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“Herein lies the castle of the strong. Heroes who have become too strong are said to eventually arrive at this castle in their search for worthy opponents.”
—Opening Narration

Apotheosis is Xenologue 25 and the last Xenologue, as well as the last Xenologue of Series 2: "Path of a Grandmaster" of Fire Emblem Awakening. This chapter takes place in the Outrealm: Castle Apotheosis.

Overview[]

This map pits you against five consecutive battles. Routing the enemy does not guarantee victory, but instead triggers the arrival of the next enemy force. The enemies are the strongest ever: powerful beyond limit. The path to victory against such exceedingly strong foes will become clear to the ones who surpass them. This map will require both your strongest soldiers and your ultimate strategy.

Clearing the first wave of enemies in two turns or less allows the player to restart the map with a far more difficult set of foes who require flawless strategy and warriors trained to perfection in order to defeat.

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.

As the final DLC map, in terms of difficulty, it is easily the most difficult one. Unlike other modes where the difficulty affects your gameplay, your difficulty will not affect the strength of this DLC. Even a player on Normal Mode will fight the same units as on Lunatic+ Mode. All enemies have Lunatic+ skills like as Pavise+, Aegis+, Hawkeye, and Vantage+. The ratings on the enemies is around 290-430 (normal) 340-470 (secret), so expect a very hard and challenging fight. Most enemies will also carry Vengeance as their offensive skill; this is more prevalent on the normal path; on the secret path, enemies will be carrying Rightful God and more powerful skills (e.g Ignis, Luna+, etc.).

The player must understand how the Dual System works and should pair up all of their units (barring Olivia and rally/staffbots). All of your units should have their stats capped. Limit Breaker is not needed in this DLC, but is highly recommended, especially on the secret waves. Forged brave weapons (Celica's Gale and Waste for magic users) are highly recommended as it will typically take out enemy units in one turn. You can buy brave weapons from the Chapter 25 shop and Waste from either Chapter 24 or Paralogue 20's shops. Celica's Gale can be bought quickly by simply summoning Celica's SpotPass team, using all tonics on all units (except strength or magic tonics if that unit is not using it) is also highly recommended.

For support units, ensure that they have the desired rally skills. You should have two or three "rallybots" with Rally Spectrum, Rally Heart, Rally Movement, Rally Speed and Rally Strength/Rally Magic. This will ensure that you will have as much units as possible affected by them, giving a massive speed, strength/magic boost for the turn in addition to boosting their movement by 2 points. Staff users should have high magic and A Rank in staves to use Fortify staves. It is highly recommended that your support units (barring Olivia) be Falcon Knights; they have good movement, can utilize staves, and can fly quickly to a needed spot. Olivia can be brought along as a Dancer to help units perform extra actions, such as helping a unit reach a specific spot if they cannot get there without needing a second action.

After defeating all the enemies in that wave, Anna will give you the rest of the turn to restock or move units around if needed. Once you end your turn, the next set of enemies will arrive. HP Tonics are not needed but are recommended, as the extra health can potentially save your units from getting killed.

Chrom is forced in this map, so you will have to bring in 19 other units. This allows you to resupply units' weapons if needed.

Recommended Skills[]

Since all enemies carry Dragonskin, Lethality and Counter are useless in this DLC. Weaponbreaker skills affect some of the enemies, but you are better off with another skill since there are also a decent number of Hawkeye units on the map.

  • Galeforce - Allows you to perform another action upon defeating an enemy. This skill is extremely useful in thinning out enemy numbers, and it is recommended to have it on all units with Galeforce to clear this map quicker, especially on the secret waves.
  • Armsthrift - Allows you to keep weapons (especially forged ones) in pristine condition; you won't have to keep restocking them at the convoy and saves some time.
  • Luna/Ignis/Astra/Vengeance/Aether - offensive skills which can increase the damage you deal onto the enemy. These skills can help you clear out enemies quicker, since Dragonskin halves the incoming damage and killing them quickly is very important. One or two offensive skills for each unit is good enough; any more can prevent the player from activating a desired skill.
  • Pavise/Aegis - damage shaving skills which your Galeforce pairs should have. Enemies can deal a lot of damage, especially on the secret waves.
  • Rightful King - the 10% skill activation increase is a heavy player in this DLC.
  • Rally Skills - Rally skills are extremely important in passing this DLC. Rally Spectrum gives you all stat boosting rally skills (except Heart) into one. Since all the Rally skill stack with each other, you can get up to +10 in one skill (+14 with Luck), so having all the rally skills at your disposal can give units a massive stat boost to fight enemy units. Rally Heart and Movement also boost affected units' movement by 2, allowing them to reach enemies they might not be able to reach normally.
  • Limit Breaker - increases your units stat cap by 10 as long as this skill is equipped. The stat boosts it provides gives a massive benefit to the player and is recommended for this DLC.

Intro Wave[]

Key: A detailed list of enemies including weapons, skills and stats are provided below on each wave. For stats, it goes left to right from Strength, Magic, Skill, Speed, Luck, Defense and Resistance.

Enemies[]

Wave Details[]

There are not many enemies in this wave; simply 5 Generals and two War Clerics. The commanding General boasts higher stats then the other Generals, in addition to moving around like a standard promoted unit. However, he only comes with a Silver Lance, so he can be taken down quickly before he should be able to attack. The other Generals may bring you slight inconvenience with their Spears, but they have lower stat caps then the commander. Despite this, magic is still effective against them.

The two War Clerics on the side don't have any weapons on them; just a Fortify staff. However, their Fortify staves have a 25 tile AoE and they will heal the generals, which can prevent a two turn rout. Use swords, axes or lances on them to exploit their low defense and avoid their Aegis+.

If you rout all enemies within two turns, Anna will offer you a secret set of enemies which are stronger then the normal set. You can decline it for the normal waves.

Normal Waves[]

Wave 2[]

Choosing to stay on this difficulty the next wave approaches, Anna gives you the option to engage either 5 Falcon Knights and 5 Berserkers or 5 War Monks and 5 Wyvern Lords.

Enemies[]

Anna will set you up with either 5 War Monks and Wyvern Lords or 5 Falcon Knights and Berserkers. You can select which set you want to fight.

Set A[]

Set B[]

Wave Details[]

With the Falcon Knight setup, 5 Falcon Knights will appear from the west and 5 Berserkers from the east. The Falcon Knight all have Fortify staves on them, in addition to both Hawkeye and Aegis+. While bows and magic will deal little damage, Taguel units with Beastbane, Volant Axes and Beast Killers will deal significant damage to them. The Berserkers don't have much special apart from dealing very high damage (equal to the commanding Falcon Knight); their average defense means you should be able to take them out easily with magic.

With the War Monk setup, 5 War Monks appear from the west and 5 Wyvern Lords from the east. The War Monks all have Fortify. Four of these War Monks carry Bolt Axes, while the commanding War Monk has a Tomahawk on him. All five War Monks have Aegis+ and Vengeance, so they can deal a lot of damage if they aren't taken down in one turn. The Wyvern Lords come with Swordbreaker and Pavise+, but can be easily torn apart with bows and wind magic.

Wave 3[]

Enemies[]

  • 4x Sniper w/ Longbow (Bowfaire, Dragonskin, Hawkeye, Aegis+), 56(51+5)/40/58/45/45/40/31
  • 1x Sniper w/ Longbow (same skills as above but with Movement +1 added), 71(66+5)/55/73/55/60/55/46
  • 4x General w/ Silver Lance (Rally Defense, Vengeance, Dragonskin, Pavise+), 60/40/51/40/45/50/35
  • 1x General w/ Spear (same skills/stats as above)
  • 4x Bow Knight w/ Silver Bow (Bowbreaker, Dragonskin, Hawkeye, Pavise+), 50/40/53/46/45/35/30
  • 1x Bow Knight w/ Silver Bow, Silver Sword (same skills/stats as above)

Wave Details[]

15 enemies will appear in the northern sector of the map; 5 Snipers in the northwest, 5 Generals in the central north and 5 Bow Knights in the northeast.

The Generals are exactly the same as in the first wave; however, they are a reverse of the first wave; with four of them carrying Silver Lances and a lone General with a Spear. Deal with them the same as you did in wave 1.

The Snipers are all carrying Longbows, and come with Hawkeye and Aegis+. The commanding Sniper can deal a lot of damage (he has 90 attack), so try to get a high defense unit wielding an axe to lure him out and reduce his damage. However, the northwestern area is filled with a lot of pillars, so their movement is slightly lowered in that area, which also affects non-flying units.

The Bow Knights are a mix of the Generals and Snipers, carrying Hawkeye and Pavise+. However, they are the easiest of the three groups, since their Bowbreaker is relatively useless due to their Hawkeye, and have lower stats. It is best to attack the Snipers or Generals first due to the larger threats they pose to the team. Keep one of the Bow Knights or Snipers trapped while you make your way to one of the four corners to deal with wave 4. (If you're trapping a Bow Knight, make sure he doesn't have a Silver Sword)

Wave 4[]

Enemies[]

Anna will set you up with a flying or cavalry units. Like in wave 2, you can pick which group you want to fight.

Flying Set[]
  • 4x Dark Flier w/ Rexcalibur (Rally Movement, Vengeance, Dragonskin, Aegis+), 46/52/51/47/45/32/41
  • 1x Dark Flier w/ Superior Jolt (same skills as above but with Movement +1 added), 61/67/66/57/60/47/56
  • 4x Griffon Rider w/ Silver Axe (Lancebreaker, Dragonskin, Hawkeye, Pavise+), 50/40/53/46/45/40/30
  • 1x Griffon Rider w/ Tomahawk (same skills/stats as above)
  • 4x Falcon Knight w/ Silver Lance, Fortify (Lancefaire, Dragonskin, Hawkeye, Aegis+) 53(48+5)/45/55/49/45/33/40
  • 1x Falcon Knight w/ Spear (same skills/stats as above)
  • 4x Wyvern Lord w/ Silver Lance (Swordbreaker, Vengeance, Dragonskin, Pavise+), 56/40/48/43/45/46/30
  • 1x Wyvern Lord w/ Spear (same skills/stats as above)
Cavalry Set[]
  • 4x Paladin w/ Silver Sword (Resistance +2, Dragonskin, Hawkeye, Aegis+), 52/40/50/45/45/42/44(42+2)
  • 1x Paladin w/ Spear (same skills as above but with Movement +1 added), 67/55/65/55/60/57/59(57+2)
  • 4x Dark Knight w/ Rexcalibur (Rally Magic, Vengeance, Dragonskin, Aegis+), 48/51/50/45/45/42/38
  • 1x Dark Knight w/ Superior Jolt (same skills/stats as above)
  • 4x Valkyrie w/ Rexcalibur, Fortify (Rally Resistance, Dragonskin, Hawkeye, Aegis+), 40/52/48/48/45/30/45
  • 1x Valkyrie w/ Superior Jolt (same skills/stats as above)
  • 4x Great Knight w/ Silver Axe (Defense +2, Vengeance, Dragonskin, Pavise+), 58/30/44/42/45/50(48+2)/30
  • 1x Great Knight w/ Spear (same stats/skills as above)

Wave Details[]

The flying set only consists of promoted flying units (Dark Fliers, Falcon Knights, Griffon Riders and Wyvern Lords). Dark Fliers appear in the northwest, Griffon Riders in the northeast, Falcon Knights in the southeast and Wyvern Lords in the southwest. The Dark Fliers come with Rexcalibur, so don't bother attacking them with flying units. The commanding Dark Flier has a Superior Jolt instead, essentially giving her the Tomebreaker skill. The Falcon Knights are identical to that of those in wave 2 if you picked Set A. All pegasi have Hawkeye and Aegis+ on them, so shred them with Beast Killers, Beastbane using Taguel or Volant Axes.

The Wyvern Lords on the other hand are identical to that of wave 2 if you picked Set B. The Griffon Riders come with Lancebreaker, which is relatively useless due to their Hawkeye skill. All of wyverns/griffons have Pavise+, but can be easily shred to pieces with bows and wind magic.

The cavalry set consists of promoted cavalry units (Paladins, Great Knights, Dark Knights and Valkyries). Paladins appear from the northwest, Dark Knights from the northeast, Valkyries from the southeast and Great Knights in the southwest. Compared to the flying set, this set is significantly easier, since the Great Knights and Valkyries are on a pile of forest/desert tiles respectively, delaying them for a few turns. Since none of the cavalry can use the water tiles, you can clear out the northeast section and funnel units down there. You should note that the Valkyries come with Fortify staves and 52 Magic, so their Fortify will have an AoE of 26 tiles. The melee units have Pavise+, and magical units have Aegis+. The magic units can be ripped to shreds with Beast Killers or Taguels with Beastbane; this is easier to achieve on the Valkyries due to their lower defense. The melee units can be easily dealt with by magic.

Regardless of which set you face, you can get the drop on one of the enemies by trapping a Sniper or Bow Knight and moving all of your units to one of the corners (preferably the northwest or east to save time) When the enemies arrive in that area, you can pile them immediately, destroying one of the four groups by the start of the turn. This will save a lot of time, since you can get swarmed very quickly if all four groups descend on you.

Wave 5[]

Enemies[]

  • 1x Hero w/ Superior Edge (Axebreaker, Dragonskin, Hawkeye, Pavise+), 52/40/56/47/45/40/36
  • 1x Hero w/ Superior Axe (same stats/skills as above)
  • 1x Hero w/ Hammer (same stats/skills as above)
  • 1x Hero w/ Volant Axe (same stats/skills as above)
  • 1x Hero w/ Armorslayer (same stats/skills as above)
  • 1x Hero w/ Wyrmslayer (same stats/skills as above)
  • 1x Hero w/ Silver Axe (same skills as above but with Movement +1 added), 72/60/75/57/60/55/51
  • 2x War Cleric w/ Tomahawk, Fortify (Renewal, Vengeance, Dragonskin, Aegis+), 50/50/48/46/45/38/43
  • 1x War Monk w/ Tomahawk, Fortify (Renewal, Vengeance, Dragonskin, Aegis+, Movement +1), 60/60/58/51/55/48/53
  • 1x Dark Flier w/ Superior Jolt (Movement +1, Rally Movement, Aegis+, Vengeance, Dragonskin), 56/62/61/52/55/42/51
  • 4x Sniper w/ Longbow (Bowfaire, Dragonskin, Hawkeye, Aegis+), 56(51+5)/40/58/45/45/40/31
  • 1x Sniper w/ Longbow (same skills as above but with Movement +1 added), 66(61+5)/50/68/50/55/50/41
  • 2x Paladin w/ Silver Sword (Resistance +2, Dragonskin, Hawkeye, Aegis+), 52/40/50/45/45/42/44(42+2)
  • 1x Paladin w/ Spear (same skills as above but with Movement +1 added), 62/50/60/50/55/52/54(52+2)
  • 2x Falcon Knight w/ Silver Lance (Lancefaire, Dragonskin, Hawkeye, Aegis+), 53(48+5)/45/55/49/45/33/40
  • 1x Falcon Knight w/ Silver Lance (same skills as above but with Movement +1 added), 63(58+5)/55/65/54/55/43/50
  • 2x General w/ Spear (Rally Defense, Vengeance, Dragonskin, Pavise+), 60/40/51/40/45/50/35
  • 1x General w/ Spear (same skills as above but with Movement +1 added), 70/50/61/45/55/60/45

Wave Details[]

As the final wave, this wave is very challenging. Unlike the previous waves where the enemy was scattered, all of the enemies are very close to each other. They all appear from the south, at the player's starting position.

The only new enemies on this wave are Heroes; all other enemies are from the previous waves, so should be dealt with accordingly. Be aware that some of the normal units are commanders that you fought in the earlier waves. The Heros come with Hawkeye, Axebreaker and Pavise+. The Heros use random weapons; four of them carry counter weapons, while two use weaponbreakers and the last one uses a Silver Axe. They can be easily defeated with magic units.

Fortunately, the last wave doesn't move until one of the enemies is defeated or has taken damage. However, given how close the enemies are, Rescue staves are mandatory to avoid taking any casualties in this round. Send in a number of Galeforce units to weaken up the enemy, and then have an equal amount of units with Rescue with high magic to pick them up before the enemy is able to retaliate back. Aim for units that give the most threat, especially the units with the higher stat ratings. The enemy will then move most of their units (only two Falcon Knights and the War Clerics don't go along with them); repeat the same process until enough units are left for the rest of your army to finish off.

Once you clear this wave, you will obtain the DLC Einherjar Katarina.

Secret Waves[]

It should be noted that the player has the option to go for the normal version instead if they choose to. The enemies are always the same, and you cannot pick which units you want to fight.

Wave 1[]

Enemies[]

  • Griffon Rider x2 w/ Tomahawk (Movement +1, Lancebreaker, Dragonskin, Pavise+, Hawkeye), 60/50/63/51/55/50/40
  • Griffon Rider x4 w/ Bolt Axe (Movement +1, Lancebreaker, Dragonskin, Pavise+, Hawkeye), 60/50/63/51/55/50/40
  • Berserker x2 w/ Tomahawk (Movement +1, Axefaire, Vengeance, Dragonskin, Pavise+), 75(70+5)/50/,55/54/55/44/44
  • Berserker x3 w/ Silver Axe (Movement +1, Axefaire, Vengeance, Dragonskin, Pavise+), 75(70+5)/50/55/54/55/44/44
  • Berserker x1 w/ Silver Axe, Silver Bow (Movement +1, Axefaire, Vengeance, Dragonskin, Pavise+), 75 (70+5)/50/55/54/55/44/44
  • Warrior x4 w/ Silver Axe (Movement +1, Pavise+, Counter, Dragonskin, Hawkeye), 68/50/62/50/55/50/45
  • Warrior x1 w/ Silver Axe, Silver Bow (Movement +1, Pavise+, Counter, Dragonskin, Hawkeye), 68/50/62/50/55/50/45
  • Warrior x1 w/ Silver Axe, Silver Bow (Movement +1, Pavise+, Counter, Dragonskin, Hawkeye), 78/60/72/55/60/55/50

Wave Details[]

On this wave, Anna sets you up with 6 Berserkers, 6 Warriors and 6 Griffon Riders, who appear from the north and east. Two groups of three Griffon Riders appear in the northwest and southeast, two groups of Warriors in the central north/northeast area, and two groups of Berserkers in the northeast/east area.

The Warriors in the northeast will typically arrive last, since the game renders the formation incorrect and places them in an area surrounded by water.

Most of the enemies here are rather weak; they all carry Pavise+, but have low resistance. Your only concern should be the Warriors with Counter; they can deal a lot of damage with their Silver Axes and Hawkeye, and Counter will most likely finish your unit off if they are unable to. Use magic against all enemies.

Wave 2[]

Enemies[]

  • Sniper x4 w/ Silver Bow (Counter, Dragonskin, Vantage+, Luna+), 66/55/73/55/60/55/46
  • Sniper x1 w/ Brave Bow (Dragonskin, Luna+, Vantage+, Pavise+, Aegis+), 76/55/83/70/60/70/46
  • Great Knight x1 w/ Killer Lance (Wrath, Hawkeye, Gamble, Dragonskin, Aegis+), 65/40/54/47/55/55/40
  • Great Knight x1 w/ Killer Axe (Wrath, Hawkeye, Gamble, Dragonskin, Aegis+), 65/40/54/47/55/55/40
  • Great Knight x1 w/ Silver Lance (Wrath, Hawkeye, Gamble, Dragonskin, Aegis+), 65/40/54/47/55/55/40
  • Great Knight x1 w/ Silver Axe (Wrath, Hawkeye, Gamble, Dragonskin, Aegis+), 65/40/54/47/55/55/40
  • Great Knight x1 w/ Spear (Wrath, Hawkeye, Gamble, Dragonskin, Aegis+), 65/40/54/47/55/55/40
  • Trickster x2 w/ Killing Edge (Wrath, Anathema, Pavise+, Dragonskin, Vengeance), 55/58/65/53/55/40/50
  • Trickster x1 w/ Silver Sword (Wrath, Anathema, Pavise+, Dragonskin, Vengeance), 55/58/65/53/55/40/50
  • Trickster x1 w/ Levin Sword (Wrath, Anathema, Pavise+, Dragonskin, Vengeance), 55/58/65/53/55/40/50
  • Trickster x1 w/ Wyrmslayer (Wrath, Anathema, Pavise+, Dragonskin, Vengeance), 55/58/65/53/55/40/50

Wave Details[]

On this wave, Anna sets you up with 5 Snipers, 5 Great Knights and 5 Tricksters, which arrive on the south-western area of the map. The Snipers appear in the southwest corner; the Great Knights are slightly above them and the Tricksters are slightly east from them.

The Snipers are the greatest threat in this wave, since each one is equipped with Vantage+, in addition to Luna+ and Counter. There is almost no way to avoid any battle damage (apart from the occasional Dual Guard); fortunately, they have no damage shaving skills to protect themselves. The lead Sniper has higher stats and has a similar skill set to the other Snipers, except his Counter has been replaced with Aegis+ and Pavise+.

The Great Knights are arguably the easiest units in the group, as they don't have any offensive skills, though they do come with Hawkeye and Aegis+ to prevent you from taking advantage of their lower resistance. They are on a group of forest tiles, so they will have some difficulty reaching you.

To deal with this wave with minimum hassle, rally up your Galeforce pair ups and attack the Tricksters. The Tricksters don't have Aegis+ and most of them won't be able to retaliate back. Once your pair up defeats a Trickster, send them to deal with the four Snipers surrounding the leader, and then Rescue them back to your team. Don't attack the commanding Sniper; he has an attack value of 96, and the fact that he comes with a Brave Bow, Luna+ and Vantage+ means that he will most likely kill anyone attempting to attack him. Have several stave users on hand to heal any damage your Galeforce pairs might have taken against the Snipers. The rest of the units can then be disposed of without much trouble.

The commanding Sniper should be last unit to deal with. Trap him while you restock/heal up your units before finishing him off. If done right, this Sniper should have an obstacle on his left, so you only need to trap him with 3 units. Finish him off while positioning the rest of your units near the middle of the map, to jump on the enemy Sorcerers that appear in the next wave.

Wave 3[]

Enemies[]

  • Sorcerer x2 w/ Nosferatu (Vengeance, Hawkeye, Vantage, Miracle, Dragonskin), 50/64/58/55/70/51/54
  • Sorcerer x1 w/ Nosferatu x2 (Luna+, Pavise+, Miracle, Dragonskin, Vantage), 55/74/68/60/99/56/64
  • Paladin x1 w/ Silver Sword (Pavise+, Sol, Rightful God, Dragonskin), 62/50/60/50/55/52/52
  • Paladin x1 w/ Brave Sword (Pavise+, Sol, Rightful God, Dragonskin), 62/50/60/50/55/52/52
  • Paladin x1 w/ Silver Lance (Pavise+, Sol, Rightful God, Dragonskin), 62/50/60/50/55/52/52
  • Paladin x1 w/ Levin Sword (Pavise+, Sol, Rightful God, Dragonskin), 62/50/60/50/55/52/52
  • Paladin x1 w/ Ragnell (Pavise+, Aether, Hawkeye, Rightful God, Dragonskin), 67/50/65/55/55/67(62+5)/57
  • Falcon Knight x1 w/ Spear (Ignis, Aegis+, Rightful God, Dragonskin), 58/55/65/54/55/43/50
  • Falcon Knight x1 w/ Silver Lance (Ignis, Aegis+, Rightful God, Dragonskin), 58/55/65/54/55/43/50
  • Falcon Knight x1 w/ Beast Killer (Ignis, Aegis+, Rightful God, Dragonskin), 58/55/65/54/55/43/50
  • Falcon Knight x1 w/ Shockstick (Ignis, Aegis+, Rightful God, Dragonskin), 58/55/65/54/55/43/50
  • Falcon Knight x1 w/ Spear (Aether, Aegis+, Hawkeye, Rightful God, Dragonskin), 63/55/70/59/55/48/55

Wave Details[]

On this wave, Anna sets you up with 3 Sorcerers, 5 Paladins and 5 Falcon Knights. The Paladins arrive at the central north area, the Falcon Knights in the central eastern and the Sorcerers in the middle of the map. The 3 Sorcerers all have Nosferatu as well as Vantage and Miracle. Be aware that the Sorcerers have very high luck. The commanding Sorcerer might prove problematic with his increased stats; all of them also carry Pavise+. The easiest way to kill the Sorcerers is to have a magic user attack them, with the supporting partner using melee, as their defense is slightly lower then their resistance. The supporting partner is responsible for killing the Sorcerers, as if they use melee, they ignore Pavise+ and will also ignore their Miracle ability.

Then use your Galeforce pairs to take out the Falcon Knights; try to take out at least two or three as you can before using Rescue staves on them. The standard Falcon Knights don't have Hawkeye on them, but they can still deal a lot of damage with their Ignis if they manage to hit you. The leading Falcon Knight can prove an issue with Aether, Rightful God and Hawkeye, but can be dealt with the same way as the others. While they have Aegis+, a supporting partner with wind magic or bows can make short work of them.

The Paladins should be left; their stats are relatively all-rounded, so you can't exploit their lower defense/resistance values. They all have Pavise+ though, so have a magic unit hit them, with a form of anti-beast damage as a support partner to avoid the Pavise+ they carry. Be wary of the Paladin commander; he comes with Ragnell which increases his already higher stats, and much like the leading Falcon Knight, has Hawkeye and can activate Aether just as frequently as her.

Wave 4[]

Enemies[]

  • Soldier x2 w/ Beast Killer (Pass, Ignis, Pavise+, Vengeance, Dragonskin), 65/50/70/50/55/60/45
  • Soldier x2 w/ Killer Lance (Pass, Ignis, Aegis+, Vengeance, Dragonskin), 65/50/70/50/55/60/45
  • Soldier x1 w/ Brave Lance (Pavise+, Rightful God, Aether, Pass, Dragonskin), 70/50/70/55/55/65/50
  • Soldier x1 w/ Brave Lance (Aegis+, Rightful God, Astra, Pass, Dragonskin), 70/50/70/55/55/65/50
  • Trickster x2 w/ Levin Sword (Pass, Ignis, Vengeance, Aegis+, Dragonskin), 55/58/65/53/55/40/50
  • Sniper x2 w/ Killer Bow (Pass, Ignis, Vengeance, Pavise+, Dragonskin), 61/50/68/50/55/50/41
  • Dark Flier x1 w/ Bolganone, Mire (Galeforce, Shadowgift, Aegis+, Hawkeye, Dragonskin)
  • Dark Flier x1 w/ Rexcalibur, Mire (Galeforce, Shadowgift Aegis+, Hawkeye, Dragonskin)
  • Dark Flier x1 w/ Thoron, Mire (Galeforce, Shadowgift, Aegis+, Hawkeye, Dragonskin)
  • Dark Flier x1 w/ Ruin, Mire (Galeforce, Shadowgift, Aegis+, Hawkeye, Dragonskin)
  • Dark Flier x1 w/ Book of Naga, Mire (Galeforce, Shadowgift, Aegis+, Hawkeye, Dragonskin)
  • Sage x4 w/ Celica's Gale, Catharsis (Dragonskin, Hawkeye, Pavise, Luna+), 50/64/63/52/55/41/50
  • Sage x1 w/ Forseti, Catharsis (Dragonskin, Hawkeye, Pavise, Luna+), 50/64/63/57(52+5)/55/41/50
  • Berserker x2 w/ Tomahawk (Counter, Aegis+, Luna+, Hawkeye, Dragonskin), 75/50/60/59/60/54/50
  • Berserker x1 w/ Helswath (Counter, Aegis+, Luna+, Hawkeye, Dragonskin), 80/50/65/64/65/64(59+5)/55

Wave Details[]

On this wave, Anna sets you up with 6 Soldiers, 2 Snipers, 2 Tricksters, 3 Berserkers, 5 Dark Fliers and 5 Sages. Along with that, she gives you 10 turns (10 player phases and 9 enemy phases) to rout all the enemies before she calls a tie, ending the battle immediately.

It should also be noted that upon the start of this wave, your units will be reset back to their starting positions. Take out the middle group first, then deal with the Dark Fliers next. The Dark Fliers come with Mire and Hawkeye, which can deal a lot of damage. Initially lure them out with a high resistance unit, then if possible, with a low resistance one. The AI will always attempt to attack the weakest units first. This will bring them closer for your units to deal with.

The last group of enemies will be the Sages and Berserkers. The Sages come with Celica's Gale (leader comes with Foresti instead), Luna+ and a standard Pavise, which can be problematic as they will be able to deal a lot of damage to your units. The Berserkers are reasonably strong; the commanding Berserker is the strongest, having greatly increased stats. All of them come with Aegis+, Luna+, Hawkeye and Counter. The only way you can avoid their hits is with a Longbow, though you probably won't have a lot of bow users on your team. Have a unit with a throwing weapon attack them to bypass their Aegis+, with the support partner using magic to exploit their lower resistance. The commanding Berserker has 99 hitpoints rather then the usual 80.

If you don't kill the Berserkers in one turn, the Sages will heal them back to full health and prolong the fight.

Wave 5[]

Enemies[]

  • Sorcerer x4 w/ Nosferatu (Vengeance, Hawkeye, Vantage, Miracle, Dragonskin), 50/64/58/55/70/51/54
  • Sorcerer x2 w/ Nosferatu (Luna+, Pavise+, Miracle, Dragonskin, Vantage), 55/74/68/60/99/56/64
  • Sniper x4 w/ Silver Bow (Counter, Dragonskin, Vantage+, Luna+), 66/55/73/55/60/55/46
  • Sniper x1 w/ Brave Bow (Dragonskin, Luna+, Vantage+, Pavise+, Aegis+), 76/55/83/70/60/70/46
  • Berserker x2 w/ Helswath (Counter, Aegis+, Luna+, Hawkeye, Dragonskin), 80/50/65/64/65/64 (59+5)/55
  • Anna w/ Spear, Brave Lance (Aether, Counter, Rightful God, Vantage+, Dragonskin), 60/50/70/70/65/55/55

Wave Details[]

On this wave, Anna sets you up with 5 Snipers, 6 Sorcerers along with 2 Berserkers and herself. As with wave 4; Anna will give you a time limit, however instead of 10 turns you will have 7 turns (7 player phases and 6 enemy phases) to complete wave 5.

Like in wave 4, all of your units will be repositioned; this time, they are placed in the middle of the map.

The enemies have already been encountered in the previous waves, so deal with them accordingly. Take out the Sorcerers and Snipers within 3-4 turns. Take out the Berserkers next to Anna; if Anna does not kill someone when she attacks, the Berserkers will most likely finish them off if given the chance, due to their Luna+.

Anna comes with Counter, Aether, Rightful God and Vantage+, and is equipped with a Spear, while she has a Brave Lance sitting on the side. Due to Vantage+, she will attack first, and because of her skill and Rightful God, has a 65% chance of activating Aether. Her high speed also proves problematic to double her, and pair ups will need a speed boost and rally. If given the chance to use her Brave Lance, she will most likely kill someone with it; however, it does rend her Vantage+ useless unless forced to use her Spear again.

Once you clear wave 5, Anna will award you the Supreme Emblem while congratulating you on conquering Castle Apotheosis.

Summary[]

“Heroes of great strength gather here in search of worthy opponents.”
—American Website Opening Narration
“Heroes of great strength gather here in search of worthy opponents; defeat hardened enemies in five consecutive battles and confront the most powerful foe you will ever face!”
—European Website Opening Narration
“Storm the castle and defeat the strongest enemies in five consecutive battles!”
—North America eShop Opening Narration

Trivia[]

  • Some enemies on the secret set are glitched:
    • One of the Berserkers that appears from the east on wave 1 is carrying a Silver Bow, something that the Berserker cannot use. Given how the enemies are placed on wave 1, the Berserkers would have appeared from the northeast while the remaining 3 warriors appeared from the eastern side.
    • The commanding Sorcerer on wave 3 (standard for 5) is carrying two Nosferatu tomes. All other enemies in this DLC carry one weapon, excluding Anna and a few others.
  • This Xenologue features music from Fire Emblem: The Sacred Stones, specifically from the Lagdou Ruins.
  • The English name of this Xenologue comes from the word of the same name, which means the act of becoming a god or divine, which fits with the battle, as all enemies have Skills from Grima, who is a god-like being.
  • This is one of only two chapters in Awakening (the other being Ghost of a Blade in the base game) where Chrom is only required to appear as a character to be deployed in the chapter and is not required to play a story role.
    • It is the only such chapter where Chrom plays no story role whatsoever regardless of circumstances.

Gallery[]

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