This article is about the Fates chapter. For the Heroes weapon skill, see Winds of Change (tome).
Winds of Change (Japanese: 風の村の覇者The Overlord of the Wind Village) is the twentieth chapter of the Conquest campaign in Fire Emblem Fates. In this chapter, Corrin and their army attempt to navigate the Wind Tribe's territory and find themselves constantly rebuffed. After intervention from the tribe's chieftain, the chieftain challenges Corrin's army to a battle to prove themselves before allowing passage.
Ho ho, what have we here? Two more wielders of legendary weapons! The glistening metal of Siegfried working alongside the ancient pages of Brynhildr...This fight will be the stuff of legends! Let me witness the power of those who align themselves with the Yato wielder. I will gather my best soldiers, including one nearly as skilled as myself... Hayato!
On the outskirts of the Wind Tribe Village, Elise reveals to Corrin that the Wind Tribe refuses to let the group pass through their territory and will attack if the group sets even one foot on their land, to which Corrin tells Elise that they'll figure something out; Camilla states that the situation is bothersome, stating that the Wind Tribe is supposed to be neutral and reveals that cutting through their village is the only safe option the group has left, after which Elise reveals Camilla attempted to use her feminine wiles and failed to sway them and deduces the Wind Tribe hates Nohr, women, or only Nohrian women. Camilla, denying the use of wiles, states that Elise may have a point about the Wind Tribe hating Nohr, revealing that their village was attacked longago by Faceless sent there by Nohrian mages and that there's probably little the group can do to win them over; Corrin states that they plan to reason with the tribe one more time and will apologize on Nohr's behalf if the Faceless attack still has them apprehensive and reveals that they have to earn the Wind Tribe's trust. Camilla asks Corrin what would happen if the tribe doesn't listen and tries to attack, to which Corrin states that they will be fine; Corrin states that they must end the war as soon as possible and don't have time to lose, but also states that as the wielder of the Yato, he/she has to do whatever it takes to bring peace to the world. Corrin states that things may take awhile, but they are certain the Wind Tribe will come to an understanding, to which Camilla asks Corrin to be careful.
A man named Fuga arrives on the scene, and states that he can see the determination in Corrin's eyes, after which Corrin begins to compliment Fuga and then asks him to introduce himself, to which he introduces himself as the chieftain of the Wind Tribe; Corrin states that they had no idea about Fuga's position and introduces themselves as a prince/princess of Nohr and asks to request an audience with him, to which Fuga states that he was informed of outsiders at the entrance to the village posing as Nohrian royalty. Moving closer, Fuga states that it must have taken great courage for Nohrian royalty to face him, and states that he will hear what they have to say--but not where they stand, as the winds cry out with ferocity nobody could hope to rival, but instead at his castle, Reppu; Fuga then states that he wants to learn information about the Yato Corrin wields, after which Corrin begins to explain about the Yato offscreen.
After Corrin finishes their explanation, Fuga states that he believes Corrin's aim and will allow their army to pass through the village once and will alert the villagers that the army are welcomed guests who are not to be disturbed, to which Corrin thanks Fuga; the talk about the Yato then resumes and Fuga reveals that he was once close friends with the Hoshidan king Sumeragi many years ago, but reveals that the Wind Tribe has since adopted a policy of neutrality in regard to the current war. Fuga then reveals that the Yato is the key to the Seal of Flames and that Sumeragi once warned him that the Yato could lead to the world's destruction in the wrong hands, to which Corrin states that they would never allow that to happen and reveals that the Yato chose them and reveals that the Rainbow Sage stated that it was their destiny to wield it; Fuga states that a test is in order and reveals that if Corrin fails, he'll pry Yato from their dead hands, to which Corrin brings up Fuga's promise of safe passage; Fuga reveals that he'll keep that promise if Corrin passes his test, to which Corrin states that they don't want to fight Fuga, after which Leo and Xander tell Corrin to take on the test and that they're behind them the whole way. Fuga notices Xander's Siegfried and Leo's Brynhildr and fires himself up for the upcoming test, and states that he will gather his best soldiers including one nearly as skilled as himself, calling Hayato onto the scene; as Hayato arrives, Corrin asks if they are expected to clash with a young child, to which Hayato rebukes Corrin's comment and introduces himself, with Corrin noting his confident beyond his size and states that he looks shorter than Elise--to which Hayato gets angry and asks Fuga not to let the tribe get away with being insulted, after which Fuga asks that Hayato get his revenge on the battlefield and asks that the most talented mage in the Wind Tribe's ranks show the Wind Tribe's might. Fuga states that the time for the trial has arrived, and that his fighters will be waiting outside the castle awaiting Corrin to come to fight head-on; preparations take place at this point. Once preparations are finished, the game will explain the stage's wind gimmick, after which the battle begins.
Once the battle ends, we witness Corrin and Azura in front of Fuga and Hayato; Fuga states that Corrin and their army fought bravely and that Corrin is worthy of wielding the Yato and that the Yato chose its wielder well. Corrin starts to express their happiness, to which Hayato notes Corrin's smile as ridiculous; Corrin states that they are glad that they can put their own doubts to rest, as they are struggled to the question as to whether they were worthy and to whether they chose the right path. Fuga asks Corrin not to worry as their power is beyond question and aim is true, and that they will always make the right choice and use the Yato for good no matter which path they walks or which kingdom they fight for, to which Corrin thanks Fuga and Hayato states that he must also accept Corrin as a hero; Hayato states that he won't lose a rematch, and that he's going to keep training until that happens, to which Corrin states that they need to end the war quickly, after which Hayato bids Corrin good luck and Fuga states that he'll escort Corrin's group through the village. Azura asks Corrin if they are ready to approach the Hoshidan capital and states that the battles ahead will be their most difficult yet, to which Corrin states that they are as ready as they'll ever be.
Summary
Passing through the mountains, the group next encounters the Wind Tribe. Corrin tries to convince the tribe's leader to let the group pass without fighting.
Chapter data
NormalHardLunatic
Chapter Data
Conditions
Unit Data
Victory: Seize the throne
Player
Partner
Other
Enemy
Third
Defeat:Corrin dies* or the player's army is routed*
1–14
{{{partner}}}
{{{other}}}
30+5
{{{third}}}
Map dimensions: 25 columns by 29 rows
Chapter Data
Conditions
Unit Data
Victory: Seize the throne
Player
Partner
Other
Enemy
Third
Defeat:Corrin dies* or the player's army is routed*
1–14
{{{partner}}}
{{{other}}}
37+13
{{{third}}}
Map dimensions: 25 columns by 29 rows
Chapter Data
Conditions
Unit Data
Victory: Seize the throne
Player
Partner
Other
Enemy
Third
Defeat:Corrin dies* or the player's army is routed*
1–14
{{{partner}}}
{{{other}}}
45+21
{{{third}}}
Map dimensions: 25 columns by 29 rows
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This chapter features winds that can move units. At the end of a turn, these winds will push all player units within them five spaces north or south depending on their color; yellow winds push north, orange winds push south. If the space the unit would be moved to is untraversable, the unit will instead be moved to the closest safe space.
These winds follow a set pattern; the pattern is as follows:
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.
The Dragon Veins in this chapter are stated to have the effect "Call wind that moves enemies/all units (once/turn)". This is the means to affect the enemy with the wind effect that affects the player's units at the end of the enemy phase. They are located as follows:
Column 18, row 27: Two squares south, two squares east of the southeasternmost player deployment position
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southeastern one will not act unless a unit is in range of a nearby Spear Master, or unless one of them is fought and is still alive; she returns to her starting position otherwise. • The northwestern one will not act unless a unit is in range of the nearby Spear Master or Onmyoji, or unless one of them is fought and is still alive; she returns to her starting position otherwise.
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southern two both begin moving unprovoked on turn 3, or if either of them or the nearby Onmyoji is provoked. • The northern ones move to attack if a unit is in range; they return to their starting positions otherwise.
• The southeastern ones will not act unless a unit is in range of a nearby Spear Master, or unless one of them is fought and is still alive; they return to their starting positions otherwise. • The northwestern one will not act unless a unit is in range of a nearby Spear Master or Onmyoji, or unless one of them is fought and is still alive; she returns to her starting position otherwise.
Will not act unless a unit is in range of a nearby Spear Master or Onmyoji, or unless one of them is fought and is still alive; returns to her starting position otherwise.
• Supporting unit of pair up with another Seal Strength Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southern one begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked. • The northern one moves to attack if a unit is in range; he returns to his starting position otherwise.
• The southern two both begin moving unprovoked on turn 3, or if either of them or the nearby Onmyoji is provoked. • The northern ones move to attack if a unit is in range; they returns to their starting positions otherwise.
• The furthest northern one begins moving unprovoked on turn 3, or if a nearby Falcon Knight is provoked. • The southeastern ones will not act unless a unit is in range of a nearby Spear Master, or unless one of them is fought and is still alive; they return to their starting positions otherwise. • The northwestern one will not act unless a unit is in range of a nearby Spear Master or Onmyoji, or unless one of them is fought and is still alive; she returns to her starting position otherwise.
Will not act unless a unit is in range of a nearby Spear Master or Onmyoji, or unless one of them is fought and is still alive; returns to her starting position otherwise.
• Supporting unit of pair up with another Seal Strength Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
Welcome to Mr. Fuga's Wild Ride. The most critical thing to note about this map is the winds that will blow your units around at the end of every enemy phase. Great care must be taken to prevent your squishier units like Azura and Elise from getting blown into a throng of enemies and getting ripped apart. Fliers will be immensely helpful, as they can go right over the empty parts and pretty much laugh in the face of the winds. The safest route is to go up the middle path, slowly picking off enemies as they approach. Most enemies also possess a Seal skill (either Strength, Speed, Defense, or Resistance). Since nobody bothered to pack Seal Magic, your mages can safely do a lot of the heavy lifting without getting their offenses crippled as much. Hayato is the most dangerous enemy on the map on Lunatic difficulty; the little pig possesses a Hexing Rod which can cripple a unit for the rest of the map. Fortunately, he doesn't really have any way to deal with a properly leveled Kaze. Most of the map's reinforcements are tied to your progress on the map, so watch your back. In particular, the game springs a nasty last surprise ambush once you reach Fuga, so make sure you're ready to kill six enemies back-to-back. Fuga himself is surprisingly simple to deal with; a magic-user jacked up on Speed buffs can wipe the floor with him. If you need weapon triangle advantage, you can always send in a lance-user or dagger-user to get him to pull out his Mace, and then send in the mages.