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“Xander heads out to see his son, Siegbert, whom he hasn't seen in a while. The group works together to suppress the sudden arrival of enemies.”
—Opening Narration

Hidden Bravery, (秘めたる覚悟, Hidden Determination in the Japanese Version) is Paralogue 15 of Fire Emblem Fates.

This paralogue is unlocked when Xander has achieved an S-Support with a female character.

Script

The script for this chapter can be found here.

Dragon Vein

Activating the Dragon Vein on this map causes the pond nearby to dissipate, preventing it from summoning reinforcements. All Dragon Veins must be activated to complete one of the map's two objectives.

Enemy Reinforcements

Enemy reinforcements appear from one pond every turn. Once a Dragon Vein has been activated by the pond, that pond will no longer spawn enemies.

On Lunatic mode, two random ponds will generate two reinforcements (a total of four units) each turn. All of the reinforcements generated will have the Void Curve, meaning engaging them in battle will generate no experience.

Strategy

On Lunatic mode, this chapter can be extremely challenging if attempted during later chapters of the game. Depending on when the chapter is attempted, Siegbert may or may not be able to survive a few rounds of combat before rejoining the rest of the player's forces. It is best to bring a Rescue staff, just in case. Siegbert will be controllable from the outset, which helps a lot to improve his survivability.

The most important threat by far presented by the map is the Master Ninja reinforcements that spawn at the northeast Dragon Vein portion of the map. These ninjas are equipped with the Poison Strike skill, which means that even high Defense tank units will be worn down quickly if too many ninjas are on the map.

The eastern-most Dragon Vein spawn point produces Onimyoji units. One of the northwestern Dragon Vein spawn points produces Sorcerer units. The more north-northwestern Dragon Vein spawn point produces Great Knight units that are automatically equipped with a Beast Slayer lance, an Armorslayer sword, and a javelin. Finally, the northern-most spawn point produces General units; the boss sits on top of this spawn point.

Prior to Turn 12, the advancement of reinforcements will be mostly proximity based. However, the Onimyoji and Sorcerer units will advance as they spawn. On Turn 12, all previously spawned enemy reinforcement units from around the map will begin to advance on the player. Thus, if a large number of Master Ninja have spawned by this point, the player has little chance of survival.

On Turn 2, the Falcon Knight units and Kinshi Knight unit in the northwestern expanse will begin to advance after the player. By Turn 4 or Turn 5, the player should be in a position ready to combat these flying units.

This map is a war of attrition against the constantly spawning reinforcements. On Turn 1, it is recommended to activate the nearest Dragon Vein and begin moving toward the southeastern-most Dragon Vein, which spawns Sniper units. Then, continue pressing through the Dark Knight units to activate the second Dragon Vein.

At this point, the Falcon Knight units and Kinshi Knight will likely meet the player's advance. From this point onward the player will need to be able to kill 4 to 6 units per turn in order to keep pace with the constant stream of reinforcements and make any headway toward the remaining Dragon Vein spawn points.

The player should continue to press onward with every possible effort toward activating the Dragon Vein that spawns Master Ninja units, or the battle will likely be lost. If this Dragon Vein can be activated between Turn 6 and Turn 8, the player is much more likely to be able to survive the battle.

After neutralizing the Master Ninja units, the Mechanist units, and their spawn point, the player should cut across the map to the north-northwestern Dragon Vein that spawns Great Knight units. Next, the Dragon Vein occupied by the Hero unit boss is a good target, but note that a nearby Strategist unit will heal the boss if left unattended. Also note that the boss has the Vantage skill, so a one-hit kill is preferred, if possible.

Finally, the remaining two Dragon Veins can be carefully activated while dealing with the never-ending stream of Sorcerer and Onimyoji reinforcements.

Note that the number of player units allowed is an odd number (13), so not all units will be able to be part of a Dual Guard stance. Also note, it is almost impossible to find a combination of tank units to bring to this map that are not subject to at least one of the weaknesses the enemy units can exploit: beast, armored, and flying.


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Previous chapter:
After the End
Hidden Bravery Next chapter:
Abducted


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