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'''The Wellspring of Truth''' is the twenty-second paralogue chapter in {{FE13}}. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. It is one of a group often called the "SpotPass paralogues", as the chapter is unlocked via a [[SpotPass]] interaction and also requires beating [[To Slay a God|chapter 25]] in order to play. This chapter is unlockable via SpotPass starting June 28, 2012 in the Japanese version, April 11, 2013 in the North American version, and June {{hover|27|Europe}}-{{hover|28|Australia}}, 2013 in the PAL version. | '''The Wellspring of Truth''' is the twenty-second paralogue chapter in {{FE13}}. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. It is one of a group often called the "SpotPass paralogues", as the chapter is unlocked via a [[SpotPass]] interaction and also requires beating [[To Slay a God|chapter 25]] in order to play. This chapter is unlockable via SpotPass starting June 28, 2012 in the Japanese version, April 11, 2013 in the North American version, and June {{hover|27|Europe}}-{{hover|28|Australia}}, 2013 in the PAL version. | ||
In this chapter, the [[Shepherds (group)|Shepherds]] arrive at the Wellspring of Truth, where they face what may be their toughest challenge ever...[[Mirage|themselves]]! | In this chapter, the [[Shepherds (group)|Shepherds]] arrive at the Wellspring of Truth, where they face what may be their toughest challenge ever...[[Mirage (class)|themselves]]! | ||
==Plot== | ==Plot== | ||
{{main|The Wellspring of Truth/Script}} | {{main|The Wellspring of Truth/Script}} | ||
[[Chrom]] and [[Frederick]] have gathered in a hallway in an area in west central [[Valm]], where Chrom asks about the Wellspring of Truth, if it's a local superstition; Frederick reveals it's closer to a legend, that the nearby ruins apparently house an unusual spring, and many believe the waters of the spring reflect one's true self, to which Frederick reveals he doesn't get the meaning. The meaning is also lost on Chrom, who states he doesn't need some glorified puddle to tell him who he is; the [[Avatar (Awakening)|Avatar]] asks himself/herself about his/her true self, to which [[Aversa]] silently appears but the Avatar noticing her presence. Aversa asks the Avatar if he/she is the real deal or the illusion, which stumps the Avatar; Aversa tells the Avatar if he/she would learn the answer to give chase. The Avatar wonders what just went on when Chrom asks him/her if something's wrong; the Avatar reveals he/she may have seen Aversa, and after a puzzled reaction from Chrom, reveals that Aversa somehow seemed odd--she said he/she should give chase to learn the truth. Chrom states that, if Aversa is alive, she could be spreading more of her venom across the land, and perhaps it's best they made certain. [[Battle preparations]] take place at this point; the phase reveals that 15 of the stage's 16 enemies are [[Mirage]]s with apparently low stats, with the 16th enemy and the one [[NPC]] apparently both being Aversa. | [[Chrom]] and [[Frederick]] have gathered in a hallway in an area in west central [[Valm]], where Chrom asks about the Wellspring of Truth, if it's a local superstition; Frederick reveals it's closer to a legend, that the nearby ruins apparently house an unusual spring, and many believe the waters of the spring reflect one's true self, to which Frederick reveals he doesn't get the meaning. The meaning is also lost on Chrom, who states he doesn't need some glorified puddle to tell him who he is; the [[Avatar (Awakening)|Avatar]] asks himself/herself about his/her true self, to which [[Aversa]] silently appears but the Avatar noticing her presence. Aversa asks the Avatar if he/she is the real deal or the illusion, which stumps the Avatar; Aversa tells the Avatar if he/she would learn the answer to give chase. The Avatar wonders what just went on when Chrom asks him/her if something's wrong; the Avatar reveals he/she may have seen Aversa, and after a puzzled reaction from Chrom, reveals that Aversa somehow seemed odd--she said he/she should give chase to learn the truth. Chrom states that, if Aversa is alive, she could be spreading more of her venom across the land, and perhaps it's best they made certain. [[Battle preparations]] take place at this point; the phase reveals that 15 of the stage's 16 enemies are [[Mirage (class)|Mirage]]s with apparently low stats, with the 16th enemy and the one [[NPC]] apparently both being Aversa. | ||
Once preparations are complete, the NPC Aversa reveals that this spring reflects the truth, and if doubt hounds any of the [[Shepherds (group)|Shepherds]], they should have a look and drown that dog forever--they may just find new life in death--or perhaps the other way around. The player Chrom tells Aversa that he's had enough of her riddles and asks just who she is--he wants the truth and he wants it now; a second Chrom appears, to which the player Chrom asks if it really is another him standing in front of him. The Mirages seen in the battle preparations phase are revealed to have transformed into copies of the characters the player deployed into the chapter, to which {{hover|the|It is possible to have more than one Mirage turn into a copy of Chrom; if this is the case, it is unknown which Chrom takes precedence}} mirage Chrom reveals he is the reflection of the player Chrom's true self, and asks the player Chrom to face him--in one of their deaths may the truth prevail. The player Chrom states that, if killing the mirage Chrom stops this madness, then he's all for it, yet he doesn't relish the idea of fighting someone who knows his every move. The battle begins at this point. Special lines are said should the player Chrom fight a mirage Chrom, the player Avatar fight a mirage Avatar, or the NPC Aversa fight the boss Aversa. | Once preparations are complete, the NPC Aversa reveals that this spring reflects the truth, and if doubt hounds any of the [[Shepherds (group)|Shepherds]], they should have a look and drown that dog forever--they may just find new life in death--or perhaps the other way around. The player Chrom tells Aversa that he's had enough of her riddles and asks just who she is--he wants the truth and he wants it now; a second Chrom appears, to which the player Chrom asks if it really is another him standing in front of him. The Mirages seen in the battle preparations phase are revealed to have transformed into copies of the characters the player deployed into the chapter, to which {{hover|the|It is possible to have more than one Mirage turn into a copy of Chrom; if this is the case, it is unknown which Chrom takes precedence}} mirage Chrom reveals he is the reflection of the player Chrom's true self, and asks the player Chrom to face him--in one of their deaths may the truth prevail. The player Chrom states that, if killing the mirage Chrom stops this madness, then he's all for it, yet he doesn't relish the idea of fighting someone who knows his every move. The battle begins at this point. Special lines are said should the player Chrom fight a mirage Chrom, the player Avatar fight a mirage Avatar, or the NPC Aversa fight the boss Aversa. | ||
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|name1=??? | |name1=??? | ||
|class1=Mirage | |class1=Mirage | ||
|class1article=Mirage (class) | |||
|lv1=1 | |lv1=1 | ||
|#1=15 | |#1=15 |
Revision as of 02:15, 31 May 2016
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“ | Now, let's have an answer. Just who am I? | ” | — One of the two Aversas, should the NPC and boss Aversas fight each other |
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The Wellspring of Truth is the twenty-second 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. It is one of a group often called the "SpotPass paralogues", as the chapter is unlocked via a SpotPass interaction and also requires beating chapter 25 in order to play. This chapter is unlockable via SpotPass starting June 28, 2012 in the Japanese version, April 11, 2013 in the North American version, and June 27-28, 2013 in the PAL version.
In this chapter, the Shepherds arrive at the Wellspring of Truth, where they face what may be their toughest challenge ever...themselves!
Plot
- Main article:
The Wellspring of Truth/Script
Chrom and Frederick have gathered in a hallway in an area in west central Valm, where Chrom asks about the Wellspring of Truth, if it's a local superstition; Frederick reveals it's closer to a legend, that the nearby ruins apparently house an unusual spring, and many believe the waters of the spring reflect one's true self, to which Frederick reveals he doesn't get the meaning. The meaning is also lost on Chrom, who states he doesn't need some glorified puddle to tell him who he is; the Avatar asks himself/herself about his/her true self, to which Aversa silently appears but the Avatar noticing her presence. Aversa asks the Avatar if he/she is the real deal or the illusion, which stumps the Avatar; Aversa tells the Avatar if he/she would learn the answer to give chase. The Avatar wonders what just went on when Chrom asks him/her if something's wrong; the Avatar reveals he/she may have seen Aversa, and after a puzzled reaction from Chrom, reveals that Aversa somehow seemed odd--she said he/she should give chase to learn the truth. Chrom states that, if Aversa is alive, she could be spreading more of her venom across the land, and perhaps it's best they made certain. Battle preparations take place at this point; the phase reveals that 15 of the stage's 16 enemies are Mirages with apparently low stats, with the 16th enemy and the one NPC apparently both being Aversa.
Once preparations are complete, the NPC Aversa reveals that this spring reflects the truth, and if doubt hounds any of the Shepherds, they should have a look and drown that dog forever--they may just find new life in death--or perhaps the other way around. The player Chrom tells Aversa that he's had enough of her riddles and asks just who she is--he wants the truth and he wants it now; a second Chrom appears, to which the player Chrom asks if it really is another him standing in front of him. The Mirages seen in the battle preparations phase are revealed to have transformed into copies of the characters the player deployed into the chapter, to which the mirage Chrom reveals he is the reflection of the player Chrom's true self, and asks the player Chrom to face him--in one of their deaths may the truth prevail. The player Chrom states that, if killing the mirage Chrom stops this madness, then he's all for it, yet he doesn't relish the idea of fighting someone who knows his every move. The battle begins at this point. Special lines are said should the player Chrom fight a mirage Chrom, the player Avatar fight a mirage Avatar, or the NPC Aversa fight the boss Aversa.
Aversa gives a pained reaction once the battle ends; Chrom asks Aversa what she saw, to which Aversa says she saw herself--a girl enslaved mind, body, and soul by Validar, with Chrom reacting shockingly. Aversa states that truth is a bitter satisfaction, and she would have sooner died than know it, saying that she should have never came to this place; Chrom again asks Aversa what she saw, to which Aversa says she thought she was so clever the whole time yet in truth she was nothing but a fool--Validar stole her memory and filled her mind with a false past, saving her life and taking her in were all lies, an entire history invented just so he could use her like a puppet. The Avatar reveals he/she finds what Aversa just revealed to be horrible, to which Aversa states that she was a girl like any other before Validar met her--perhaps a bit gifted but otherwise led a normal life; fate alone led Validar to her village, where he first learned of her talent, and cruel design saw him kill all who knew her and strip away her past, and on top of that, Validar had the audacity to play the role of savior, to which the Avatar notes how Validar was depraved. After all that, Aversa says she became the woman the Shepherds know and love, and asks that they say what they will about Validar--he knew talent when he saw it, yet in the end she was another pawn in his game, a pawn working in the service of her parents' murderer. Aversa reveals she could not be more of a fool, to which Chrom asks her what she'll do now; Aversa reveals Validar is dead, but the one he served still lives--she'll bury Grima deep and perhaps her past life with him/her. Puppet or not, Aversa says she has wrought terrible atrocities, and slaying Grima will not unwork that evil--but perhaps it may spare others her fate; Chrom asks Aversa that if she would fight, she should join the Shepherds--they'll stand a better chance together than going it alone. Chrom tells Aversa he's seen her fight, and she'd be a most welcome ally; Aversa states that even after all they've been through, Chrom would still have her at his side, then says she'll join the Shepherds--politics make strange bedfellows, but this war trumps all.
Website summary
It is said that one who visits the wellspring will witness the truth about one's self. While pursuing Aversa, Chrom and his allies arrive at the legendary Wellspring of Truth, where they must face the most challenging enemies of all…[1]
Chapter data
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Victory: Rout the enemy. | Player | Other | Enemy | |||
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Defeat: Chrom or the Avatar die. | 15 | 1 | 16 | |||
The chapter's map is 18 columns by 25 rows. Columns 1 and 18 consist entirely of wall tiles.
Contrary to some popular belief, which states this chapter (and all of the other SpotPass paralogues) to be part of a free DLC model, this chapter is part of the vanilla Awakening game--it is not considered to be DLC, and should never be confused as being part of any DLC model. This chapter is a full-fledged chapter whose full data, including that for the featured character Aversa, is larger than a SpotPass transmission can accomodate, if not larger than chapters that fall into Awakening's actual DLC model. SpotPass originates no data related to this chapter other than the signal that allows the chapter to be unlocked. Once the chapter is added to the world map, it stays on the world map and can be accessed if the requirements are met even if the SpotPass data related to this chapter is not currently accessible to the game, something that would not be possible were it part of a DLC model.
Character data
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New units
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Available characters
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Avatar m-default |
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
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Shop data
After clearing this chapter, the shop at this location will become available.
Normal stock Possible merchant items
Event tiles
- Column 7, row 15: Six squares south of the southwesternmost Mirage
- Column 13, row 15: Six square south, one square east of the southeasternmost Mirage
Enemy data
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NPC data
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Boss data
- Main article:
Aversa
Normal Hard Lunatic
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This section has been marked as a stub. Please help improve the page by adding information.
Trivia
In other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Wellspring of Truth |
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English (unofficial) |
Fountain of Truth |
Referred to as this in the fandom prior to USA release. |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← Ghost of a Blade • | The Wellspring of Truth | • The Radiant Hero → |
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