Apotheosis is a downloadable xenologue at the Outrealm Gate: five fights on Castle Apotheosis, 20 deployment slots, Chrom forced. Your story difficulty does not change the enemies. Clear the first wave in two turns or fewer and you can take five extra secret battles, which end with Anna and the Supreme Emblem. Take longer than that and you stay on the normal route, which ends with Katarina. Bring capped units, Limit Breaker, Galeforce pairs, Rally skills, Rescue staves, and forged Brave weapons. Enemy Dragonskin shuts down Lethality and Counter and, in the in-game text, "more than halves" the damage you deal.

What Apotheosis is
It is the last xenologue in the North American Outrealm Gate list. The map is a castle yard: stone court, wall rooms, a wood in the northwest, desert in the northeast, water on the east. You do not win by routing once. Each clear only calls the next army. You can stop between waves. A route reward requires all five waves on that route.
| Rule | Value |
|---|---|
| Where | Outrealm Gate → Apotheosis |
| Slots | 20, including Chrom |
| Loss | Chrom or Robin falls |
| Waves | Five on the normal route. Secret route: the first fight, then five more. |
| Story difficulty | Does not change the enemies |
| Normal reward | Katarina, Grandmaster level 20 |
| Secret reward | Supreme Emblem |
The Nintendo eShop no longer sells Awakening DLC. If the episode is already installed on that 3DS, the Gate still opens it.
What to bring
Everyone you deploy should be in an advanced class with stats against the cap, or already there. Limit Breaker is a DLC skill book. While it is equipped it "extends all stat caps by 10." You can clear the normal route without it. The secret route is built around that extra 10.

| Thing | Why it is here |
|---|---|
| Strength, Magic, Skill, Speed, Luck, Defense and Resistance caps +10 while equipped. Not HP or Movement. Put it on every combat pair. | |
| After a kill on your turn, that unit acts again once. Dark Flier level 15. Pair the flier and strike, then leave. | |
| +4 Strength, Magic, Skill, Speed, Luck, Defense and Resistance for allies within three spaces, for one turn. Not HP or Movement. | |
| +2 to those seven stats and Movement +1 in the same three-space ring. Not HP. | |
| Rally Movement | Movement +1. Stack it with Rally Heart so Rescue and Galeforce actually reach the next target. |
| Pull the Galeforce unit back before enemy phase. High Magic on the staff user for range. | |
| Two consecutive strikes per attack when initiating. Forge them. Waste and Celica's Gale do the same job for tomes. The Chapter 25 shop sells Braves. | |
| Olivia | The only Dancer. One extra action a turn for a Rally or a Rescue you cannot otherwise afford. |
Pair everyone who fights. Dual Strikes and Dual Guards are how you punch through Dragonskin. Leave two or three units as Rally and staff bots. They don't need to fight. Women who can be Dark Fliers are listed on the tier list Galeforce section. Tome users who still die to a counter should read how to use a mage before you park them on this map.
Dragonskin, and skills that do nothing
Almost every enemy carries Dragonskin. The in-game text is that it "nullifies Lethality and Counter, and more than halves damage." So a Lethality assassin and a Counter tank are the wrong plan. Hawkeye on their side makes Avoid stacking a weak answer too. Offensive skills that still work are the ones that add damage or extra hits: Luna, Ignis, Astra, Vengeance, Aether. Sol only heals. Breaker skills still give Hit +50 against that weapon type; the Avoid +50 does nothing against Hawkeye, because those attacks already always hit.
Pavise+ always halves swords, lances, axes and beaststones. Aegis+ always halves bows, tomes and dragonstones. Dual Strikes from a pair-up partner skip both. Hit the Pavise+ units with tomes or bows, and the Aegis+ units with steel.
Wave 1 and the two-turn fork
Seven enemies: one Outrealm General with a Silver Lance++ who has Movement +1, four more Generals with Spears, and two War Clerics with Fortify on the far left and right. The commanding General's stats are HP 80, Str 75, Mag 55, Skl 66, Spd 50, Lck 60, Def 65, Res 50. Magic still hurts Generals. The Clerics will Fortify them if you leave the fight open, which is how a two-turn clear slips to three.

If those seven are gone by the end of turn 2, Anna offers the secret battles. You can refuse and stay on the normal route. If the clear took three turns or more, there is no offer; wave 2 is the monk-or-pegasus choice and you are on the normal path for the rest of the map.
Rally before the first move. Send Galeforce pairs at the Clerics first so Fortify never fires, then pile the Generals. Rescue anyone who would be standing in Spear range on enemy phase.
Normal route, waves 2 to 5

| Wave | Enemies | Count | Note |
|---|---|---|---|
| 1 | Generals and War Clerics | 7 | Two-turn clear unlocks the secret offer. |
| 2 | War Monks and Wyvern Lords, or Falcon Knights and Berserkers | 10 | You pick. Bows and wind for wyverns; Beast Killer / Beastbane for pegasi. |
| 3 | Snipers, Generals, Bow Knights, north edge | 15 | Longbows with Hawkeye. Pillars in the northwest slow non-fliers. |
| 4 | Fliers (Dark Flier, Falcon Knight, Griffon Rider, Wyvern Lord) or cavalry (Paladin, Great Knight, Dark Knight, Valkyrie) | 20 | You pick. Cavalry cannot enter the water; Great Knights and Valkyries spawn on woods and desert. |
| 5 | Mix of the earlier classes plus Heroes | 25 | They spawn on your starting tiles. They do not move until one of them is hit or killed. |
After each wave Anna lets you rearrange, heal, and restock. Use that player phase. On wave 4, parking the army in one corner before the spawn lets you delete one of the four groups on the turn they appear. On wave 5, do not poke a Hero and then stand there. Galeforce in, Rescue out, repeat until the blob is small enough for the rest of the army.
Weapons marked ++ are forged: +8 Might and +20 Hit over the base. Treat Silver Lance++ as a real Silver Lance that hits much harder than the one in your convoy. Shop locations and prices for Braves, Waste and Rescue are on weapons and items. If the seals and forges emptied the purse, how to make gold fast covers the refill.
Secret battles
The secret set is a different army on the same castle. You do not pick between two teams. Enemies run Luna+, Vantage+, Pavise+, Aegis+, Rightful God, and the same Dragonskin. Hits you could shrug off on the normal route can kill here. Dual Strikes from a pair-up partner skip Pavise and Aegis (and the + versions). They still take Dragonskin.
Secret wave 4 has a turn limit. Anna counts to 10. If the count runs out she calls a draw and the challenge ends, even if units are still standing. Wave 5 is Anna herself, with a supporting squad, on a seven-turn clock. She is a level 30 Merchant with a Brave Lance++, Speed 70, and the skills Aether, Counter, Dragonskin, Rightful God, and Vantage+. She does not have Pavise+ or Aegis+. Brave weapons add extra hits. Hit her from two spaces if you want to stay off Counter.
One clear gives one reward. You can run the episode again on the same file and take the other route. Normal Katarina is a real unit. Secret Anna is a trophy fight.
Katarina and the Supreme Emblem

| Route | Reward | What it is |
|---|---|---|
| Normal, all five waves | Katarina | Einherjar Grandmaster, level 20. She can fight; she cannot support. |
| Secret, all five secret battles | Supreme Emblem | "The mark of a hero of the highest renown." A trophy you can sell. The same item also appears as the 99,999 Renown bonus, once per save file. |
Katarina's class is Grandmaster, the Tactician promotion: swords, tomes, Movement 6, Ignis. She does not join mid-map. Anna hands her over after the fifth normal wave if you accept. For every other class and skill in the game, see classes and skills.
A clear that works
- Finish the story and the paralogues you care about. Cap the 20 units you will actually bring. Chrom has to come.
- Equip Limit Breaker on the combat pairs. Two Rally bots with Rally Spectrum, Rally Heart and Rally Movement. At least two Rescue staves, and a staff user with enough Magic for the range.
- Forge Brave weapons. Give Waste or Celica's Gale to the mages who will crack Pavise+.
- Wave 1: Clerics first, Generals second, done by turn 2 if you want the secret offer.
- Normal route: pick the wave 2 and wave 4 armies you have weapons for. Cavalry plus water tiles is the gentler wave 4. Wave 5, Galeforce and Rescue until the Heroes are gone.
- Secret route only if those same pairs already delete wave 1 in two turns with room to spare.
Pairings that pass Galeforce down to daughters are in the marriage planner.