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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.
The script for this chapter can be found here.
|The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.|
This battle takes place in the Hoshidan throne room from the previous chapter, however the room now has large sections destroyed and replaced with "Dark Water"; only Vallite units can stand on this tile and will gain some defense and evasion bonuses on it.
On Normal and Hard mode, the enemy density is moderately high, but you can still perform a Rescue Chain without needing Pass. On Lunatic Mode, the enemy density increases greatly around the middle area, and will require you to have one of the units performing the chain have Pass. Ideally, you can use Niles, Nina as an Adventurer (for Rescue) or Bow Knight (for movement). Alternatively, if either one is not trained or is used to pass the Avatar down to Takumi, you can grab several Falcon Knights from Chapter 24 (several have Pass) for this job.
On Lunatic Mode, the requirements to beat this chapter is extremely narrow. First, all of the Master Ninjas, Maids and two of the Great Masters will have Inevitable End on them. While the Master Ninjas do not prove much of a threat, three of the Maids and two of the Great Masters are more troublesome since they are carrying Enfeeble staves and are placed in such a way that you will most likely get hit by several of them at once. In addition, they will also come with Staff Savant which makes the normally weak Enfeeble staff much more worse, given its high hit rate and Inevitable End stacking on it. Many enemies will also be carrying various skills, such as Wary Fighter Generals and Armored Blow Oni Chieftains.
At the bottom two rooms, there are two Paladins on each side. On Hard and Lunatic Modes, they will get Defender, a skill normally useless in most cases; however, they will all get a rider each (Dark Knights on the left with Warding Blow on Lunatic and Bow Knights with Certain Blow on the right), giving them extra movement and more attack options. Right above Takumi is a Great Master that will have various staves on him, but on Lunatic, he will get a Hexing Rod instead.
Regardless of the mode you choose, if a rescue chain is not viable for you, you may choose to fight through the enemies instead. This can be exceedingly problematic on Lunatic Mode due to the various abilities the enemies will have, including the small cluster of Maids; the Maid in the center does not have an Enfeeble, has a Freeze and Physic staff instead. You will need to make use of both Attack and Guard Stance to deal with the numerous enemies on the map. Two staff users are recommended for Lunatic Mode, to silence the Maids and freeze several Master Ninjas. As you reach the bottom of the hallway, have a unit place themselves in the attack range of all three Great Masters. At the enemy phase, the Great Masters will attack your unit, which saves you a lot of time from getting hexed or enfeebled by them.
Takumi can be considerably tough to take down in one hit. On all modes, he will have his own personal Competitive, which will activate since his supporting partner (a clone) has the same level as him. In addition, he will come with Draconic Hex, Dragonskin and Bold Stance; his high health pool means that Draconic Hex is bound to activate at the end of the battle. Bold Stance allows Takumi's clone to perform attacks, but it cannot prevent dual strikes (it can still block attacks if his guard bar is full).
On Hard Mode, his stats increase further and he will also gain Vengeance which makes him even more dangerous. On Lunatic Mode, he will get Lifetaker and even more stat bonuses (most notably 10 extra health from Hard Mode). While Lifetaker is normally useless in the enemy's hands, the fact that there is a high risk of dying to him in the enemy phase makes it extremely dangerous if he manages to kill one of your units during his turn, in addition to the energy wave (see below). To double Takumi on Normal Mode, you will need to have at least 33 Speed (30 with Darting Blow for your turn); on Hard and Lunatic Mode, you will need 35 (30 with Darting Blow). Due to his massive health pool and abilities (which will harm the player greatly if he does not fall in one turn), your best bet is to use the Avatar and their Shadow Yato and hope that they can activate high damaging skills. Bowbreaker is also helpful in reducing his accuracy (and increasing yours in the process).
Throughout the castle, there are many Dragon Veins on the map; activating these will erect a makeshift barrier which will take the brunt of Takumi's energy wave attack. On Normal and Hard Modes, Takumi takes three turns to charge up a powerful attack; on the first turn, nothing happens. On the second, he will start charging up energy (which can also be seen on the map). The next turn after that, he will unleash an energy wave, dealing 25 damage to any unit not hiding behind rubble, pillar or the barrier erected through the Dragon Vein. After that, the Paladins near the bottom of the map turn aggressive and Faceless start spawning from all six pools, from the top two to the bottom two in three turns, putting the player in a pincer trap very quickly if they are still in the middle section. On Lunatic Mode, Takumi starts charging up the energy immediately and will unleash it on every even numbered turn.
NOTE: All Experience, Level, Promotion, Reclass, Weapon Durability, Skill, Support Points and Stat changes gained will not carry over after this chapter is completed.
- The name of this chapter, like many in Fates, is a reference to Lost in Thoughts All Alone. Both "光去りゆく黄昏" and "Night Breaks Through" are taken from the end of the Conquest version of the song, specifically from the line "Night breaks through the day, hard as a stone" in the English Conquest version of the song.
The Empty King
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