- This article is about the Awakening chapter. For the character, see Anna.
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Location
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The Twins' Hideout
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New units
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Anna
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Boss(es)
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Vincent
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“
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Careful, love. Prices aren't the only thing I can cut in half.
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”
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— Anna
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Anna the Merchant (Japanese: 行商人アンナ Peddler Anna) is the fourth 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. In this chapter, the Shepherds come to the aid of a secret seller who wandered right into a bandits' hideout; the leader of the bandits is looking to sell her to slavers, hoping to build either a grave or a home for his twin brother (depending on choices the player has made up to this point in time).
Plot
- Main article: Anna the Merchant/Script
A merchant informs Chrom that a merchant girl is being beset upon by bandits, and the Shepherds move to save her. If player has completed Paralogue 2, the bandits' leader Vincent recognizes Anna and swear to avenge Victor, much to her confusion. After the battle, if Anna was not incapacitated and the player has completed Paralogue 2, Chrom recognizes Anna, who explains that she is the identical twin sister of the Anna they previously rescued, much to Chrom's confusion. Regardless of whether Paralogue 2 was completed, Anna offers her services to the Shepherds. If Anna was defeated in battle, Frederick notes that she was injured and fled.
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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1–12+1
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{{{partner}}}
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1−1
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26
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{{{third}}}
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Map dimensions: 16 columns by 20 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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1–12+1
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{{{partner}}}
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1−1
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30
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{{{third}}}
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Map dimensions: 16 columns by 20 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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1–12+1
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{{{partner}}}
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1−1
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34
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{{{third}}}
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Map dimensions: 16 columns by 20 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 The Twins' Hideout 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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Silver Bow
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1,560
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Arcthunder
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1,620
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Ruin
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1,380
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Short Spear
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1,600
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Short Axe
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1,750
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Elixir
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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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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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Vincent
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Berserker
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3
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1
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45
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18
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0
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12
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15
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2
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10
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3
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6
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Short Axe • Talisman
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Begins moving if a nearby Barbarian or Mage is provoked.
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Ruffian
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Thief
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6
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1
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20
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7
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0
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9
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11
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4
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3
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0~1
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5
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Steel Sword Locktouch
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Prioritizes opening the left northeastern chest, then escaping via the east.
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Ruffian
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Barbarian
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10
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8
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27~28
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12~13
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0
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5~6
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8~9
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3~4
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4~5
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0~1
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5
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Steel Axe
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• The southern four immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Myrmidon or Elthunder Mage is provoked. • The northwestern one begins moving if the nearby Mage is provoked. • The furthest northern two both begin moving if either of them, Vincent, or the nearby Mage is provoked.
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Ruffian
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Barbarian
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10
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1
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27~28
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12~13
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0
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5~6
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8~9
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3~4
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4~5
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0~1
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5
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Hand Axe
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Immediately begins moving unprovoked.
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Ruffian
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Myrmidon
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10
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4
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23~24
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8~9
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1
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12~13
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13~14
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7~8
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4~5
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2~3
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5
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Steel Sword
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• The southern three immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Barbarian or Elthunder Mage is provoked.
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Ruffian
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Archer
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10
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4
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24~25
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9~10
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0
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11~12
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8~9
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4~5
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5~6
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1~2
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5
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Steel Bow
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The northwestern one immediately begins moving unprovoked.
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Ruffian
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Mage
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10
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2
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22~23
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0
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9~10
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7~8
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7~8
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5~6
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3~4
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5~6
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5
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Elthunder
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• The southern one immediately begins moving unprovoked. • The northeastern one begins moving if the nearby Barbarian or Myrmidon is provoked.
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Ruffian
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Mage
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10
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3
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22~23
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0
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9~10
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7~8
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7~8
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5~6
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3~4
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5~6
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5
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Elfire
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• The southern one immediately begins moving unprovoked. • The northwestern one begins moving if the nearby Barbarian is provoked.
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Ruffian
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Mage
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10
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2
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22~23
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0
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9~10
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7~8
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7~8
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5~6
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3~4
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5~6
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5
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Elwind
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The northeastern one begins moving if Vincent or a nearby Barbarian is provoked.
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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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Vincent
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Berserker
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3
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1
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50
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21
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0
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13
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17
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3
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10
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3
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6
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Short Axe • Talisman Wrath
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Begins moving if a nearby Myrmidon, Barbarian, or Mage is provoked.
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Ruffian
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Thief
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6
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1
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23~24
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8~9
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0
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11~12
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13~14
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5~6
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3
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0~1
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5
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Steel Sword Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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Prioritizes opening the left northeastern chest, then escaping via the east.
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Ruffian
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Barbarian
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10
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8
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32~33
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15
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0
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7
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10~11
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5
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4~5
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0~1
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5
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Steel Axe Gamble Can have 0–1 skill(s) at random
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• The southern four immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Myrmidon or Elthunder Mage is provoked. • The northwestern one begins moving if the nearby Mage is provoked. • The furthest northern two both begin moving if either of them, Vincent, or the nearby Myrmidon or Mage is provoked.
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Ruffian
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Barbarian
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10
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1
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32~33
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15
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0
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7
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10~11
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5
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4~5
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0~1
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5
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Hand Axe Gamble Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Myrmidon
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10
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5
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27~28
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10~11
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1
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15
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16
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10
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4~5
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3~4
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5
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Steel Sword Avoid +10 Can have 0–1 skill(s) at random
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• The southern three immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Elthunder Mage or Barbarian is provoked. • The furthest northern one begins moving if Vincent or a nearby Barbarian or Mage is provoked.
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Ruffian
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Archer
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10
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5
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29
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10~11
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0
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14
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9~10
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5~6
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5~6
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1~2
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5
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Steel Bow Skill +2 • Prescience Can have 0–1 skill(s) at random
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The southwestern three immediately begin moving unprovoked.
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Ruffian
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Mage
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10
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3
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26
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0
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11~12
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9~10
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9~10
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7~8
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3~4
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6~7
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5
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Elthunder Magic +2 • Focus Can have 0–1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Barbarian or Myrmidon is provoked.
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Ruffian
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Mage
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10
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4
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26
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0
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11~12
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9~10
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9~10
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7~8
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3~4
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6~7
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5
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Elfire Magic +2 • Focus Can have 0–1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northwestern one begins moving if the nearby Barbarian is provoked.
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Ruffian
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Mage
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10
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2
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26
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0
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11~12
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9~10
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9~10
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7~8
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3~4
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6~7
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5
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Elwind Magic +2 • Focus Can have 0–1 skill(s) at random
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The northeastern one begins moving if Vincent or a nearby Myrmidon or Barbarian is provoked.
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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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Vincent
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Berserker
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3
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1
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56
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26+5
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0
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15
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20
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5
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11
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4
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6
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Tomahawk • Talisman Wrath • Axefaire
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Begins moving if a nearby Myrmidon, Barbarian, or Mage is provoked.
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Ruffian
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Thief
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6
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1
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29
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10
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0
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15
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17
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7
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3
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1
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5
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Silver Sword Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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Prioritizes opening the left northeastern chest, then escaping via the east.
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Ruffian
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Barbarian
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10
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8
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41
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19
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0
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9
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14
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7
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5
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1
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5
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Silver Axe Gamble Can have 0–1 skill(s) at random
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• The southern four immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Myrmidon or Arcthunder Mage is provoked. • The northwestern one begins moving if the nearby Mage is provoked. • The furthest northern two both begin moving if either of them, Vincent, or a nearby Myrmidon or Mage is provoked.
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Ruffian
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Barbarian
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10
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1
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41
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19
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0
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9
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14
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7
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5
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1
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5
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Short Axe Gamble Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Ruffian
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Myrmidon
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10
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8
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34
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14
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1
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19
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20
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14
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5
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5
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5
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Silver Sword Avoid +10 Can have 0–1 skill(s) at random
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• The southern five immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Arcthunder Mage or Barbarian is provoked. • The furthest northern two both begin moving if either of them, Vincent, or a nearby Barbarian or Mage is provoked.
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Ruffian
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Archer
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10
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5
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37
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13
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0
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18
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12
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8
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6
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3
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5
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Silver Bow Skill +2 • Prescience Can have 0–1 skill(s) at random
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The southwestern three immediately begin moving unprovoked.
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Ruffian
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Mage
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10
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3
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32
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0
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15
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13
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13
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11
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4
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8
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5
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Arcthunder Magic +2 • Focus Can have 0–1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northeastern one begins moving if the nearby Barbarian or Myrmidon is provoked.
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Ruffian
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Mage
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10
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5
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32
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0
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15
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13
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13
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11
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4
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8
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5
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Arcfire Magic +2 • Focus Can have 0–1 skill(s) at random
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• The southern two immediately begin moving unprovoked. • The northwestern one begins moving if the nearby Barbarian is provoked. • The furthest northern one begins moving if Vincent or a nearby Myrmidon, Barbarian, or Mage is provoked.
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Ruffian
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Mage
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10
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2
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32
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0
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15
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13
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13
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11
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4
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8
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5
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Arcwind Magic +2 • Focus Can have 0–1 skill(s) at random
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The northeastern one begins moving if Vincent or a nearby Myrmidon, Barbarian, or Mage is provoked.
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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: Vincent
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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There are two major problems on this map - saving Anna and intercepting the Thief before he escapes with your Arms Scroll on turn 6. Anna herself is a solid pre-promoted Trickster who can fare decently in combat and provide valuable healing and thieving support. It is wise to prioritize training Anna's staff rank to C so she can use Physic. Deploy Chrom, Robin, Libra with a Rescue staff, Tharja, and Frederick. Frederick should start two spaces to Chrom's right while Robin should start one space above and to the left of Chrom. With a Magic Tonic and Tharja's pair-up bonuses, Libra can rescue Anna from the spot directly to Chrom's right and place Anna in a very convenient position. Chrom can then recruit her and pair up with Robin in one move. From there, send Robin charging north and killing everything in her path to get to the Thief. You will likely intercept him on turn 4. Keep Anna and Libra out of danger. With Frederick's pair-up bonuses, Anna can one-round Barbarians as long as they don't have Pavise+. Make sure to leave the Mage in the western room alive for now since he doesn't aggro until directly provoked and you can keep him around to give you some time to collect the treasure. Once the aggressive enemies are dead, have Anna loot the chests. Thanks to Frederick, she can dart in and claim the western one from outside the Mage's range, allowing Robin to finish him and claim victory. Robin should be at or pushing level 15 promoted at this point - reclass her to keep the skills coming. Dark Flier is highly recommended for Galeforce.
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 9, 15, and 20.
- This chapter is the only one of those four that is neither a child paralogue nor a SpotPass paralogue.
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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Anna the Merchant
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--
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Japanese
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行商人アンナ
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Peddler Anna
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Spanish
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Anna, la mercadera
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Anna, the merchant
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French
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Anna la marchande
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Anna the merchant
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German
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Anna, die Händlerin
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Anna, the Merchant
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Italian
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La negoziante segreta
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The secret merchant
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Gallery
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