start anew. Sanaki and Ike are struck with disbelief at these revelations. After Ike asks if Sephiran truly betrayed so many people to accomplish his goal, he points his sword at him, threatening to make his death as painful as possible. Yune then recognizes all the previous memories as those of Sephiran, and urges him to stop, calling him "Lehran". Sephiran refuses, and a bloody battle to the death begins.
In the end, Sephiran is defeated, welcoming death with open arms. Before he passes on completely, Sanaki urges someone to heal him, but Yune rebukes this, saying the door will remain sealed so long as Sephiran is alive. Yune then mourns for him, wishing things could have gone differently, but Sephiran urges her to forget about him. He then gives Sanaki his Rudol Gem as a keepsake, and apologizes to her for deceiving her for all her life. Sanaki forgives him, and he finally passes away in a flash of light. After he dies, the door to Ashera slowly creaks open. With no other goals and nothing else stopping them, Ike and company move on through the door. Yune waits briefly before going in, apologizing to Sephiran—Lehran—and says her final goodbye to him.
If certain conditions have been met on a second playthrough, before Sephrian can pass on, Yune and Micaiah used their power to revive him at the last minute, timing it just right to trick the door into thinking he is dead, causing it to open. Ike questions why they would go out of the way to save the life of a man who instigated many years of conflicts across Tellius. Regardless, he told Sephiran to wake up. As he did, he was in surprise that he is still alive. When Sephiran questions Yune, she responded that she wanted him to live, reminding him that he always took care of her, and she could not stomach the grief over losing him. Sephiran urges her to let him die, but Yune refuses, wanting Sephiran—Lehran—to live. Ike then steps in, saying that he will not let Lehran die, reminding him that despite the suffering he endured for millennia, the actions he committed were unforgivable. Nevertheless, Ike gave him a chance to make amends for his past mistakes: by joining with him and his team in the final fight against Ashera. As Ike and the rest of the group pressed on through the door, Yune waits briefly before going in, telling Lehran she will be waiting for him. She then leaves, as Lehran is left laying down in contemplation.
Chapter data
Easy Normal/Hard
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This map's elemental affinity is Water.
Character data
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New Units
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Required Characters
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Available Characters
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This chapter follows the party formed after leaving the base in Endgame (1): Ike, Micaiah, Sothe, Sanaki, Kurthnaga, and Ena; ten units chosen by the player; one of Rafiel, Reyson, or Leanne; and any units recruited after that point.
Item data
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Enemy data
This section is missing stats, calculations, or growth rates which may be currently unknown. If this information is available, please help improve the page by adding it. |
- 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.
Easy Normal/Hard
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Reinforcements
- Turns 2, 6, 10, 14, 18, 24, 25, 32, 33, 40, 41, 49, and 50 (Normal/Hard only)
- 2 Fire Spirits from the wardwood northwest of Sephiran
- 2 Wind Spirits; one from the wardwood northwest and northeast of Sephiran each
- 2 Thunder Spirits from the wardwood northeast of Sephiran
- Turns 3, 7, 11, 15, 19, 26, 27, 34, 35, 42, and 43 (Normal/Hard only)
- 2 Fire Spirits; one from the wardwood southwest of Sephiran, one from the cover northwest of him
- 2 Thunder Spirits; one from the wardwood southeast of Sephiran, one from the cover northeast of him
- Turns 4, 8, 12, 16, 20, 21, 28, 29, 36, 37, 44, 45, and 46 (Normal/Hard only)
- 2 Wind Spirits from the northern cover
- Turns 5, 9, 13, 17, 22, 23, 30, 31, 38, 39, 47, and 48 (Normal/Hard only)
- 2 Fire Spirits; one from the northwest and northeast corners of the map each
- 1 Wind Spirit from the southwest corner of the map
- 1 Thunder Spirit from the southeast corner of the map
Boss data
- Main article:
Sephiran
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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.
This chapter introduces spirits, a new and unique type of enemy-only class who will make up the entirety of the final group of enemy units the player will encounter from this point onward. They have high magic, meaning when coupled with the might of their Spirit Tails, their raw damage output will be dealing up to 36 to 39 magic damage, depending on the type of spirit. They also have good resistance and a reasonably passable defense. Their speed stats are hovering around the high 30s, with the Thunder Spirits having only 28 speed while the Wind and Fire Spirits have 30. To be able to double attack all three types of anima Spirits, a unit requires at least 34 points of speed (32 speed will only allow a unit to double the Thunder Spirit). However, some third-tier classes have relatively low speed caps that do not meet the threshold needed to be in doubling range, such as the Arch Sage. For some classes that are shared by both genders (specifically, the Silver Knight and the Sentinel), it is usually the female variation that has a higher speed cap.
Likewise, to prevent a player unit from getting doubled themselves in order to minimize the damage they are taking, they will need more than 26 speed. This is particularly important to note, since the spirits have a massive 20 movement, giving them easy pickings on just about any unit on the map. This should not be a problem, since all of the player units that are brought into the tower from the start of endgame should already be well into their third-tier class. This is, however, a problem for the dragon laguz sans Kurthnaga, who have shifted speed caps that barely go past the mid 20s. While Ena and Nasir can compensate for this with their excellent resistance, giving them decent survivability against the prominent magic units, Gareth has an extremely low resistance base and growth, making him the most vulnerable.
On Easy Mode, all player units have already received a +5 bonus to their speed (along with most other stats) since the previous chapter, which can help mitigate the low speed growth/caps of some units.
If the player is worried that their units will be easily killed off by the abundant magic units, this chapter has wardwood tiles, which will grant an extra 10 points of resistance to any unit who stands on it. The first part of endgame also sells Pure Water and Ward staves, which can also help boost resistance. Kurthnaga's Night Tide can also provide an additional 5 points of resistance to units adjacent to him.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Rebirth (4) |
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Japanese |
再生 [Area4] |
Rebirth [Area4] |
Spanish |
Renacer (4) |
Rebirth (4) |
French |
Renaissance (4) |
Rebirth (4) |
German |
Wiedergeburt (4) |
Rebirth (4) |
Italian |
Rinascita (4) |
Rebirth (4) |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← Rebirth (3) • | Rebirth (4) | • Rebirth (5) → |
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