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Hidden Strings
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“ | What? But I've never even heard of Valla. You're saying that my father—and King Garon—were aware of this land? | ” | — Ryoma |
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Hidden Strings (Japanese: 滅びの街 Ruined Town) is the nineteenth chapter of the Revelation campaign of Fire Emblem Fates. In this chapter, Azura reveals more about Valla to the group, and they encounter a boy on the run from Vallite soldiers.
Plot
- Main article:
Hidden Strings/Script
Azura begins telling the group what she knows of Valla: that it was once friendly with Nohr and Hoshido, to which Ryoma is surprised. Azura states that the Hoshidan Throne of Truth was in fact a gift from its king, and that the kingdom was thrown into disarray when Anankos seized power. She then shows the group a statue, which Leo and Xander recognize as the same idol Garon worships. Azura says that it is a symbol of Anankos himself, who once had great wisdom and foresight. Xander is confused as to why his father would worship him and not the Dusk Dragon, to which Azura responds that Garon is likely nothing but a puppet at this point, saying that Anankos's magic is very corrupting. Leo and Xander initially express disbelief, though Leo thinks that it explains their father's insanity. Azura then tells that Anankos plans on destroying both kingdoms using his undead soldiers, so he can in turn conquer every remaining one. Xander remarks on how similar Anankos's plan was to the events in Cyrkensia.
Still unsure, Xander asks Azura why she knows all of this, with her revealing herself as a princess of Valla, and that she had learned everything from her mother after they escaped the land. Xander and Ryoma, now understanding the curse of the land, declare to unite to defeat Anankos. Suddenly, a boy is seen under attack by Vallite soldiers, prompting Corrin and the group to either escape with him or defeat the soldiers.
After saving the boy, he thanks Corrin, and introduces himself as Anthony, a former page to Anankos. He tells that the few people remaining in the kingdom are trapped and forced to work as slaves. Azura requests his help in leading them towards Anankos directly, though he doesn't believe they can possibly defeat him. Corrin promises Anthony that, if he helps them, he will not have to fear him any longer, and Anthony agrees.
Meanwhile in some kind of building, three mysterious figures express interest in Corrin's and Azura's presence in Valla.
Summary
While mourning the loss of Scarlet, the group make their way deeper into Valla. Azura shares what she knows of this hidden kingdom.
Chapter data
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Victory: Defeat the boss Dark Knight or have all units escape | Player | Enemy | ||||
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Defeat: Corrin dies*, the player's army is routed*, or 20 turns pass | 1–8 | 45+15 | ||||
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Map dimensions: 30 columns by 30 rows | ||||||
Character data
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New units
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Required characters
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Available characters
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Note: The returning characters list does not include any characters recruitable in paralogues or xenologues, as the player may not have taken on any 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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Event tile data
There are no event tiles during the events of the chapter. When returning to the area for skirmishes, the following event tiles appear:
- Column 6, row 5: Adjacent to a "village" tile
- Column 27, row 9: Fifteen squares north of the southeast cluster's northwesternmost healtile
Dragon Vein data
The Dragon Vein in this chapter is stated to have the effect "Split each allied unit into two bodies". Note that, if any unit already has a Replica on the field created via Replicate, they will not have a Replica created over at the destination effect area of the Dragon Vein. It is located as follows:
- Column 7, row 5: Two spaces east of a Sorcerer
Enemy data
Normal Hard Lunatic
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Reinforcements
- Turn 3
- 1 Paladin from the western border of the southern island
- 2 Great Knights from the western border of the southern island
- Turn 6
- 1 Dark Knight from the western border of the southern island
- 2 Sorcerers from the western border of the southern island
- Turn 9
- Turn 12
- 1 Paladin from the western border of the southern island
- 2 Great Knights from the western border of the southern island
- Turn 15
- 1 Dark Knight from the western border of the southern island
- 2 Sorcerers from the western border of the southern island
Boss data
Normal Hard Lunatic
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
See the items section up top on this article? Yeah, that's a lot of droppable stuff. The last time the game sent you a care package with this much stuff was chapter 10, and unlike that chapter, most of the droppables here aren't really replaceable due to armory purchase limits. All those reavers, killers, effective weapons, magic weapons, stock iron and steel weapons, a Silver, misc. unique weapons, items, and even a brave weapon thrown in for good measure added up would cost you way more than you can possibly afford without grinding skirmishes - and that's not mentioning the 20k gold upfront. Twenty turns is plenty for you to get your units to the bottom island and kill every last enemy and finish off the boss.
Your first priority are the four enemies to the left. Take them out by turn 2 to secure the dragon vein. Activating it will replicate your entire party on the bottom island (unless you got someone to level 15 Mechanist, learned Replicate, and used it before activating, which results in the unit with the replicate skill not getting a replica on the bottom island). Replicated units share HP, so healing one heals both, but hurting one also hurts both, so if you send a unit out to fight on the top and their replica out on the bottom, their HP will have to endure damage from both enemies on the top AND bottom, which can lead to a swift death if not careful. However, since reinforcements only show up on the south island, your replicas should huddle up and fight the closest enemies to ensure the safety of their main bodies. The main bodies should focus on routing the 20 remaining enemies - once they're all dead, the top side is completely safe, meaning the main bodies can just sit around and use staves/healing items to heal the replicas, effectively giving you an extra turn per character to heal for the rest of the chapter.
This huge advantage should make having the replicas rout the bottom side fairly simple. Bait each enemy out and defeat them in detail. Don't bait the killer weapons without either a Dual Guard loaded or enough bulk to soak the crit up (and remember that Killer weapon crits deal 4x damage, not 3x). Be wary of the Beast Killer, and to a lesser extent, the Hammer, since weapon effectiveness can still punch through your healing for a one-hit-KO. Clear everything else out. Consider leaving the boss around for a while - the huge advantage you are at makes killing the reinforcements for EXP a trivial matter, and the last reinforcements show up turn 15, so you have more than enough time to have 1 or 2 units stay near the boss to execute him once you're done.
Trivia
- This chapter reuses the map from Conquest Chapter 15, albeit with its Dragon Vein in a different spot.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Hidden Strings |
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Japanese |
滅びの街 |
Ruined Town |
Spanish |
Hilos ocultos |
Hidden strings |
French |
Ficelles cachées |
Hidden Strings |
German |
Unsichtbare Fäden |
Invisible Threads |
Italian |
Fili nascosti |
Hidden strings |
Korean |
황폐한 거리 |
Ruined town |
Gallery
References
← Veiled Kingdom • | Hidden Strings | • Seeds of Doubt → |
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