Site News |
---|
Warning: This wiki contains spoilers. Read at your own risk! Social media: If you would like, please join our Discord server, and/or follow us on Twitter (X) or Tumblr! Cross-Wiki Week 2023: From September 23 to October 1, make contributions to NIWA wikis and participating affiliates that you normally don't edit for a chance to win a Nintendo eShop gift card! See here for more details. |
Rebirth (5)
| ||||||||
|
“ | So that's how it's going to be, huh? Then we will fight...and we will save our people. Make your peace with whatever the gods worship. Your end is near. | ” | — Ike |
---|
Rebirth (5) (Japanese: 再生 [Area5] Rebirth [Area5]) is the fifth endgame of Part IV of Fire Emblem: Radiant Dawn, and the final chapter of the game as a whole.
In this chapter, Ike, Micaiah, and the others engage in their final showdown with the Goddess of Order, Ashera.
Plot
- Main articles:
Rebirth (5)/Script and Rebirth (5)/Conversations
A vision plays, in which Ashera and Lehran speak with each other. Lehran plans to return Yune to her body, as what affects Yune will also affect her; despite this, Ashera refuses, and insists that Yune must be completely destroyed. Lehran begs her not to do so, and she finally accepts his offer. She then declares she will sleep for a thousand years and, if the beorc and laguz maintain peace for that long, she will return Yune to her body and become Ashunera. However, if war awakens Yune, Ashera declares she will punish both him and all people. Lehran vows to keep the covenant on behalf of Altina, Soan, and Dheginsea. Ashera then states that, if he feels the world has either become perfect or irredeemable earlier, he and his heirs may sing the Galdr of Release to awaken her. The vision then ends.
Ike and the others finally arrive in Ashera's chamber, where she is waiting. Yune rushes up to her and pleads her not to cast down her judgment, though she refuses. Yune urges her not to break the covenant, as they were awoken by galdr and not war, but Ashera refuses again, saying how, during her slumber, the beorc and laguz had not learned from their mistakes, nor will they ever. Yune still pleads, bringing up how not everyone was turned to stone from the first judgment, and how the evolution of the Zunanma continues today with the Branded, and possibly more in the future. Ashera remains obstinate in her judgment, forcing Yune and the others to fight her. Ike then steps up, and asks Ashera for one final chance, recognizing the many failures of the people and seeking to amend them. Again, Ashera refuses, and Ike responds by challenging her to battle, ready to end her. Determined above all else to defeat her, Ike and company begin their climactic, final battle.
The battle is long and arduous, but in the very end, Yune's chosen come close to finally killing Ashera. Yune grants Ike all the power she has, and he finishes Ashera off with one final blow from Ragnell. With Ashera defeated, Yune appears to Ike in her real form, saying goodbye to him, and that the world has no need for gods. Before she does, however, Ike urges her to stay, believing that the gods give the people to something to strive for; something to aspire to. Yune apologizes for her failures, and Ike accepts, comforting her. Yune agrees to try one more time, then vanishes. She then flies off as a bird.
Outside the Tower of Guidance, Yune uses her powers to return all the petrified people to normal. The laguz and beorc are initially anxious, having just been in a battle with each other, but they decide to let down their weapons and stop fighting. Yune's powers spread to every corner of Tellius, restoring all the people who were judged by Ashera, and bringing them back to their lives.
Later on, Ike and company finally step out of the tower, having completed their long mission. Sothe and Micaiah say farewell to him, and leave for Daein. Ike reassures them both that they will be able to rebuild their country. Micaiah then thanks Ike, and promises never to forget him. If Pelleas was spared, he meets with Almedha, having realized that he is not truly her son. He explains that the mark on his forehead, the "Spirit's Protection", came to him when he made a pact with a spirit at age thirteen. Since Almedha's child had a mark when he was born, this meant that the child could not have been Pelleas; Pelleas apologizes for deceiving her, but nonetheless thanks her for giving him a mother's love. Caineghis also congratulates Ike, and the latter mentions how he always wanted to spar with the former. Caineghis agrees, saying that a little controlled fighting is needed so that the laguz do not lose their sense of self. As Micaiah leaves, Sanaki calls out to her, having deduced that the two of them must be sisters. Sanaki urges her to stay in Begnion to aid her, but Micaiah decides against this, believing that Daein needs her more. However, she proposes that the two nations forge a peace treaty, to which Sanaki agrees wholeheartedly. Tibarn and Reyson then say their farewells, heading off to the Serenes Forest now that it has been ceded to the herons officially; the two consider having all the bird tribes live their if they can overcome their differences. Elincia is the last to meet with him, and the two return back to Crimea.
Chapter data
Easy Normal/Hard
This map's elemental affinity is Light.
Character data
Characters | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
New units
| |||||||||||
| |||||||||||
Required characters
| |||||||||||
![]() ![]() | |||||||||||
Available characters
| |||||||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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.
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.
Easy Normal/Hard
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Reinforcements
- Turns 2, 3, and 15 (Normal/Hard only)
- 2 Fire Spirits; one from the western and eastern borders of the map each
- Turns 3, 12, and 27 (Easy only)
- 1 Fire Spirit from the western border of the map
- 1 Thunder Spirit from the western border of the map
- 1 Wind Spirit from the western border of the map
- Turns 4, 13, 14, 25, 26, 31, 32, 37, and 38 (Normal/Hard only)
- 1 Thunder Spirit from the northern border of the map
- Turns 5, 11, and 12 (Normal/Hard only)
- 2 Wind Spirits from the southern border of the map
- Turns 6 and 21 (Easy only)
- 1 Fire Spirit from the northern border of the map
- 1 Thunder Spirit from the northern border of the map
- 1 Wind Spirit from the northern border of the map
- Turns 6, 16, 41, 42, 43, 44, and 45 (Normal/Hard only)
- 1 Fire Spirit from the northern border of the map
- 1 Thunder Spirit from the northern border of the map
- 1 Wind Spirit from the northern border of the map
- Turns 7, 17, 23, 24, 29, 30, 35, and 36 (Normal/Hard only)
- 1 Wind Spirit from the western border of the map
- Turns 8 and 20 (Normal/Hard only)
- 2 Thunder Spirits from the southern border of the map
- Turns 9 and 18 (Easy only)
- 1 Fire Spirit from the eastern border of the map
- 1 Thunder Spirit from the eastern border of the map
- 1 Wind Spirit from the eastern border of the map
- Turns 9, 18, 21, 22, 27, 28, 33, 34, 39, and 40 (Normal/Hard only)
- 1 Fire Spirit from the eastern border of the map
- Turns 10, 19, 46-100 (Normal/Hard only)
- 1 Fire Spirit from north of Ashera
- 1 Thunder Spirit from right of Ashera
- 1 Wind Spirit from left of Ashera
- Turns 15 and 24 (Easy only)
- 1 Fire Spirit from the southern border of the map
- 1 Thunder Spirit from the southern border of the map
- 1 Wind Spirit from the southern border of the map
Boss data
- Main article:
Ashera
Ashera Auroras
Ashera will cast different variants of Judge in a set order. On Easy mode, the pattern is as follows:
Turn 1: No action
Turn 2: Physical area-of-effect attack
Turns 3-4: No action
Turn 5: Magical area-of-effect attack
Turns 6-7: No action
Turn 8: Area-of-effect Silence
Turn 9: Repeat from the start
On Normal and Hard modes, the pattern is as follows:
Turn 1: Physical area-of-effect attack
Turn 2: Long-ranged single-target magic attack
Turn 3: Magical area-of-effect attack
Turn 4: Long-ranged single-target physical attack
Turn 5: Area-of-effect Silence
Turns 6-9: Repeat of turns 1-4
Turn 10: Area-of-effect Paralysis
Turn 11: Repeat from the start
Both patterns repeat indefinitely.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This is the final battle, so as expected, Ashera will be pulling all the stops to prevent you, the player, from succeeding. Efficient strategy and planning is the key to success to this battle.
Before the player can deal any damage to Ashera herself, they will need to eliminate the eight auras surrounding her. This is significantly harder than it may seem, as the auras are equipped with Aurora, which will reflect some damage back at the attacker. This can be circumvented with Nihil or Parity (the latter skill however, will negate any bonuses received from "outside influence", such as supports or Blood Tide/White Pool). Much like their master, they too are equipped with Mantle, along with the beneficial effects it grants (skill and critical negation, HP restoration and negating non-blessed attacks). To exacerbate the problem further, any enemy spirit can sacrifice itself to heal the aura, in addition to each aura recovering 40 HP every enemy phase. Once an aura has its HP depleted, it will not regenerate. As such, it is recommended to try and focus on eliminating at least one aura per player phase.
Once all the auras have been dealt with, the player can now attack Ashera. Befitting her nature as a Goddess, she is obviously no slouch to combat. Due to her obscenely high resistance, magic users are very unlikely to deal any meaningful damage to her, nor can they take much hits from her in return, due to Judge's might of 50 eclipsing their own resistance. They are generally better of healing their allies or killing the enemy spirits.
If the dragon laguz units (Ena, Kurthnaga, Gareth, and/or Nasir) are alive and still able to fight, they may find that their skills will be of great value in this battle. Night Tide can improve a unit(s) survival, while Blood Tide and White Pool can help a unit to be able to double can deal even more accurate damage. Out of all the dragon units, Gareth has the lowest resistance, so heed caution should the player decide to bring him along.
Unlike most final bosses in the Fire Emblem series, Ashera has to be defeated in a specific way in order to succeed: the killing blow must be performed by Ike, with Ragnell. Any other method will simply revive Ashera after seemingly dying. Although most players can figure out the solution through common sense, it is not hinted at all in the game.
Trivia
- Following the completion of this chapter, an extra scene revealing the identity of Soren's family can be viewed during the character endings if the following criteria have been met:
- The save file was created using a cleared save's data; this is required in order for Pelleas to be spared so he can be later fought and recruited.
- Soren must fight Micaiah during Part III, Chapter 7.
- In Part III, Chapter 13, Pelleas must be spared by choosing the option the "Refuse his command".
- Soren must fight Pelleas in Part III, Endgame.
- Both Soren and Pelleas must survive to the end of the game.
Etymology and other languages
Names, etymology, and in other regions | ||
---|---|---|
Language | Name | Definition, etymology, and notes |
English |
Rebirth (5) |
-- |
Japanese |
再生 [Area5] |
Rebirth [Area5] |
Spanish |
Renacer (5) |
Rebirth (5) |
French |
Renaissance (5) |
Rebirth (5) |
German |
Wiedergeburt (5) |
Rebirth (5) |
Italian |
Rinascita (5) |
Rebirth (5) |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← Rebirth (4) • | Rebirth (5) |
---|