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Location
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Kidnapper's Keep
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New units
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Noire
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Boss(es)
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Ezra
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“
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It's over...My life is over...Mother, I'll be by your side soon...
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”
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— Noire
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A Shot from the Dark (Japanese: 秘められた一矢 Hidden arrow) is the fifteenth paralogue chapter in Fire Emblem Awakening. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing Chapter 13 and having Tharja married. There are no additional requirements to reach the chapter, as the chapter connects to the area Paralogue 4 took place at.
In this chapter, a group of slavers manage to kidnap a young girl, making the mistake of having their leader being within earshot of the Shepherds, who pursue a rescue. It turns out that the young girl happens to be the daughter of a creepy and vengeful Shepherd.
Plot
- Main article: A Shot from the Dark/Script
Near some ruins, Ezra notices Noire and attempts to catch and sell her as the Shepherds arrive; Tharja offers to curse the slavers, but Chrom orders the Shepherds to move and save her immediately.
As the battle starts, Noire laments her fate; soon after, however, she notices a useable bow nearby, and uses her talisman to alter her personality, at which point she becomes controllable.
After the battle, if Noire survived, she thanks Chrom for helping her, then talks to Tharja; Noire presents Tharja's ring, but cannot summon the courage to say she is Tharja's daughter until she utilizes her talisman. Noire explains that Tharja designed the talisman to allow Noire to alter her personality and become "an avatar of retribution". Tharja takes the talisman and inspects it, but does not believe Noire needs it. If Noire did not survive, Chrom laments that he could not save her.
Chapter data
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1−1
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27
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{{{third}}}
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Map dimensions: 25 columns by 30 rows
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1−1
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32
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{{{third}}}
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Map dimensions: 25 columns by 30 rows
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1−1
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36
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{{{third}}}
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Map dimensions: 25 columns by 30 rows
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Character data
Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started. The returning characters list also does not include any characters recruitable in other paralogues, as the player may not have taken on any other available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in Kidnapper's Keep on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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Silver Sword
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1,410
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Silver Lance
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1,560
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Silver Axe
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1,740
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Arcwind
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1,320
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Brave Sword
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2,100
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Brave Lance
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2,220
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Brave Axe
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2,400
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Brave Bow
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2,220
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Rexcalibur
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1,900
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 22, row 8: Two squares east, one square south of Noire's initial position
- Column 5, row 17: Southeast of Ezra's initial position
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Ezra
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Bow Knight
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14
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1
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58
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25
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0
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29
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28
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18
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18
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9
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8
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Silver Bow* • Silver Sword* • Energy Drop Prescience • Bowbreaker
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--
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Ruffian
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Paladin
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7
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4
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54~55
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24~25
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1
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20~21
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21~22
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19~20
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20~21
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15~16
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8
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Silver Lance* Outdoor Fighter • Aegis Can have 0–2 skill(s) at random
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• The western three immediately begin moving unprovoked. • The eastern one begins moving unprovoked on turn 3, or if a nearby Paladin or Bow Knight is provoked.
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Ruffian
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Paladin
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7
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3
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54~55
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24~25
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1
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20~21
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21~22
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19~20
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20~21
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15~16
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8
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Silver Sword* Outdoor Fighter • Aegis Can have 0–2 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Bow Knight
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7
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1
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54~55
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20~21
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0
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23~24
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22~23
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14~15
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14~15
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7~8
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8
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Silver Bow* • Silver Sword* • Master Seal Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0–2 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Bow Knight
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7
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4
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54~55
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20~21
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0
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23~24
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22~23
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14~15
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14~15
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7~8
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8
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Silver Bow* • Silver Sword* Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0–2 skill(s) at random
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• The western two immediately begin moving unprovoked. • The eastern two both begin moving unprovoked on turn 3, or if either of them or a nearby Paladin is provoked.
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Ruffian
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Paladin
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7
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2
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54~55
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24~25
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1
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20~21
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21~22
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19~20
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20~21
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15~16
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8
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Spear* Outdoor Fighter • Aegis Can have 0–2 skill(s) at random
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• The western one immediately begins moving unprovoked. • The eastern one begins moving unprovoked on turn 3, or if a nearby Paladin or Bow Knight is provoked.
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Ruffian
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Falcon Knight
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7
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4
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47~48
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20~21
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13~14
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27
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27
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26~27
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14~15
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23~24
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8
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Silver Lance* Speed +2 • Relief • Rally Speed • Lancefaire Can have 0–2 skill(s) at random
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• The center one immediately begins moving unprovoked. • The northern two begin moving unprovoked on turn 5. • The western one will not move until a unit is in range of at least two of the following—her, the three nearby Griffon Riders, or the two nearby Falcon Knights—or until one of them is fought; in either case, she begins moving.
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Ruffian
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Griffon Rider
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7
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7
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52~53
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22~23
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0
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23~24
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22~23
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18~19
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18~19
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8~9
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8
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Silver Axe* Strength +2 • Tantivy • Lancebreaker Can have 0–2 skill(s) at random
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• The center one immediately begins moving unprovoked. • The northern five begin moving unprovoked on turn 5. • The western one will not move until a unit is in range of at least two of the following—him, the two nearby Griffon Riders, or the three nearby Falcon Knights—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Falcon Knight
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7
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3
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47~48
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20~21
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13~14
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27
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27
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26~27
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14~15
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23~24
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8
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Spear* Speed +2 • Relief • Rally Speed • Lancefaire Can have 0–2 skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western two will not move until a unit is in range of at least two of the following—either of them, the three nearby Griffon Riders, or the nearby Falcon Knight—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Falcon Knight
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7
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1
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47~48
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20~21
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13~14
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27
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27
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26~27
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14~15
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23~24
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8
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Silver Lance* • Bullion (M) Speed +2 • Relief • Rally Speed • Lancefaire Can have 0–2 skill(s) at random
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Begins moving unprovoked on turn 5.
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Ruffian
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Griffon Rider
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7
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2
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52~53
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22~23
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0
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23~24
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22~23
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18~19
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18~19
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8~9
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8
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Tomahawk* Strength +2 • Tantivy • Lancebreaker Can have 0–2 skill(s) at random
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Will not move until a unit is in range of at least two of the following—either of them, the three nearby Falcon Knights, or the nearby Griffon Rider—or until one of them is fought; in either case, both begin moving.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Ezra
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Bow Knight
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14
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1
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70
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30
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0
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34
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33
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23
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22
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12
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8
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Silver Bow* • Silver Sword* • Energy Drop Hit Rate +10 • Prescience • Bowbreaker
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--
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Ruffian
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Paladin
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7
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4
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67
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31
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1
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26
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27
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26
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26
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20
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8
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Silver Lance* Hit Rate +10 Outdoor Fighter • Aegis Will always have Hit Rate +10; can have 0–2 more skill(s) at random
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• The western three immediately begin moving unprovoked. • The eastern one begins moving unprovoked on turn 3, or if a nearby Paladin or Bow Knight is provoked.
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Ruffian
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Paladin
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7
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3
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67
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31
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1
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26
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27
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26
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26
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20
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8
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Silver Sword* Hit Rate +10 Outdoor Fighter • Aegis Will always have Hit Rate +10; can have 0–2 more skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Bow Knight
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7
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1
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67
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27
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0
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29
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28
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20
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18
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10
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8
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Silver Bow* • Silver Sword* • Master Seal Hit Rate +10 Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Bow Knight
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7
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6
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67
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27
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0
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29
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28
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20
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18
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10
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8
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Silver Bow* • Silver Sword* Hit Rate +10 Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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• The western three immediately begin moving unprovoked. • The eastern three all begin moving unprovoked on turn 3, or if any of them or a nearby Paladin is provoked.
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Ruffian
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Paladin
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7
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2
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67
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31
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1
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26
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27
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26
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26
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20
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8
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Spear* Hit Rate +10 Outdoor Fighter • Aegis Will always have Hit Rate +10; can have 0–2 more skill(s) at random
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• The western one immediately begins moving unprovoked. • The eastern one begins moving unprovoked on turn 3, or if a nearby Paladin or Bow Knight is provoked.
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Ruffian
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Falcon Knight
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7
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5
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58
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27
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18
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34
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34
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35
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18
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30
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8
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Silver Lance* Hit Rate +10 Speed +2 • Relief • Rally Speed • Lancefaire Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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• The center one immediately begins moving unprovoked. • The northern two begin moving unprovoked on turn 4. • The western two will not move until a unit is in range of at least two of the following—either of them, the three nearby Griffon Riders, or the two nearby Falcon Knights—or until one of them is fought; in either case, both begin moving.
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Ruffian
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Griffon Rider
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7
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7
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65
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28
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0
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29
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28
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24
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23
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11
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8
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Silver Axe* Hit Rate +10 Strength +2 • Tantivy • Lancebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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• The center one immediately begins moving unprovoked. • The northern five begin moving unprovoked on turn 4. • The western one will not move until a unit is in range of at least two of the following—him, the two nearby Griffon Riders, or the four nearby Falcon Knights—or until one of them is fought; in either case, he begins moving.
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Ruffian
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Falcon Knight
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7
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3
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58
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27
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18
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34
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34
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35
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18
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30
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8
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Spear* Hit Rate +10 Speed +2 • Relief • Rally Speed • Lancefaire Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western two will not move until a unit is in range of at least two of the following—either of them, the three nearby Griffon Riders, or the two nearby Falcon Knights—or until one of them is fought; in either case, both begin moving.
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|
Ruffian
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Griffon Rider
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7
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3
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65
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28
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0
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29
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28
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24
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23
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11
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8
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Tomahawk* Hit Rate +10 Strength +2 • Tantivy • Lancebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western two will not move until a unit is in range of at least two of the following—either of them, the four nearby Falcon Knights, or the nearby Griffon Rider—or until one of them is fought; in either case, both begin moving unprovoked.
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Ruffian
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Falcon Knight
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7
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1
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58
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27
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18
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34
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34
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35
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18
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30
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8
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Silver Lance* • Bullion (M) Hit Rate +10 Speed +2 • Relief • Rally Speed • Lancefaire Will always have Hit Rate +10; can have 0–3 more skill(s) at random
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Begins moving unprovoked on turn 4.
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Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
NPC data
Boss data
- Main article: Ezra
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- This chapter is one of four paralogue chapters in Awakening that connect only to other paralogue chapters on the world map. The others are Paralogues 4, 9, and 20.
- This chapter is one of two paralogue chapters in Awakening, along with Ambivalence, where the child character is not recruited by talking with either Chrom or their fixed parent (in this case, Tharja) in the chapter they are recruited in.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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A Shot from the Dark
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--
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Japanese
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秘められた一矢
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Hidden arrow
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Spanish
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Flechas cautivas
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Captive arrow
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French
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Le loup et l'agneau
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The wolf and the lamb
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Italian
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L'arciere oscuro
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The dark archer
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.