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Rogues & Redeemers 3
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|“||Ugh, it won't stop eating at me... I can't shake the feeling I'm making some terrible mistake. I've never felt that before... Who are these people?||”|
Rogues & Redeemers 3 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 3 is the fifteenth one from the top in the North American version of the game. Officially in Japan and unofficially in North America, Rogues & Redeemers 3 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 July 26, 2012 in Japan, April 11, 2013 in North America, and June 20-21 in the PAL regions.
This chapter is the finale of the Einherjar saga and, in it, very strong Einherjar both heroic and villainous join forces, forcing the Shepherds into facing them all head-on without any allies. At stake is the ability for Old Hubba to seal these very tough Einherjar back into their cards.
Old Hubba has noticed Chrom has returned to the space between Outrealms, and none too soon, with Chrom deducing that there are more Einherjar for the Shepherds to battle; Old Hubba reveals that the Einherjar the Shepherds are about to fight consist of all of the foes they've beaten at their destination Outrealm, all in one place--if the Shepherds beat them again, Old Hubba can seal them back into their cards. Chrom deduces that the Shepherds will not have allies this time, to which Old Hubba confirms, but notes that it's so much romantic in that fashion--a ragtag group of misfits, outnumbered and facing history's greatest legends, odds stacked against the misfits with no hope of victory in a grueling fight to the death; Chrom states the word "romantic" is not the word he would choose. Preparations take place as it is revealed that the chapter's main setting is the Tellius-based Outrealm, with the weather forecast being that of a beautiul evening around sunset.
Once preparations are complete, Eldigan asks if what he's heard is true, eldritch forces in the castle ruins heavily armed, to which Petrine confirms and reveals they've already surrounded them with their combined forces. Eldigan asks Petrine if they should first establish whether the opposing force means any harm, to which Petrine states that none of them invited the opposing force here and asks Eldigan if he did so; Eldigan states he did not invite the opposing force, deducing that it's cause enough to brand them enemies. Petrine states it's better to strike first and ask questions later, stating that a mouse in a bag can still bite, then states that she hopes they've caught something more interesting than that. Within the castle ruins, Chrom notes that they're completely surrounded with enemies in every direction; Robin notes that these enemies are strong and there's plenty of them; Chrom states that there's nothing they can do but to fight their way out, then calls the Shepherds to prepare themselves--this is the day that they make some new legends. The battle begins at this point.
At the end of the first player phase, Ike reveals something's eating at him, that he can't shake the feeling he's making some terrible mistake; Ike states he's never had this feeling before and asks who the Shepherds are.
Once the battle ends, Chrom asks if the Shepherds have defeated all of the enemies, to which the Avatar states he/she believes they did and notes that it's finally quiet in the area and that the battle was brutal; Chrom notes that it was an epic battle by any measure, a testament to his troops and the Avatar's tactics that the Shepherds managed to prevail. The Avatar tells Chrom that something was found in the ruins, to which Chrom notices as another Einherjar card; the Avatar reveals the card as being "Ike, the Radiant Hero", which Chrom states as the hero who wielded Aether in the legends of Tellius, asking if they can hear him out.
Back in the space between Outrealms, a conversation will then ensue between Ike and the player, with the choices the player makes affecting what Ike says next. At the end of the conversation, the player will then be given an offer to add Ike to their active roster, which they can either accept or refuse. Afterward, the game gives the player a skill book that teaches the Limit Breaker skill.
Chrom and Old Hubba have once again met up in the space between Outrealms, with Old Hubba noting how the Shepherds actually defeated the toughest of Einherjar, saying he knew they would do so; Chrom asks Old Hubba what he's doing in the area, to which Old Hubba states he was waiting for Chrom, knowing he would win and would come to this area, to which Chrom notes Old Hubba didn't sound that certain a moment before. Old Hubba states his weak, bony old hands could have never rounded up all of the Einherjar cards alone, yet Chrom did it--the Shepherds are heroes and the Outrealms owe them all a great debt; Chrom asks if the Shepherds are truly done in the Outrealms and if all of the Einherjar are truly captured, to which Old Hubba confirms--no more nostalgic banter battles and inter-era cross-generational headaches, every last Einherjar is back sealed safe and sound in their cards, to which Chrom states he suddenly feels almost sorry for them. Old Hubba states his hearing is sometimes not so great, then asks Chrom if he felt sorry for the rogue Einherjar; Chrom notes that they didn't seem like phantoms, they seemed like real people, to which Old Hubba confirms they can indeed seem like real people but that they are just reflections. Chrom notes that "reflections" is a good word to refer to the Einherjar--as they fought and spoke, it often felt like they were reflecting on their lives, rehearsing some brief moment from the past they needed the Shepherds to see; Old Hubba states it appears as if the Shepherds learned some things on their road to victory, that they honor the memory of those the Einherjar once were, and he states he'll make sure the Einherjar know that, to which Chrom thanks Old Hubba. Chrom states that the Shepherds are heading back for their own world, then asks Old Hubba where he will go, to which Old Hubba states he's going nowhere as the Outrealms are his home; Chrom asks Old Hubba if he'll remain in the Outrealms all alone, to which Old Hubba states he's been doing it for years, centuries, eons, maybe even decades--he's lost count. Old Hubba reveals he once lived in Chrom's world, but after his wife Bea passed, the Outrealms just felt like a better fit; he then states that, from what the Shepherds showed him, it seems like Chrom's world is in good hands. Chrom notes that it's time to bid Old Hubba farewell, and states that he might even miss him; Old Hubba tells Chrom not to be sure it's the last he'll ever see of Old Hubba, as Chrom never knows what the future holds--but Old Hubba does, having prophesized it ages ago, again tripping over his words. Chrom bids Old Hubba farewell.
The forces of light and darkness come together to form an overwhelming power. Chrom must take them both on in this decisive battle.
North American eShop summary
Defeat both the hero of light and the hero of darkness!
Rewards: Ike card, Limit Breaker skill
|Victory: Rout the enemy.||Player||Enemy|
|Defeat: Chrom or the Avatar die.||20||50|
|Difficulty rating: ★★★★★
24 columns by 24 rows
North America: 37
PAL region: 38
|Map based from: Chapter 8 of Path of Radiance|
Map phase music: "Eternal Bond" from Radiant Dawn
Battle phase music: "The Devoted" from Radiant Dawn
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 take over.
United States: $3.00
United Kingdom: £2.29
New Zealand: $4.25
|Also available in: Rogues Pack|
United States: $6.50
United Kingdom: £5.39
New Zealand: $10.20
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.
There are no event tiles in this chapter.
- Main article: Eldigan
Normal Hard Lunatic
This section has been marked as a stub. Please help improve the page by adding information.
- Despite this chapter's status as the finale of the Einherjar saga, it was released before the Lost Bloodlines and Smash Brethren chapters, intended to take place before the Rogues & Redeemers chapters, in the PAL regions.
- Unlike in Lost Bloodlines 3, Old Hubba this time is indeed correct in saying all of the Einherjar from the previous battles in this specific Outrealm have been gathered in one place. This is primarily due to ten specific characters (Navarre, Katarina, Jamke, Ares, Saias, Raigh, Jaffar, Marisa, Sephiran, and Eldigan) having been both rogues and redeemers.
- This chapter has the highest initial enemy count in the series, tied with The Radiant Hero and Smash Brethren 3.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|
|English||Rogues & Redeemers 3|
|Japanese||光対闇 決戦編||Translates to "Light vs. Dark: Decisive Chapter"|
|Italian||Avversari e alleati 3||Opponents and allies 3|
This section has been marked as a stub. Please help improve the page by adding information.
|← Rogues & Redeemers 2 •||Rogues & Redeemers 3||• Death's Embrace →|
|Fire Emblem Awakening|