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Rogues & Redeemers 1
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“ | Ha! They just don't give up! But that's fine... The more they struggle, the sweeter the victory in the end... | ” | — Petrine |
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Rogues & Redeemers 1 (Japanese: 光対闇 光編 Light vs. dark: Light chapter) 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, Rogues & Redeemers 1 is the thirteenth one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Rogues & Redeemers 1 is part of the first series of DLC releases, a distinction that does not exist in the PAL regions.
This chapter was first made available on May 17, 2012 in Japan, March 28, 2013 in North America, and June 6-7 in the PAL regions.
In this chapter, the Shepherds are tasked to team up with a very tough group of heroic Einherjar to face a very tough group of villainous Einherjar.
Plot
- Main article:
Rogues & Redeemers 1/Script - See also: Rogues & Redeemers 1/Conversations
Old Hubba has noticed Chrom's return to the space between Outrealms, then asks Chrom why he's in the area again; Chrom reminds Old Hubba about the Outrealms with Einherjar that have minds of their own, and also how he asked the Shepherds to keep defeating them, asking Old Hubba how he could not remember. Old Hubba states he saw these events years ago, he just forgets things sometimes, then tells Chrom he got him allies this time--bamboozled them into thinking they summoned the Shepherds, at least as far as Old Hubba thinks, given his fuzzy memory lately, to which Chrom says he noticed. Preparations take place, where it is revealed that the setting is an Outrealm based in a ruined castle in the Gallia region of Tellius, set during a rainstorm at night.
Once preparations are finished, Ares reveals they have their enemy trapped in the castle ruins, to which Camus asks about the exits, with Ares stating that the exits are guarded by their forces on all sides--the enemy has no means of escape; Camus states that all that remains is to rally their group's might and crush their enemy, to which Ares replies it may not be so simple. Camus asks Ares what he means, and learns that more enemy soldiers just appeared inside the compound bearing peculiar weapons and armor; Camus asks how the Shepherds just appeared, if they were summoned into this area from some other realm, to which Ares confirms, as mad as this prospect sounds--their group still outnumbers the enemy, with both Ares and Camus concluding that against the Shepherds an all-out assault could prove disastrous. Camus asks his group to feed the fire gradually--poke at the Shepherds, test their skills and defenses, telling Ares to spread the word, to which Ares agrees. Back inside the fortification, Chrom reveals that the enemy has blocked all of the exits and asks how the Shepherds are going to fight their way out of this situation, to which Sigurd states is why his group summoned the Shepherds--his group needs the Shepherds' help to break the enemy siege; Chrom asks if all they need to do is secure an exit, to which Sigurd states is their immediate goal, but also reveals that this land will never know peace with men like the enemy forces on the loose. Chrom states that the Shepherds need to wipe the enemy out, after which Seliph tells Sigurd that the enemy is mobilizing for an attack; Sigurd tells Seliph to inform the others that they make their stand here, and the Shepherds will lead them to victory, to which Seliph agrees. Sigurd tells the Shepherds he's counting on them, to which Chrom states he won't let Sigurd and his group down. The battle begins at this point.
At the end of the first player phase, the Black Knight states that the Shepherds have bolstered their enemy's spirits, but it matters not in the end as they will crush them. At the end of the first enemy phase, Ephraim states their group shouldn't let rogues like the enemy force overrun this land, that now is the time for them to fight back with all their might. At the end of the second player phase, Gharnef asks himself why their enemy still squirms, that they haven't even a sliver of hope. At the end of the third player phase, Petrine states that their enemy doesn't give up and it's fine with her--the more they struggle, the sweeter the victory at the end.
Once the battle ends, if Sigurd survived, Chrom asks Sigurd if they got all of the enemy force, to which Sigurd agrees and states it's all thanks to the Shepherds' intervention; Chrom tells Sigurd he's happy for his group's help, and states that if there's nothing else, the Shepherds should be going. Sigurd states he understands and thanks Chrom again, but asks Chrom to wait and asks him to take something; Chrom notices it as an Einherjar card, "Ephraim, Restoration King" from Magvelian lore, to which Sigurd says he trusts Chrom knows how to make use of it. If Sigurd did not survive, Chrom reveals that's the last of the enemy force but their allies took heavy casualties and that the Shepherds should have fought better--it was close, too close, and next time the Shepherds need to be more careful; he then notices the Ephraim Einherjar stuck to the wall, and bets he has a story to tell.
Back in the space between Outrealms, a conversation will then ensue between Ephraim and the player, with the choices the player makes affecting what Ephraim says next. At the end of the conversation, the player will then be given an offer to add Ephraim to their active roster, which they can either accept or refuse.
Website summary
The forces of light guide the people toward peace, while the forces of darkness bring conflict. As these two powers battle in the Outrealm, Chrom decides to aid the warriors of light to defeat the agents of darkness.[1]
North American eShop summary
Help the hero of light defeat the hero of darkness!
Rewards: Ephraim card
Chapter data
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Victory: Rout the enemy | Player | Other | Enemy | |||
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Defeat: Chrom or Robin dies | 1–10 | 10 | 30 | |||
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Difficulty rating: ★★★★ Map dimensions: 24 columns by 24 rows |
Block sizes: Japan: 29 North America: 29 PAL region: 30 | |||||
Map based from: Chapter 8 of Path of Radiance Map phase music: "Advance" from Mystery of the Emblem Battle phase music: "Attack" from 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: ¥350 United States: $3.00 Europe: €2.49 United Kingdom: £2.29 Australia: $3.25 New Zealand: $4.25 |
Also available in: Rogues 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
Normal Hard Lunatic
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NPC data
Normal Hard Lunatic
Boss data
- Main article:
Camus
Normal Hard Lunatic
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.
Trivia
- This is one of only two DLC chapters where the on-field unit representing the unlockable DLC bonus unit is a green NPC as opposed to a red enemy, the other being Champions of Yore 1.
- The characters in the NPC lineup in this chapter are the same ones in the enemy lineup in Champions of Yore 2.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Rogues & Redeemers 1 |
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Japanese |
光対闇 光編 |
Light vs. dark: Light chapter |
Spanish |
Granujas y libertadores 1 |
Rogues and liberators 1 |
German |
Raubeine und Rächer 1 |
Roughers and Avengers 1 |
Italian |
Avversari e alleati 1 |
Opponents and allies 1 |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← Smash Brethren 3 • | Rogues & Redeemers 1 | • Rogues & Redeemers 2 → |
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Fire Emblem Awakening | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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