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Sweet Dreams (chapter)
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|“||You woke me for this? I guess this too is haiku worthy. My best friends are snores. / But who has come to my door? / The master of chores. Ugh, I guess I'll help. Now where did I put that rod? Oh, yes. There.||”|
Sweet Dreams (Japanese: 眠り妨ぐもの Disturbers of Sleep) is the twelfth paralogue chapter in Fire Emblem Fates. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing chapter 8 in Birthright or clearing chapter 17 in Revelation, and have Azama married.
In this chapter, invaders have descended upon the Deeprealm wherein Azama's daughter, Mitama, lives, thus it's up to Corrin and his/her army to stop the invaders and protect Mitama...who appears to be sleeping throughout much of the strife.
- Main article: Sweet Dreams/Script
Saizo notes that Azama looks terrible as if he's seen a ghost, to which Azama states it's nothing that awful--only that he's received word that his daughter's village is under attack; Saizo notes that this scenario is far worse than the ghost scenario and that they have to get to the Deeprealm and to the village therein to rescue her; Azama finally deduces that this scenario is indeed worse even though everyone has to die sometime. Saizo states that they're talking about Azama's daughter, and that they should get to saving her; Azama notes Saizo's impatience and calls Corrin's army into action provided Saizo is actually in such a hurry.
We cut to the Deeprealm where Azama's daughter lives, to which Saizo notes that the village is completely overrun with invaders; seeing the house, Saizo asks Azama if that is where Mitama (the name of Azama's daughter) lives and then where Mitama actually is; Azama notes the situaton is not good, as he doesn't see Mitama anywhere--then notes an air of calm denoting that Mitama is fine. Saizo states he seriously doubts that Mitama is fine and tells Azama to look at the area; Azama states that Mitama is indeed probably fine as he put her in a perfectly sound house. After a pan over to said house, Azama notes that it's still standing and hasn't taken any damage; Saizo tells Azama that they're going to check on Mitama's safety. Preparations take place at this point; the battle begins once preparations are complete.
Should someone other than Azama visit the village, Mitama will state that she's far too sleepy to even come onscreen and can't open up to greet her visitor, as more sleep beckons her. The first time Azama visits the village, he knocks on the door and asks Mitama if she's home; Mitama, still offscreen, asks who is there, to which Azama notes that Mitama is indeed home and asks her to come to the door--stating that it's only fair that either Mitama come out or everyone else goes in. Mitama then states that she's enjoying her sleep and shooes Azama away; Azama notes that Mitama has fallen back asleep. The second time Azama visits the village, Azama again asks Mitama to open the door, stating that his knuckles are getting sore from the knocking; Mitama, still offscreen, asks who is there, stating that she told Azama to go away and that she doesn't want anything, then asks Azama if he has a higher calling than to trouble her door, even asking Azama to get into a prostrate position and perish. Azama notes Mitama's behavior as strange, and asks her to explain herself, to which Mitama states that she can't make herself any clearer and tells Azama to lay down and die; Azama then notes that he'd know Mitama's sharp tongue anywhere, then asks her to let him in, then states that he's getting rude stares as people don't understand why Mitama won't let him in--he could stand there all day and banter with her, but states he'd rather not knock a third time.
The third time Azama visits the village, Mitama, finally onscreen, notes Azama's presence and asks what brings him to the area, also asking if he brought the invaders who've been making so much noise; Azama notes Mitama is blissfully unaware of the situation and notes that it's nice to finally see her. Mitama states that she's been trying to sleep if not for the noise outside; Azama states that Mitama could have potentially slept through her house being razed, and it's a good thing he had the common sense to get to the area as fast as he could. Mitama states that she understands Azama's reasoning for being here being worth waking up for, or at least worthy of a haiku, proceeding to recite a haiku then bidding Azama good night; Azama asks Mitama to take a look around, it's not night and the situation is not good given the village is under attack. Azama then tells Mitama to get outside, then states that because he has to battle, she has to battle as well; Azama then tells Mitama that she's brighter than most and it's time that her laziness is forged into the will to fight--and he needs her to heal him if he scuffs up his knee, after which Mitama takes up the opportunity to recite another haiku. Mitama then states she'll help, then asks herself where she put one of her rods; upon Mitama finding her Wane Festal, Azama states he's never seen a filthier apparatus and asks Mitama what she's been stirring with it. Azama then states that the Wane Festal will have to do, then asks Mitama if she's ready to help; Mitama states that she will, then recites yet another haiku. The player may now control Mitama at this point; there is a possibility, however, that Mitama may not actually be able to heal anyone with the Wane Festal she brought out with her.
Once the chapter ends, should Azama have visited the village three times, Mitama notes that Corrin is injured, then goes over and heals Corrin with her Wane Festal; Azama notes Mitama's initiative of tending to people without being nagged into doing so is remarkable, after which Mitama states the task is exhausting before Azama congratulates her. Mitama accepts Azama's thanks and prepares to go back to bed, but Azama steps in front of the village and asks Mitama where she's going; Mitama states she's going back to bed since she can now get back to sleep with the invaders gone, but Azama states he'll have none of her going back to bed after being so useful--she's instead going to accompany Corrin's army. As Azama asks Mitama not to complain and states that those that idle away their lives are looking for trouble, Mitama starts reciting even more haiku and then deduces that traveling with Azama might actually be inspiring.
If Azama did not visit the village three times and the chapter ends, the same cutscene where Azama recruits Mitama by visting the village three times plays as the chapter ending scene, but this time the rod Mitama finds and grabs is a Bloom Festal rather than a Wane Festal.
Azama rushes to Mitama's rescue after her Deeprealm is captured by enemies. Despite everyone's concerns, Mitama takes an unexpected course of action.
This chapter's map is 20 columns by 25 rows.
Note: The returning characters list only those recruited by the time this chapter can first be unlocked (after completing chapter 8 in Birthright or after completing chapter 17 in Revelation). In Birthright, Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female; in Revelation, both Felicia and Jakob are available regardless of Corrin's gender. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started.
No items are obtained in this chapter.
Event tile data
There are no event tiles during the events of the chapter. When returning to the area for skirmishes, the following event tiles appear:
- Column 8, row 25: Three square south of a bridge
- Column 20, row 18: Three squares east, one square south of a bridge
Dragon Vein data
Dragon Veins in this chapter are stated to have the effect "Freeze the water and make it passable". They are located as follows:
- Column 5, row 25: Two squares west of Corrin's initial starting position
- Column 9, row 20: Adjacent to a Dark Mage
- Column 7, row 15: Two squares east of a Hand Axe Fighter
- Column 12, row 13: Two squares south, one square west of the boss
Level scaling data
This chapter's enemy and new player units are subject to level scaling mechanisms that increase their levels as the player makes progress along the main story path. The tables below show the differences between the initial levels of the units and the levels of the units at each particular main story path chapter position. Initial unpromoted units who reach an effective level of 21 will become promoted units of level (effective level -20) unless otherwise stated.
|Levels from previous chapter||0||0||0||+1||+1||+2||+1||+2||+1||+2||+2||+2||+2||+2||+2||+2||+2||+2||+2|
|Total levels gained||0||0||0||+1||+2||+4||+5||+7||+8||+10||+12||+14||+16||+18||+20||+22||+24||+26||+28|
- Additional notes: Mitama stops visibly scaling upon hitting level 20 unpromoted at the chapter 18 position; from the chapter 19 position onward, Mitama will have an Offspring Seal in her inventory. The initial level 20 Fighter becomes promoted at the chapter 12 position, and reaches level 20 promoted at the chapter 23 position and stops scaling from this point; the initial level 15 Fighters become promoted at the chapter 16 position, and reach level 20 promoted at the chapter 26 position and stop scaling from this point; all other initial unpromoted enemy units become promoted at the chapter 19 position. The boss reaches level 20 at the chapter 22 position and stops scaling from this point; all other initial promoted enemy units reach level 20 at the chapter 23 position and stop scaling from this point.
When enemies become promoted, they become the following classes:
- Ninja → Master Ninja
- Archer → Sniper
- Oni Savage → Oni Chieftain
- Dark Mage → Sorcerer
- Diviner → Onmyoji
- Fighter → Berserker
- Outlaw → Adventurer
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 9 playthrough, the earliest possible point where this chapter may be undertaken in the Birthright campaign; the figures to the right of the ~ are taken from a chapter 27 playthrough, the latest possible point a save file may be positioned at.
Normal Hard Lunatic
- Turn 2
- 1 Outlaw from the southwest corner of the map
- Turn 3
- 1 Outlaw from the northwest corner of the map
- Turn 4
- 2 Outlaws; one from the southeast, one from the northwest
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 9 playthrough, the earliest possible point where this chapter may be undertaken in the Birthright campaign; the figures to the right of the ~ are taken from a chapter 22 playthrough, the point where this boss hits level 20 and stops scaling from there.
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If possible, players should always go for the main recruitment condition of Azama visiting the village three times and having Mitama recruited before chapter's end, as this allows her to come with the rarer Wane Festal, which is limited in supply from a player's Rod Shop and can only be won randomly otherwise. The boss General and the Fighters on the bridges do not move, meaning players can spare one of these enemies and focus on protecting the village before recruiting Mitama. The other recruitment condition, simply clearing the chapter, is not recommended due to Mitama in this case coming with the far more common Bloom Festal, which is always buyable in unlimited amounts for cheaper prices.
- The scene that plays after clearing the chapter should Mitama have already been successfully recruited as per the main recruitment condition (Azama visiting the village three times) depicts Mitama successfully using her Wane Festal to heal Corrin. If this chapter is cleared earlier along the main story path, Mitama will have a weapon level in rods insufficient to use the Wane Festal, Mitama having a D, Wane Festal requiring a C; this combination will result in a cutscene that violates standard gameplay mechanics, in a similar fashion to landing a critical hit with a 0% chance or landing a 99-damage critical hit with a damage formula adding up to a number other than 33 damage. The scene would make more sense if the alternate recruitment condition (simply clearing the chapter) were met, as Mitama's inventory in this case would be the E-rank Bloom Festal, but the alternate recruitment condition instead plays the main recruitment condition's scene as the chapter wrapup and doesn't play the cutscene where Mitama heals Corrin in this instance.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|
Disturbers of Sleep
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|← A Long Grudge •||Sweet Dreams||• Truly Talented →|