Fire Emblem Wiki
Advertisement
Fire Emblem Wiki
Need an Image!
Wyvernrider animation This article is in need of an image. Remove this template when an image has been added. If you are unsure whether or not an image is appropriate, please discuss it on the Talk Page.

Night Breaks Through (光去りゆく黄昏 Hikari sariyuku tasogare, Light Parting with the Twilight in the Japanese version) is the Final Chapter of Fire Emblem Fates in the Conquest Version. The Player will not be able to save in this Chapter, nor retreat.

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.

This battle takes place in the Hoshidan throne room from the previous chapter, however the room now has large sections which have been destroyed by the possessed Takumi. Tiles that make up these destroyed segments of floor can no longer have units placed upon them except for the enemy units which spawn from them. The Avatar and their army will start at the throne end of the room with the possessed Takumi at the opposite end. As with previous endgame chapters the objective is to defeat the boss, in this case Takumi, as quickly as possible. As long as Takumi is alive reinforcements will continue to spawn from the destroyed floor tiles. There are two methods to achieve this end.

You may utilize multiple units with Rescue to ferry a powerful attacking pair over to Takumi and pray that you are able to destroy him in a single round of combat. On Lunatic mode, this will require at least one of the Rescue wielders to have the Pass skill. Niles, Nina, and a generic Falcon Knight from Chapter 24 are ideal units for this task. The requirements to achieve this objective are exceedingly narrow,so a more standard route might be necessary.

Alternatively, you may fight your way through the opposition. Your main strategic goal should be to either kill Takumi or at the very least attain dominance over the middle of the corridor before the end of turn 4. Starting on turn 4, the enemy riders will charge you down. On hard mode and above, each of the four paladins is paired with another rider. They are the most powerful generic enemies in any of Fates' main campaigns, and possess high stats, 9 move, and the ability to attack with melee, magic, and ranged weapons. At the same time, an endless stream of faceless reinforcements will spawn from the side of the map, essentially ensnaring the player in a pincer strike. All of this is made worse by the fact that the narrow nature of the corridor makes it likely that the enemies' attack range will converge on you, leaving yuor units exposed to four rounds of combat at once. If you have not sanitized a good portion of the map, you will almost certainly lose at least one unit to this dangerous threat. Securing the map by turn 4 will require a commanding knowledge of both attack stance and guard stance, as well as aggressive player-phase play and an intimate understanding of the strengths and weaknesses of your units.

While it may be tempting to pair up all of your units, you will need to leave many units unpaired in order to maintain your tempo. You will still want to pair whatever units you intend to use to 'bait' out the opposition, however. This will allow you to utilize the benefits of both stances, and will give you strategic flexibility in the turns to come. As with most other battles in Conquest, it is tempting to go on the offensive immediately, but this can lead to units being ganged up on by a variety of units which can make it difficult to clear a path to Takumi for your strongest fighter(s). On the other hand, complacent play will result in your army succumbing to an endless onslaught of self-destructing faceless. Try baiting enemies using units that are well suited to taking them out. Use a Levin Sword wielder to bait the Chieftains, a hammer wielder to bait the generals, and so forth. The narrow nature of the battlefield complicates things, as it is very difficult to spread out the opposition. The most logical method of clearing a path is to lead with your strongest units, except that which you intend to take down Takumi with- to avoid them accumulating too much damage. Whoever leads the way, it is unlikely that they will singlehandedly defeat an enemy, so combos involving ranged and melee troops are highly useful. Keep in mind that Takumi's Skadi has four range, so your support options will be limited.

The enemy force you face is at its absolute strongest here. Most units have a rating between 123-157, with the highest rated unit being a Great Master a few tiles away from Takumi who sports a rating of 163 on normal and 178 on hard, carrying a Hexing Rod and a Wane Festal. The enemy force is quite diverse, and is armed with a strong array of weapons including long range staves, powerful shuriken, a Beast Killer, and a Hammer . Making matters worse, the already powerful enemies all have potent skills on higher difficulties, ranging from Wary Fighter to the notorious Inevitable End. On Lunatic mode, the force has increased in number by 50%, and has gained several staff savant Maids and Great Masters. The enemy density has increased particularly heavily in the area around Takumi, making rushing him for a quick kill all the more difficult. Given the extreme difficulty of the chapter on Lunatic, however, a rescue chain may well be your only viable option.

Takumi himself is also a threat worth mentioning. As Takumi is the final boss he is quite strong and sturdy. He is equipped with Skadi, a bow which projects a replica of him which he is paired with. On normal mode Takumi is a level 20 Sniper with a rating of 151, while his replica has a rating of 143. On Hard, the ratings are 162 and 154, respectively. He is equipped with several skills which increase the difficulty of taking him down. Due to being paired with the replica of himself which is the same level Competitive will grant him Crit+10 and +3/-1 damage dealt/taken, and Bold Stance will allow the replica to trigger dual strikes. While it prevents him from blocking opposing dual strikes and brave attacks, he still gains dual guard points, so that must be taken into consideration. He also has Draconic Hex equipped which will lower a units stats by 4 after combat. The most troublesome skill he possesses; however, is Dragonskin which will halve all damage dealt to Takumi, reduces the effect of critical hits and special skills, negates Counter and Lethality, and prevents any damage outside of direct combat (thus also negating the effects of skills such as Grisly Wound and Savage Blow). Further complicating matters, on Hard mode he gains vengeance, making attacking him even riskier. On Lunatic, he gains lifetaker, a skill that would normally be worthless in the hands of the enemy,were it not for the exceedingly high chance that you might lose at least one unit to him.

Every third turn, after one round of powering up, Takumi shoots a power wave over the battlefield which will deal damage to every ally unit not hiding behind a rock or the barrier created by one of the Dragon Veins. On normal there are 11 dragon veins on the map which can be utilized to block Takumi's attack, only one vein barrier will be created at a time even though a second vein can be triggered when a barrier is already present. It should be noted that the barriers you set up this way will be destroyed at the start of the enemy's phase, and might influence enemy movement ranges Twelve veins are present on hard mode.

On Normal and hard modes Takumi's power wave attack has a three turn based cycle; at the end of the first turn in the cycle nothing will occur. At the end of the second turn, Takumi will begin charging his weapon for a power wave strike. Upon the third turn Takumi will release the power wave, thus it is advisable that upon every third turn the player positions all characters possible behind barriers or rocks. After the first cycle of this attack more enemies will also begin spawning each turn (possibly upon a four turn based cycle). On the fourth overall turn in the battle and the first in the next attack cycle, four faceless will spawn in the two top sections of the map (two faceless per section). In the fifth turn, two faceless will spawn in the middle sections (one per segment). In the sixth turn, four faceless will spawn in the bottom two segments (two per section). In the eighth overall turn and the last in the spawning cycle, nothing will occur. This cycle re-occurs like the Takumi attack cycle does.

NOTE: All Experience, Level, Promotion, Reclass, Weapon Durability, Skill, Support Points and Stat changes gained will not carry over after this chapter is completed.

Trivia


Previous chapter:
The Empty King
Night Breaks Through Next chapter:
-


Advertisement