- Main article: Anankos (chapter)/Script
Anankos reveals his full body in the astral void, to the horror of Corrin's army. Xander remarks on their situation to Ryoma: the princes of two kingdoms, bitter rivals, spending their last moments together. After Azura doubts their plight, Corrin rallies his/her army to believe in themselves. Invoking the Fire Emblem, Corrin declares he/she will fight for the world.
With Anankos finally slain, the royals all celebrate, and Azura thanks Corrin for fighting alongside her. Later on, Corrin is crowned the king/queen of Valla, and he/she thanks Xander and Ryoma, now kings themselves, for offering land upon which to rebuild the kingdom. He/She pledges to work for the betterment of the kingdom and to believe in its people, with his/her brothers and sisters all encouraging and congratulating him/her. Gunter, who watched the coronation from afar, makes his exit.
Some time after the coronation, Corrin meets Azura by the lake where he/she first met her. Corrin asks if she's fine with relinquishing her rightful place as ruler of Valla to him/her, to which she replies that she is happy with her decision, stating that the Yato believes in Corrin. Corrin promises to make Arete and the former king of Valla proud, and Azura sings for him/her. The two then discuss the origin of the song, with Azura guessing that Anankos was its author, writing it for the ones who would free him from his insanity through death. Azura suggests that Corrin could be the one to write the song's next part. The two return to the party to see Xander and Ryoma vow to keep peace between Nohr and Hoshido, swearing this to Corrin himself/herself.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This is the final chapter of Fire Emblem Fates: Revelation, and you cannot save your progress after this chapter; thus, no changes to your army or inventory can be carried over. If you have been saving rare and valuable items like stat boosters, status staves, and the Bifröst for a rainy day, it's time to take out your umbrella.
The map begins with 8 enemies spawning in a circle. After these 8 enemies, no more than 2 enemy reinforcements will spawn on any given turn, meaning once you get past the first wave, the map becomes significantly easier. For this reason, the first priority should be taking out or disabling these enemies as soon as possible.
The Sorcerer, Adventurer, Paladin and Dark Knight spawn near enough to your units that your 6-mov units can reach and 1-range them without too much issue. The Berserker and Wyvern Lord are near enough for an 8-mov unit to reach at 1-range, and thus a mounted unit should be deployed near them to take them out. The General and Bow Knight are in similar positions to the Berserker and Wyvern Lord, except they are also 2 tiles away from Anankos' Claws, meaning they cannot be 1-ranged without leaving someone in Anankos' range. For this reason, if you cannot 2-range them to death on turn 1, hit the with a Freeze staff so they don't start moving towards your own units and locking them in place for when you dispose of them on turn 2. From there, any units not engaged in fighting Anankos or healing the Anankos-killers should remain near the reinforcement spawn points to kill the reinforcements as they spawn.
As the final boss of Revelation, Anankos is incredibly durable and highly damaging. He cannot double attack, but very few, if any units will be able to survive two consecutive attacks from him without healing in between. The best way to avoid taking too much damage from him is by using Pair Up and preparing a Dual Guard, which will allow a unit to survive two consecutive rounds of combat against him by virtue of simply blocking one attack altogether. The presence of infinite reinforcements can actually be a blessing here, as they can be safely attacked to build up your Dual Guard gauge, and do not spawn frequently enough to be particularly dangerous, especially when other units are killing them upon spawning. If a Dual Guard is somehow not quite in reach, be sure to keep a healer with Physic ready to heal them while staying out of Anankos's range.
In general, Corrin will likely be the main workhorse during this fight thanks to the sheer power the Omega Yato has against Anankos. With each passing phase, Anankos gets progressively bulkier and faster; before applying the Omega Yato's bonuses, Corrin will need to reach 20/22 speed to double his claws, 24/26 to double his head, and 29/31 to double all of Anankos's phases. Tonics, rallies, and Azura's Inspiring Song can help Corrin reach these speeds should they not be quite up to snuff.
Other than Corrin, other units can also help, especially on the Claws, as to avoid having to walk Corrin across the map. Units like Xander with a Siegfried, Takumi with a Fujin Yumi or even Oboro with a Waterwheel can handle the other Claw while Corrin handles one. Any 2-range Claw-killer can also remain at 2 range, where a healer can safely heal them with a Sun Festal, while 1-range Claw-killers would need to be healed via Physic. While any non-Corrin unit usually takes longer to take their Claw down, it is still faster than walking Corrin over to do the same thing.
Once both claws go down, his head becomes the new target. Also, reinforcements now spawn in the areas between where the claws used to be and the map border, and hence your other combat units should head there to spawn-kill the reinforcements that spawn 2 per turn. Fighting the head is much the same as fighting a Claw, aside from the head dealing 4 more damage and being slightly beefier.
Once his head has been defeated and his core has been revealed, approaching Anankos becomes somewhat trickier. His new breath has more range and, though less powerful in terms of raw might, will likely do even more damage due to being a magic attack. If the Head was defeated during player phase, it's OK to leave your units in range, as Anankos will not attack until the following enemy phase, though if the Head suicided on enemy phase, you need to move your units to safety the player phase immediately afterwards. Sun Festals no longer have enough range to heal safely, though healers like Elise and Sakura usually have enough magical bulk to just stay in range and tank attacks anyways. High-res units should be the ones helping Corrin with damage-dealing, such as Kaze with a Silver Shuriken, Shura with a Spellbane or Silver Yumi or Hinoka with a Guard Naginata.
While not at all necessary, if the player feels like investing, Replicate can be a very effective and fun skill in dealing with Anankos, as it can allow one copy of Corrin to fight Anankos at all times, while the other one can stay behind to be healed, which will in turn heal the other copy.