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Night Breaks Through
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“ | No! The Fujin Yumi doesn't belong to you. It belongs to my brother! Takumi, that weapon's true master, died because of YOU! I chose this path, and I will walk it until the very end. I will make things right again! I WILL defeat you and keep all the promises I made to my loved ones! [...] This is it! Takumi, I'm sorry it took us so long to finally see eye to eye… But I will save both your kingdom and mine, I promise! This will be my... No... This will be OUR final battle!! | ” | — Corrin |
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Night Breaks Through (Japanese:光去り行く黄昏The Light-dispersed Dusk) is the endgame of theConquest campaign inFire Emblem Fates. In this chapter,Takumi has been corrupted beyond salvation bya force outside comprehension, andCorrin must destroy him or perish.
It is not possible to save the game, readsupports, or return toMy Castle during this chapter;the previous chapter and this one must be completed consecutively.
Plot
- Main article:
Night Breaks Through/Script
Corrin awakens in what seems to be their bedroom in Castle Shirasagi, and is greeted byMikoto andRyoma. After regaining their bearings, Mikoto explains that Corrin's soul is on the brink of death and that they can choose to fully pass away. However, Corrin hearsTakumi attackingXander and Azura, much to their confusion. Mikoto explains that Takumi's rage has grown stronger and will not be satisfied until he has killed every singleNohrian. Hearing the encouragement of their friends and allies, Corrin elects to return to the land of the living, but before they can, another Takumi appears. This Takumi states that the "Takumi" they were facing is no more than another puppet for the same mysterious force controllingGaron, fueled by his resentment at Corrin for siding with Nohr, and his soul left his bodyafter his death not long ago. Takumi begs them to end his suffering and entrusts them with the power of theFujin Yumi to reform the Yato and release his body from its unholy master.
Corrin vows to uphold Takumi's promise to free him and they reconcile with each other before he disappears.Lilith's spirit appears and guides Corrin back to life, and the Shadow Yato is restored. The possessed Takumi attempts to destroy the Yato again, only to fail. Corrin proceeds to begin the final battle against the possessed Takumi alongside the Nohrian siblings.
Before the battle,Azura apologizes for not helping Takumi soon and begins to sing her forbidden song to weaken Takumi, despite knowing it will kill her, and Corrin's most vicious battle ensues. Ultimately, Nohr emerges triumphant, and the possessed Takumi is slain once and for all. As he dies, he returns to his senses and thanks Corrin before succumbing to his wounds and passing away. In the aftermath, Azura vanishes, presumably dissolving into water due to overusing her powers, and Corrin has a feeling that they will not see her again. They speculate with Xander as towhat corrupted Takumi andGaron, but they are unable to come up with any conclusions. With the war finally over for good, Corrin and their siblings go to free the remaining Hoshidan forces.
Afterwards, Corrin and the Nohrian royals attend Xander's coronation as the next king of Nohr. He explains that Nohr has made peace withHoshido to prevent another war and both kingdoms will now strive for peace together.Hinoka andSakura, who survived the war, also attend. With the deaths of Ryoma and Takumi, Hinoka becomes the new Queen of Hoshido and a new permanent peace treaty has been established between the kingdoms. Xander apologizes for their losses and promises Hinoka that he will do his utmost to uphold the newfound peace and undo all the damage dealt by Nohr. Though Corrin is satisfied with their success in ending the war, Hoshido still despises them and they are still guilt-ridden. The Nohrian siblings and Corrin head to a celebratory banquet. During the banquet, Corrin leaves for a moment, and encounters Azura's spirit for the last time. After the banquet, Corrin meets up with their Nohrian siblings in Garon's former throne room as Xander states that with Corrin by his side, the Nohrian royal family will continue to bring peace to the world.
Chapter data
NormalHardLunatic
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Victory: DefeatTakumi | Player | Partner | Other | Enemy | Third | |
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Defeat:Corrin dies* or the player's army is routed* | 1–16 | {{{partner}}} | {{{other}}} | 22+∞ | {{{third}}} | |
Map dimensions: 29 columns by 30 rows | ||||||
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Victory: DefeatTakumi | Player | Partner | Other | Enemy | Third | |
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Defeat:Corrin dies* or the player's army is routed* | 1–16 | {{{partner}}} | {{{other}}} | 26+∞ | {{{third}}} | |
Map dimensions: 29 columns by 30 rows | ||||||
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Victory: DefeatTakumi | Player | Partner | Other | Enemy | Third | |
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Defeat:Corrin dies* or the player's army is routed* | 1–16 | {{{partner}}} | {{{other}}} | 37+∞ | {{{third}}} | |
Map dimensions: 29 columns by 30 rows | ||||||
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Character data
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Available characters | |
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Note: The returning characters list does not include any characters recruitable inparalogues orxenologues, as the player may not have taken on any available paralogue chapters yet. The list also does not include anybonus units, as they are recruitable at the player's discretion.
Dragon Vein data
The Dragon Veins in this chapter are stated to have the effect "Createbarriers to blunt Takumi's attack", with "Takumi's attack" being his area-of-effect attack. They are located as follows:
- Column 12, row 26: Three squares west of aGreat Master
- Column 13, row 14: Six squares north of aGeneral
- Column 14, row 9: Three squares north of furthest southern ally starting positions
- Column 14, row 18: Two squares south of anOni Chieftain
- Column 14, row 22: One square east of aMaster Ninja
- Column 15, row 13: Three squares north of an Oni Chieftain
- Column 15, row 18: One square north of aMaid
- Column 16, row 11: Five squares north of an Oni Chieftain
- Column 16, row 18: Two squares south of an Oni Chieftain
- Column 16, row 22: One square south of a Master Ninja
- Column 17, row 14: Two squares north, one square east of an Oni Chieftain
- Column 18, row 26: Three squares east of a Great Master
There are five barrier blocks created each time a Dragon Vein is activated, each with 30 HP, and they are located as follows:
- Column 13, row 18: One square west of three Dragon Veins in a row
- Column 14, row 24: Five squares south of the westernmost of three Dragon Veins in a row
- Column 14, row 25: Five squares south of the centermost of three Dragon Veins in a row
- Column 14, row 26: Five squares south of the easternmost of three Dragon Veins in a row
- Column 15, row 18: One square east of three Dragon Veins in a row
Enemy data
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Reinforcements
- On Hard mode and above, allFaceless reinforcements have the skillSelf-Destruct. On Lunatic mode, all reinforcements withdebuffing skills have the skillInevitable End.
- Turn 4
- 4Faceless; two from the northwestern and northeastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Magic
- On Lunatic, one from the west hasSavage Blow, while one from the east hasCounter
- 4Faceless; two from the northwestern and northeastern dark waters each
- Turn 5
- 2(Normal)/4(Hard/Lunatic)Faceless; one(Normal)/two(Hard/Lunatic) from the western and eastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Strength, while one from the east hasSeal Speed
- On Lunatic, the other from the west hasWary Fighter
- 2(Normal)/4(Hard/Lunatic)Faceless; one(Normal)/two(Hard/Lunatic) from the western and eastern dark waters each
- Turn 6
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- On Hard and Lunatic, one from the west hasCounter, while one from the east hasWary Fighter, and the last hasSavage Blow
- On Lunatic, the last one from the east hasHeartseeker
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- Turn 8
- 4Faceless; two from the northwestern and northeastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Speed, while one from the east hasSeal Strength
- On Lunatic, the other from the east hasCountermagic
- 4Faceless; two from the northwestern and northeastern dark waters each
- Turn 9
- 4(Normal/Hard)/6(Lunatic)Faceless; two(Normal/Hard)/three(Lunatic) from the western and eastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Defense, while one from the east hasSeal Magic
- On Lunatic, one from the west hasVantage, while one from the east hasPoison Strike
- 4(Normal/Hard)/6(Lunatic)Faceless; two(Normal/Hard)/three(Lunatic) from the western and eastern dark waters each
- Turn 10
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- On Hard and Lunatic, one from the west hasVantage, another hasSeal Speed, and one from the east hasCountermagic
- On Lunatic, one from the east hasSeal Speed
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- Turn 12
- 6Faceless; three from the northwestern and northeastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Speed, while one from the east hasSeal Defense
- On Lunatic, one from the east hasAegis, while one from the east hasSavage Blow
- 6Faceless; three from the northwestern and northeastern dark waters each
- Turn 13
- 4Faceless; two from the western and eastern dark waters each
- On Hard and Lunatic, one from the west hasPavise, while one from the east hasCountermagic
- On Lunatic, the other one from the east hasWary Fighter
- 4Faceless; two from the western and eastern dark waters each
- Turn 14
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- On Hard and Lunatic, one from the west hasSeal Strength, while one from the east hasWary Fighter, and another hasAegis
- On Lunatic, another one from the west hasPavise
- 4(Normal)/6(Hard/Lunatic)Faceless; two(Normal)/three(Hard/Lunatic) from the southwestern and southeastern dark waters each
- The above pattern forFaceless repeats infinitely, restarting on the second turn after the end of a pattern sequence.
- Turn 11(Hard/Lunatic only)
- 1pair ofMalig Knights from the southeastern dark waters
- Turn 14(Hard/Lunatic only)
- 1pair ofOni Chieftains from the western dark waters
- Turn 17(Hard/Lunatic only)
- Turn 23(Hard/Lunatic only)
- 1pair ofMaster Ninjas from the southwestern dark waters
- Turn 26(Hard/Lunatic only)
- 1pair ofMalig Knights from the eastern dark waters
- Turn 29(Hard/Lunatic only)
- 1pair ofOni Chieftains from the northwestern dark waters
- Turn 35(Hard/Lunatic only)
- Turn 38(Hard/Lunatic only)
- 1pair ofMaster Ninjas from the western dark waters
- Turn 41(Hard/Lunatic only)
- 1pair ofMalig Knights from the northeastern dark waters
- Turn 47(Hard/Lunatic only)
- 1pair ofOni Chieftains from the southwestern dark waters
- Turn 50(Hard/Lunatic only)
- Turn 53(Hard/Lunatic only)
- 1pair ofMaster Ninjas from the northwestern dark waters
- The above pattern forMalig Knights,Oni Chieftains,Paladins, andMaster Ninjas repeats infinitely, restarting on the sixth turn after the end of a pattern sequence.
Boss data
- Main article:
Takumi
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- Takumi is paired up with aReplica of himself.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This is the final chapter ofFire Emblem Fates: Conquest, and you cannot save your progress after this chapter; thus, no changes to your army or inventory can be carried over. If you have been saving rare and valuable items like stat boosters, status staves, and theBifröst for a rainy day, it's time to take out your umbrella.
Takumi has a dangerous area-of-effect attack that triggers every3/2 turns. You can hide behind barriers erected by the Dragon Veins to avoid it. If a unit is not straight north of one of these barriers, they will take non-lethal damage equal to half of their maximum HP.
There are two basic ways to approach this map: the Rescue-Pass cheese strategy and conventional strategy.
Rescue-Pass cheese
For the most optimal version of this strategy, you need:
- One Takumi killer in a class that grants +1 Mov as the supporting unit in Pair-Up. They must be able to reach 31 Speed to double Enfeebled Takumi. Corrin can one-round him with74 attack with the Shadow Yato; one sample build to reach this benchmark makes them a +Strength -Defense Great Knight. Accounting for their statue in My Castle, this gives them a Strength cap of 40 right off the bat plus 3 extra damage from a B rank in swords and weapon triangle advantage, giving them 43 attack. If they had Samurai as their secondary, they can get Life and Death and Swordfaire for another 15. The Shadow Yato itself has 16 might, raising the total to 74. If you can't reach 74 attack, another potential benchmark to aim for is 66 attack, to one-round him with one trigger of Dragon Fang. Other units can one-round him with 73 attack wielding a Brave weapon or 71 attack wielding the Lightning tome. Note that Brave Weapon users must 3HKO Takumi; the fourth hit will be blocked by a Dual Guard.
- Two Bow Knights with Movement +1; one of them must have Pass and have used a single pair of Boots. Niles or Shura should easily fill one of these slots, while the other is easiest to fill by recruiting Nina beforehand, using the Offspring Seal to promote her to Adventurer to instantly get Pass, using a Heart Seal to move her to Bow Knight, and giving her the Boots.
- Four mounted healers; three of them must have a D-rank in staves and the last must have a C-rank and have used Magic and Skill Tonics. Jakob, Felicia, and Flora all have base access to Strategist and appropriate staff ranks, while the fourth slot will probably be filled by Elise.
- One cavalryman.
- One Azura.
- One Rallyman.
- Two Rescue staves, one of which must have both charges.
- One Enfeeble staff.
- Two characters with Shove or Swap. You will need to capture someone to do this; Haitaka and Kumagera fit the bill quite nicely.
Note that you do not need the pair of Boots you get from killing Shura to pull this off. It does make the movement requirements a little looser, though - for example, you could use the second pair of Boots on your Pass Bow Knight and make the Takumi killer an infantry unit.
Your deployment should be as follows. The bottom row should be, from left to right: your Pass Bow Knight, your cavalryman with Azura paired up and the cavalryman in front, a D-rank mounted healer holding a Rescue staff with two charges, and another D-rank mounted healer. Your third D-rank mounted healer should be one space above the cavalryman/Azura pair and holding the other Rescue staff. Your non-Pass Bow Knight should be paired with your C-rank mounted healer and placed on the rightmost square of the second row from the bottom with the Bow Knight in front and the healer holding the Enfeeble staff. Rallyman should be right above Corrin, and your Shove/Swap guys should be as close to the Pass Bow Knight as this setup allows.
Once you've done all that, it's time to move out.
- Have Rallyman rally.
- Pair the Takumi killer up with the Pass Bow Knight.
- Use Shove and Swap to move Bow Knight/Takumi killer down two spaces.
- Move Bow Knight/Takumi killer down 11 spaces, keeping the Bow Knight in front. They should be nestled between a Maid, a General, and a piece of rubble.
- The healer to Cavalryman/Azura's right should move down 7 spaces and right one space, landing them to the right of a Dragon Vein and three spaces above an Oni Chieftain; they must then Rescue the healer 7 spaces above them.
- Move the healer you just Rescued below the one who just Rescued them, trade over the Rescue staff, and Rescue the Bow Knight/C-healer pair.
- Move the Bow Knight/C-healer as close as possible to Takumi and Enfeeble him.
- Move the healer who starts above Cavalryman/Azura down 7 and left 1 and have them rescue Cavalryman/Azura.
- Move Cavalryman/Azura downwards and sing for the Takumi killer's pairing.
- Move to Takumi and plunge your blade into his foul heart.
Conventional
Though this is highly dangerous, if you lack a unit strong enough to ORKO Takumi, this is your only choice. Since the party has to make their way across the map slowly, this entails fighting basically all of the starting enemies on the map, and potentially the waves upon waves upon ocean's gray waves of Faceless reinforcements.
To begin the chapter, a squad ofSilver SwordHeroes (Left)/a squad ofRabbit SpiritOnmyoji (Right) will begin charging down the flanks. They're the only initially aggressive enemies, and they'll still take a turn to reach you. The Onmyoji can be handled by a strongMaster Ninja, while the Hero squad requires a bit more attention. Tank their hits with someone with high physical bulk, likeXander then kill them with magic. TheOni Chieftain crew won't move until one of them is provoked, though they'll all charge in at once if you do. They'lltake little damage from physical counterattacks, so try to bait them with a magic user that can take a hit.
Once you move closer to the center, the real threat emerges. TheMaid brigade in the middle includes 2Enfeeble users on the sides and aFreeze user in the middle, and are under the protection ofMaster Ninjas, and all of them haveInevitable End to let their debuffs stack. Youcannot engage in a prolonged fight in status staff range, so assassinating the Maids is a must. If you have anyRescue charges left, now is the time to use them (by using them to pull units out after they move in to kill a Maid). Spending 2 Rescue uses on the Enfeeble Maids makes the center of the map much more manageable. As for the Master Ninjas, forget about killing them on retaliationdue to their high Avo. Just bait them with someone who doesn't care about the stat drop or is fast enough so a Dual Guard negates the only hit. The 3rd Enfeeble Maid also needs to be assassinated with Rescue as you approach, though the Freeze Maid can be distracted by leaving someone in 1-2 range of her, as the AI prioritizes attacking over using staves.
Starting turn 4, the Faceless spam begins, as 4-6 of them will spawn every 1-2 turns with a wide array of debuffing skills and Inevitable End. On this turn, the paired-upPaladins also start moving. It is recommended to let the Paladins approach and kill them, rather than having to deal with them while fighting the other enemies further south. While the Faceless come in numbers, there is a trick to dealing with them effectively. All the Faceless reinforcements here haveSelf-Destruct, which makes the Faceless blow up and deal (non-lethal) out-of-combat damage if they have HP<50% at the start of Enemy Phase, and more importantly,they will unconditionally blow up as long as their HP is low enough, even if there's nothing in range to blow up and/or if they could cause more damage/kill by moving to attack. This means that you only need to deal 31 damage to each Faceless and they will dispose of themselves at the start of their turn, before any enemy healers get a chance to heal them. As long as you pay attention to their skills (some haveCounter, othersCountermagic and most have a Seal-skill) and ensure nobody gets hit with a Seal-skill in a stat they can't afford to lose, the Faceless can be handled rather easily.
As for the last group, the real threats are the Paladins andMalig Knights. TheGreat Master crew in the middle has Enfeeble and even aHexing Rod, so finding room to bait the mounted units can be difficult. However, you only need to bait out one of each type, and the other will move as well. Beware of theBeast Killers the Paladins have; don't bait with Cavs/Pegasi/Kinshi, but remember that Wyvern-riding classes arenot weak to the Beast Killer. Once they're gone, you can neuter all three Great Masters by putting someone in their combined attack ranges, as they will attack with their rather lackluster offense.
Once the Faceless situation is under control and all the starting enemies are dead, it's finally time to confront Takumi himself. While his giant energy wave dealt heavy damage to your units, as long as they didn't need the HP to bait enemies, it doesn't actually matter that much if you are not taking enemy attacks in the first place. But this can't be said for fighting Takumi himself. InBold Stance with himself, he will charge up Dual Guards incredibly quickly and also hasVengeance, which is basically a death sentence if it goes off. While Bold Stance leaves himself vulnerable to Dual Strikes, you won't be going for them as they are decidedly very unsafe due to the aforementioned Vengeance. You will need to attack him in Pair-Up with a Dual Guard charged (if you need to charge it, go attack some Faceless), while also having enough SPD to avoid being doubled. Fortunately, this SPD threshold is quite low; just 25 SPD, which can go even lower with debuffs (and he's not immune to your own Enfeeble). If you have both on a unit, then that unit should hit Takumi with the strongest weapon at their disposal by waiting in range so they can retreat to safety next turn; even weapons that would leave them open to being OHKO'd likeExcalibur orBrave Sword as the Dual Guard will negate that. You do not need to kill Takumi in one go either; he doesn't heal unless youlet him get a kill during his turn so it's OK to retreat and recharge your Dual Guard on the Faceless. Rinse and repeat and Takumi will go down after a few such hits.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English | Night Breaks Through | -- |
Japanese | 光去り行く黄昏 | The Light-dispersed Dusk |
Spanish | La noche vence | The night wins |
French | La nuit tombera | The night falls |
German | Die Nacht bricht herein | The Night comes upon |
Italian | Eclissi | Eclipse |
Korean | 빛이 사라지는 황혼 | Light vanishes into dusk |
Gallery
References
← The Empty King • | Night Breaks Through |
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