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{{Chapterinfobox
 
{{Chapterinfobox
 
|title = Dark Reunion<br>[[File:FEFatesBirthright12.png|280px]]
 
|title = Dark Reunion<br>[[File:FEFatesBirthright12.png|280px]]
|game = [[Fire Emblem: Fates]]
+
|game = [[Fire Emblem Fates]]
|objective = Avatar Escapes
+
|objective = Have Corrin escape
|number of allowed units = 12
+
|number of allowed units = [[Corrin]] + 11
|units gained = [[Kaden]] (Automatic at start of Chapter)
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|units gained = [[Kaden]] <small>(Automatic at start)<small>
|boss name = [[Garon]]}}
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|boss name = [[Garon]]|pre = [[To The Sea]]|next = [[Another Hope]]}}
   
{{Quote|Having narrowly survived a vicious attack at sea. Avatar arrives at the port city of Cyrkensia. A chance encounter offers the group an unexpected opportunity.|Opening Narration}}
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{{Quote|Having narrowly survived a vicious attack at sea. [[Corrin]] arrives at the port city of [[Cyrkensia]]. A chance encounter offers the group an unexpected opportunity.|Opening Narration}}
   
'''Dark Reunion''' (楽園の再開 ''Rakuen no saikai'' '''Reunion in Paradise''' in the Japanese version) is Chapter 12 of [[Fire Emblem: Fates]] in the Birthright Version.
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'''Dark Reunion''' (楽園の再開 ''Rakuen no saikai'' '''Reunion in Paradise''' in the Japanese version) is Chapter 12 of ''[[Fire Emblem Fates]]'' in the ''Birthright'' Version. This chapter takes place in the [[Opera House]].
   
 
== Script ==
 
== Script ==
The script for this chapter can be found [[Reunion in Paradise/Script|here]].!
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The script for this chapter can be found [[Reunion in Paradise/Script|here]].
   
 
==Strategy==
 
==Strategy==
 
{{Subjective}}
 
{{Subjective}}
The objective is to have the Avatar escape through a secret area in the top central area of the map. The fastest way to do this is by bringing a flying unit, have the Avatar pair up with the flying unit, and move towards the escape zone. However, you will miss out on the [[Dracoshield]] chest in this chapter if you simply rush through it and a lot of potential EXP gains.
+
The objective is to have [[Corrin]] escape through a secret area in the top central area of the map. There are three main approaches to achieve this end. The fastest way to do this is by bringing a flying unit, have Corrin pair up with the flying unit, and move towards the escape zone. Using this method, you can end the chapter almost immediately, but you will miss out on a [[Dracoshield]] and a [[Hammer]], though you can rectify this by killing the nearby [[Great Knight]] and having a flying unit accompanied by a unit with either a [[Chest Key]] or the skill, [[Locktouch]], to loot the chest.
   
  +
Alternatively, you can fight your way to the chest on foot and establish a choke point. In addition, the player will be swarmed by an army of similar strength which can make it extremely hard even when using a choke point to funnel incoming enemies due to the heavy defense of both the [[Knight]]s and [[Great Knight]]s in the area.
You can run your way through the enemies, but the several [[Great Knight]]s can pose a challenge if you do not have any counters on them. In addition, Xander and his retainers appear at the western area of the map after the player phase ends on turn 3, making it near impossible to escape via foot on the platforms. On Normal, they will stay still, but on Hard and Lunatic, they will go after you. The chest can be easily grabbed on normal; however, on Hard or Lunatic, the best way to grab it is to have a flying unit carry a ninja to it on the same turn the Avatar is going to escape.
 
   
  +
On Normal mode, [[Xander]] and his retainers, [[Laslow]] and [[Peri]], will only move if a player unit is within range. On Hard and Lunatic, they will head immediately towards Corrin. This allows the player to manipulate their movement with a flier and give the other units time to fight the enemy soldiers for experience. If you wish to fight Xander rather than escape quickly, you may want to complete [[Caeldori]]'s [[Truly Talented|paralogue]] before starting this chapter, so that you can have a [[Swordcatcher]] for effective damage.
Although Garon is the boss of this chapter, defeating him will not change the objective and it is extremely difficult due to how high his stats are. Fortunately, he does not move, so he is more of a scope of his power for later on when the player is expected to properly face him. If beaten, Garon will simply retreat.
 
   
  +
[[Garon]] also appears on this map, although he is just a showcase as he does not move at all. Both his stats and his weapon, [[Bölverk]], can easily destroy your units if they battle him. However, if you have an extremely competent scroll user with moderately high defense, it is possible to kill Garon. Using debuff staves such as the [[Hexing Rod]], [[Freeze]], or [[Enfeeble]] can make the battle easier. [[Ninja]]s can also weaken him further with their weapons, and they can safely approach him if paired with full shield meters. It is also recommended to bring a [[Falcon Knight]] as they can both use Staves and can use the skill [[Rally Speed]]. A level 25+ Azura is also recommended as [[Inspiring Song]] can raise [[Speed (stat)|Speed]], [[Skill (stat)|Skill]], and [[Luck]] by 3 as well as [[Voice of Peace]] as it is similar Sakura's personal skill. If you attempt this, you must not attack during the player phase unless prepared to kill him by the end of the turn; only entering Garon's attack range every 4 turns can negate his skill [[Draconic Hex]]. Even if he is defeated, he simply retreats and the story is not impacted in any way.
The [[Dragon Vein]] makes an appearance in this chapter and turns the water into ice. All units movement is divided by two while on ice unless having a flying unit or having someone paired up with [[Takumi]] while using his [[Fujin Yumi]].
 
   
  +
Another strategy is to attempt a one-turn K.O. on Garon. After clearing the map of all other enemy units and activating the [[Dragon Vein]], use a Hexing Rod to halve Garon's HP and an Enfeeble to make the fight a little easier. By activating the Dragon Vein, support units like Felicia and Azama can spread their skill's aura such as [[Demoiselle]] and [[Rally Luck]] respectively, to more allies. Alternatively, players can choose to use parts of this method concurrently with the strategy listed above. Support units should not heal weakened allies; instead they should focus on debuffing Garon/buffing allies if you are attempting to one-turn K.O.
Be sure to have at least one other unit alive when bringing the Avatar to the exit square, as you will fail the mission otherwise.
 
  +
 
Be sure to have at least one other unit alive when bringing Corrin to the exit square, as you will fail the mission otherwise.
   
 
==Items==
 
==Items==
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==Trivia==
 
==Trivia==
 
*This chapter is the only ''Birthright'' chapter that does not have a Rout the Enemy or Defeat the Boss objective to complete it.
 
*This chapter is the only ''Birthright'' chapter that does not have a Rout the Enemy or Defeat the Boss objective to complete it.
  +
*This map would be reused in [[Voice of Paradise|Chapter 14]] of the ''Conquest'' route, but uses a different layout with only a few similarities between the two.
{{Chap|[[To The Sea]]|[[Another Hope]]}}
 
  +
*This chapter introduces a new type of terrain, ice. On the terrain indicator, ice terrain seem to mimic the stats of of the [[plain]] terrain, however units on ice have a lower base movement. Fliers are impervious to this unlabeled debuff, as well as some classes like [[Kitsune]].
 
{{FE14}}
 
{{FE14}}
 
[[Category:Fates Chapters]]
 
[[Category:Fates Chapters]]

Revision as of 19:57, 25 March 2020

“Having narrowly survived a vicious attack at sea. Corrin arrives at the port city of Cyrkensia. A chance encounter offers the group an unexpected opportunity.”
—Opening Narration

Dark Reunion (楽園の再開 Rakuen no saikai Reunion in Paradise in the Japanese version) is Chapter 12 of Fire Emblem Fates in the Birthright Version. This chapter takes place in the Opera House.

Script

The script for this chapter can be found here.

Strategy

Secret Book (Artwork)
Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers.

The objective is to have Corrin escape through a secret area in the top central area of the map. There are three main approaches to achieve this end. The fastest way to do this is by bringing a flying unit, have Corrin pair up with the flying unit, and move towards the escape zone. Using this method, you can end the chapter almost immediately, but you will miss out on a Dracoshield and a Hammer, though you can rectify this by killing the nearby Great Knight and having a flying unit accompanied by a unit with either a Chest Key or the skill, Locktouch, to loot the chest.

Alternatively, you can fight your way to the chest on foot and establish a choke point. In addition, the player will be swarmed by an army of similar strength which can make it extremely hard even when using a choke point to funnel incoming enemies due to the heavy defense of both the Knights and Great Knights in the area.

On Normal mode, Xander and his retainers, Laslow and Peri, will only move if a player unit is within range. On Hard and Lunatic, they will head immediately towards Corrin. This allows the player to manipulate their movement with a flier and give the other units time to fight the enemy soldiers for experience. If you wish to fight Xander rather than escape quickly, you may want to complete Caeldori's paralogue before starting this chapter, so that you can have a Swordcatcher for effective damage.

Garon also appears on this map, although he is just a showcase as he does not move at all. Both his stats and his weapon, Bölverk, can easily destroy your units if they battle him. However, if you have an extremely competent scroll user with moderately high defense, it is possible to kill Garon. Using debuff staves such as the Hexing Rod, Freeze, or Enfeeble can make the battle easier. Ninjas can also weaken him further with their weapons, and they can safely approach him if paired with full shield meters. It is also recommended to bring a Falcon Knight as they can both use Staves and can use the skill Rally Speed. A level 25+ Azura is also recommended as Inspiring Song can raise Speed, Skill, and Luck by 3 as well as Voice of Peace as it is similar Sakura's personal skill. If you attempt this, you must not attack during the player phase unless prepared to kill him by the end of the turn; only entering Garon's attack range every 4 turns can negate his skill Draconic Hex. Even if he is defeated, he simply retreats and the story is not impacted in any way.

Another strategy is to attempt a one-turn K.O. on Garon. After clearing the map of all other enemy units and activating the Dragon Vein, use a Hexing Rod to halve Garon's HP and an Enfeeble to make the fight a little easier. By activating the Dragon Vein, support units like Felicia and Azama can spread their skill's aura such as Demoiselle and Rally Luck respectively, to more allies. Alternatively, players can choose to use parts of this method concurrently with the strategy listed above. Support units should not heal weakened allies; instead they should focus on debuffing Garon/buffing allies if you are attempting to one-turn K.O.

Be sure to have at least one other unit alive when bringing Corrin to the exit square, as you will fail the mission otherwise.

Items

Dropped Items

Chest Items

Trivia

  • This chapter is the only Birthright chapter that does not have a Rout the Enemy or Defeat the Boss objective to complete it.
  • This map would be reused in Chapter 14 of the Conquest route, but uses a different layout with only a few similarities between the two.
  • This chapter introduces a new type of terrain, ice. On the terrain indicator, ice terrain seem to mimic the stats of of the plain terrain, however units on ice have a lower base movement. Fliers are impervious to this unlabeled debuff, as well as some classes like Kitsune.