|
Location
|
Wind Tribe Village
|
Boss(es)
|
Fuga
|
|
“
|
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!
|
”
|
— Fuga
|
Winds of Change (Japanese: 風の村の覇者 Champion of the Wind Village) is the twentieth chapter of the Conquest campaign in Fire Emblem Fates. In this chapter, Corrin and his/her 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.
Plot
- Main article: Winds of Change/Script
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 he'll/she'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 long ago by Faceless sent there by Nohrian mages and that there's probably little the group can do to win them over; Corrin states that he/she plans 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 he/she 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 he/she is 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 he/she had no idea about Fuga's position and introduces himself/herself 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 his/her explanation, Fuga states that he believes Corrin's aim and will allow his/her 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 he/she would never allow that to happen and reveals that the Yato chose him/her and reveals that the Rainbow Sage stated that it was his/her destiny to wield it; Fuga states that a test is in order and reveals that if Corrin fails, he'll pry Yato from his/her 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 he/she doesn't want to fight Fuga, after which Leo and Xander beg Corrin to take on the test and that they're behind him/her 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 he/she is 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 his/her army fought bravely and that Corrin is worthy of wielding the Yato and that the Yato chose its wielder well. Corrin starts to express his/her happiness, to which Hayato notes Corrin's smile as ridiculous; Corrin states that he/she is glad that he/she can put his/her own doubts to rest, as he/she has struggled to the question as to whether he/she was worthy and to whether he/she chose the right path. Fuga asks Corrin not to worry as his/her power is beyond question and aim is true, and that he/she will always make the right choice and use the Yato for good no matter which path he/she walks or which kingdom he/she fights 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 he/she needs 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 he/she is ready to approach the Hoshidan capital and states that the battles ahead will be their most difficult yet, to which Corrin states that he/she is as ready as he'll/she'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
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
14
|
{{{partner}}}
|
{{{other}}}
|
30+5
|
{{{third}}}
|
|
|
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
14
|
{{{partner}}}
|
{{{other}}}
|
37+13
|
{{{third}}}
|
|
|
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
14
|
{{{partner}}}
|
{{{other}}}
|
45+21
|
{{{third}}}
|
|
|
This chapter's map is 25 columns by 29 rows.
This chapter features winds that can move units. At the end of the turn, these winds will push all player units within them five spaces up or down depending on their color; yellow winds push up, orange winds push down. 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:
- Turn 1: Columns 8-12 (down), columns 17-21 (up)
- Turn 2: Columns 3-7 (up), columns 16-20 (down)
- Turn 3: Columns 4-8 (down), columns 9-13 (up), columns 14-18 (down), columns 19-23 (up)
- Turn 4: Columns 1-5 (up), columns 12-16 (up), columns 21-25 (up)
- Turn 5: Columns 7-11 (down), columns 17-21 (down)
- Turn 6: Columns 1-25 (entire map; up)
- Turn 7: Repeat from the start
Character data
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
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
- Column 23, row 22: Adjacent to a Spear/Seal Defense Spear Master
- Column 14, row 19: Four squares north of Corrin's initial deployment position
- Column 16, row 15: Two squares east, four squares north of the previously listed Dragon Vein
- Column 25, row 17: One squares south, one square east of the Spear Master that drops a Chest Key
- Column 23, row 10: Two squares west of the easternmost chest
- Column 17, row 11: Within two squares of two Onmyojis, one with Tiger Spirit and one with Calamity Gate
- Column 11, row 8: One square north, two squares east of Hayato
- Column 18, row 7: Three squares east of the northeastern stairs
- Column 5, row 7: Two squares east, one square south of the southern of the pair of northwestern stairs
- Column 4, row 15: Adjacent to a Steel Yumi/Silence/Wane Festal Priestess
- Column 8, row 16: One square west, one square south of a Horse Spirit/Seal Speed Onmyoji
- Column 2, row 22: Three squares west, one square north of the southwestern stairs
- Column 9, row 23: Equidistant from the southwestern stairs and the player deployement position west of Corrin's
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Yumi • Freeze • Wane Festal
|
Immobile.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Yumi
|
Moves to attack if a unit is in range; returns to her starting position otherwise.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Yumi • Silence • Wane Festal
|
Immobile; stands on a pillar.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Steel Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Bolt Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Spear Seal Defense
|
Begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Strength
|
• 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.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Defense
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
2
|
Tiger Spirit Seal Strength
|
Both begin moving unprovoked on turn 3, or if either of them or the nearby Onmyoji is provoked.
|
|
Tribalist
|
Onmyoji
|
5
|
2
|
Tiger Spirit Seal Speed
|
The southern one begins moving unprovoked on turn 3, or if a nearby Onmyoji is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Silver Naginata
|
Begins moving unprovoked on turn 3, or if the nearby Falcon Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Steel Naginata
|
Begins moving unprovoked on turn 3, or if the nearby Falcon Knight is provoked.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Horse Spirit Seal Speed
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata • Swordcatcher Seal Defense
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata • Chest Key Seal Defense
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Kinshi Knight
|
5
|
2
|
Steel Yumi
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Calamity Gate
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Onmyoji
|
5
|
2
|
Tiger Spirit
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Guard Naginata Seal Strength
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata
|
• Lead unit of pair up with a Dual Naginata Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Dual Naginata
|
• Supporting unit of pair up with a Steel Naginata Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Bolt Naginata Seal Speed
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Hayato
|
Onmyoji
|
7
|
1
|
Horse Spirit • Rabbit Spirit • Wane Festal Pride • Duelist's Blow
|
Immobile; stands on a pillar.
|
|
Fuga
|
Master of Arms
|
8
|
1
|
Steel Nageyari • Silver Katti • Steel Mace • Secret Book Wind Disciple • Seal Speed • Seal Defense
|
Immobile; stands on a throne, the chapter's seize point.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Hankyu • Freeze • Wane Festal
|
Immobile.
|
|
Tribalist
|
Priestess
|
5
|
2
|
Steel Yumi Lunge
|
Moves to attack if a unit is in range; returns to her starting position otherwise.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Hankyu • Silence • Wane Festal
|
Immobile; stands on a pillar.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Steel Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Bolt Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Spear Seal Defense
|
Begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Strength
|
• 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.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Defense
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
4
|
Tiger Spirit Seal Strength
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Rabbit Spirit Seal Speed
|
Begins moving unprovoked on turn 3, or if a nearby Onmyoji is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Silver Naginata Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Steel Naginata Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Steel Naginata • Swordcatcher Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight is provoked.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Horse Spirit Seal Speed
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Tiger Spirit Seal Speed
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata • Swordcatcher Seal Defense
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata • Chest Key Seal Defense
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Kinshi Knight
|
5
|
3
|
Steel Yumi Air Superiority
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Calamity Gate Counter
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Rabbit Spirit Counter
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Guard Naginata Seal Strength
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Kinshi Knight
|
5
|
1
|
Silver Yumi Air Superiority
|
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.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata Renewal
|
• Lead unit of pair up with another Renewal Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Dual Naginata Renewal
|
• Supporting unit of pair up with another Renewal Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Steel Naginata Seal Strength
|
• Lead 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.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Dual Naginata Seal Strength
|
• 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.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Bolt Naginata Seal Speed
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Hayato
|
Onmyoji
|
7
|
1
|
Horse Spirit • Rabbit Spirit • Wane Festal Pride • Luna • Vantage • Duelist's Blow
|
Immobile; stands on a pillar.
|
|
Fuga
|
Master of Arms
|
8
|
1
|
Steel Nageyari • Silver Katti • Steel Mace • Secret Book Wind Disciple • Seal Strength • Seal Speed • Seal Defense • Sol
|
Immobile; stands on a throne, the chapter's seize point.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Tribalist
|
Falcon Knight
|
5
|
2
|
Steel Naginata Axebreaker
|
• Moves to be adjacent to Hayato. • Both begin moving to attack if either of them or the nearby Falcon Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Silver Naginata Axebreaker
|
• Moves to be adjacent to Hayato. • Begins moving to attack if she or a nearby Falcon Knight is provoked.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Hankyu • Freeze • Wane Festal
|
Immobile.
|
|
Tribalist
|
Priestess
|
5
|
2
|
Steel Yumi Lunge
|
Moves to attack if a unit is in range; returns to her starting position otherwise.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Hankyu • Silence • Wane Festal
|
Immobile; stands on a pillar.
|
|
Tribalist
|
Priestess
|
5
|
1
|
Steel Hankyu • Enfeeble • Wane Festal
|
Immobile.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Steel Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Great Master
|
6
|
1
|
Bolt Naginata Seal Resistance
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Tribalist
|
Spear Master
|
6
|
1
|
Spear Seal Defense
|
Begins moving unprovoked on turn 3, or if a nearby Spear Master is provoked.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Strength
|
• 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.
|
|
Tribalist
|
Spear Master
|
6
|
2
|
Steel Naginata Seal Defense
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
4
|
Tiger Spirit Seal Strength
|
• 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.
|
|
Tribalist
|
Onmyoji
|
5
|
1
|
Rabbit Spirit Seal Speed
|
Begins moving unprovoked on turn 3, or if a nearby Onmyoji is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Silver Naginata Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight or Kinshi Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Steel Naginata Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight or Kinshi Knight is provoked.
|
|
Tribalist
|
Falcon Knight
|
5
|
1
|
Steel Naginata • Swordcatcher Armored Blow
|
Begins moving unprovoked on turn 3, or if a nearby Falcon Knight or Kinshi Knight is provoked.
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Tribalist
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Kinshi Knight
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5
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4
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Steel Yumi Air Superiority
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• 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.
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Tribalist
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Onmyoji
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5
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1
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Horse Spirit Seal Speed
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Onmyoji
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5
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1
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Tiger Spirit Seal Speed
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Steel Naginata • Swordcatcher Seal Defense
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Steel Naginata • Chest Key Seal Defense
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Great Master
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6
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2
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Bolt Naginata Seal Speed
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Onmyoji
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5
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1
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Calamity Gate Counter
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Onmyoji
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5
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2
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Rabbit Spirit Counter
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Guard Naginata Seal Strength
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Kinshi Knight
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5
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1
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Silver Yumi Air Superiority
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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.
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Tribalist
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Onmyoji
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5
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1
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Rabbit Spirit Seal Resistance
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Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Steel Naginata Renewal
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• Lead unit of pair up with another Renewal Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Dual Naginata Renewal
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• Supporting unit of pair up with another Renewal Spear Master. • Moves to attack if a unit is in range; returns to his starting position otherwise.
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Tribalist
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Spear Master
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6
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1
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Steel Naginata Seal Strength
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• Lead 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.
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Tribalist
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Spear Master
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6
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1
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Dual Naginata Seal Strength
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• 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.
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Hayato
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Onmyoji
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7
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1
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Horse Spirit • Rabbit Spirit • Hexing Rod • Wane Festal Pride • Luna • Vantage • Duelist's Blow
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Immobile; stands on a pillar.
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Fuga
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Master of Arms
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8
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1
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Steel Nageyari • Silver Katti • Steel Mace • Secret Book Wind Disciple • Seal Strength • Seal Speed • Seal Defense • Sol
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Immobile; stands on a throne, the chapter's seize point.
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Reinforcements
- Turn 3
- After entering the northwestern platforms (columns 1-11, rows 1-16)
- After entering Fuga's platform (columns 18-25, rows 1-8) (Hard/Lunatic only)
Boss data
Main boss
- Main article: Fuga
Sub-boss
- Main article: Hayato
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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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.
Trivia
Etymology and other languages
This section has been marked as a stub. Please help improve the page by adding information.
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Winds of Change
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French
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Vents changeants
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Shifting winds
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References