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Hidden Capital

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Hidden Capital

Cm fe14b 22.png



New units




Never mind that. This is the bad part of town, kiddo. You shouldn't be walking around here by yourselves. After all, you're might run into some real bad characters. Not Heh, heh.
— Shura

Hidden Capital (Japanese: 死したる王都 Dying Capital) is the twenty-second chapter of the Birthright campaign in Fire Emblem Fates. In this chapter, Corrin and his/her army have arrived in Windmire, the seemingly-barren capital of Nohr, and find themselves having to deal with a band of local ruffians. Later on, the leader of the ruffians is convinced to help Corrin's army locate a secret passage to the castle, in doing so revealing the real heart of the capital to the Hoshidans.


Main article: Hidden Capital/Script

As Ryoma, Corrin, and Silas walk a set of barren streets, Ryoma notes that they're walking through Windmire, which Corrin revealing that he/she never spent much time in the area due to having been locked away yet feels like he/she has returned home; Corrin then notices that nobody's roaming the streets, quite unlike in Hoshido, to which Ryoma states that he finds it hard to believe that Windmire is the capital city of a major kingdom. Silas states that Windmire has been like this for quite some time as most civilians stay indoors so they won't be harassed by brigands or Faceless; he then reveals that the Nohrians live like the trees in the Woods of the Forlorn on limited resources, thus forcing Nohr to have to learn to fight and conquer other countries to prosper, to which Ryoma states he had no idea of this and vows to share Hoshido's plentiful resources upon his ascension to the throne. As Silas reaffirms his desire to fight for Hoshido prompting thanks from Ryoma and Corrin stating that these gestures help keep his/her dream of peace between Hoshido and Nohr alive, the group is jumped by Shura; Corrin asks Shura for an introduction, but Shura tells him/her that the group is in the bad part of town and shouldn't be walking the streets by themselves les they run into some bad characters. As Corrin starts to deduce that Shura is referring to himself as one of the bad characters, Takumi states that the group is surrounded yet their opponents don't appear to be Nohrian soldiers, prompting Corrin to state that they don't have time to fight; Shura states that things can go easy, and asks Corrin's army to hand over all their valuables including Corrin's Noble Yato, to which Corrin states that they have no choice but to prepare for battle. Preparations take place at this point; the battle begins once preparations are finished.

Once the battle ends, Corrin, Takumi, Ryoma, Silas, Jakob, and Azura have Shura up against a wall; Ryoma, deducing Shura to be the leader of the band of ruffians they'd just fought, orders somebody tie Shura up stating that fewer knowing that they're in the area is better, to which Shura demands they simply kill him if that's their plan; Azura asks to speak with Shura, deducing that he may know about the secret passageway to Castle Krakenburg, surprising Ryoma. Azura reveals that, back when she was stolen away from Nohr, her captors did so from a secret tunnel leading from the castle, made long ago for the purpose of infiltrating the castle unseen and that Garon and the Nohrian royals know nothing about it; Azura deduce that, if the tunnel is still there, it would benefit the group greatly, then asks Shura if he knows about the tunnel, to which Shura states that he knows but will only talk if well compensated, prompting Ryoma to reveal that he'll bury Shura in coin on his honor as the high prince, surprising Shura and prompting Ryoma to properly introduce himelf. Takumi reveals his skepticism of Ryoma's methods, to which Ryoma states that they either pay off Shura or interrogate him; Shura asks Ryoma to accept his apology and introduces himself as a ninja of Kohga, a land that now exists only in memory, prompting Ryoma to state that he hasn't heard that name in many years followed by Corrin asking Takumi if he knows what they're talking about as he/she's never heard of Kohga. Takumi and Shura proceed to reveal Kohga as a kingdom that had bordered Mokushu and known for its ninja dojos until it was conquered by Mokushu, slaughtering most of its people and the rest forced to flee; Shura reveals that he was denied entry into Hoshido as a refugee, thus he came to Nohr to live as a thief while searching for others like him and trying to stay afloat. Ryoma apologizes to Shura for the troubles Hoshido caused him and vows to help him reclaim his homeland once the war ends, on the condition that Shura fights alongside them to help make the world a better place, to which Shura states his approval; Ryoma and Shura then resume their talks about the tunnel to Castle Krakenburg, while Azura apologizes for her earlier threat and reveals that they may have just gained the advantage they need to defeat Garon. As Azura starts to leave the scene, Shura goes into thought implying himself to have helped steal Azura away from Nohr, then starts talking about needing to get away from arriving Nohrian soldiers to Windmire's underground, and to the tunnel from there; the group then follows Shura away from the area.

We cut to a lively underground marketplace, a scene that surprises Ryoma; Shura reveals that this is the real heart of Nohr, a place the royalty doesn't know about, and how their ordinary folk get by. Corrin notes the liveliness of this area, with the shops and people around being what he/she more imagines a capital city to look like, to which Shura states that this place is free from the prying eyes of Garon's spies and soldiers and that this place gives a real glimpse to Nohrian life, revealing that only rich foreigners and idiots walk the empty streets above; Ryoma sees this scene as encouraging and notes that, apart from some poverty, this place isn't that much different from Hoshido and states that he hopes the two kingdoms can someday coexist peacefully. A flower girl comes onto the scene and asks Shura if he wants to buy a flower for a special price, to which Shura tries to shoo her away; the flower girl then asks Shura to at least look at her selection, starting to describe her selection of flowers then gasps upon seeing Corrin, prompting him/her to ask what's going on as the flower girl is revealed to be Elise. Elise starts to ask Corrin what he/she is doing in the area, to which Corrin states he/she could ask her the same question and asks why a princess would be selling flowers in the market; Elise states that she can't talk about that where they currently are, and reveals that she's got a nook where they can hold this conversation. Corrin deduces that this really is a view of Nohr he/she did not envision, to which Elise states that not all that much has changed and that she's happy to see Corrin again; Elise states that Garon doesn't know she's in this area and thus Corrin need not worry, then asks Corrin's group to follow her.

Cutting into the hidden room, a woman named Cassita notices Corrin, to which Elise introduces Cassita to Corrin and reveals Cassita to be her nanny and a local of the Windmire underground, stating that Elise has spent a lot of time with Cassita ever since Corrin's fateful decision; Elise asks Cassita to get some tea, and once Cassita leaves, she reveals that Castle Krakenburg doesn't feel like home anymore, and ever since Corrin left and the war has begun, the Nohrian family were very upset over losing Corrin, they rarely speak to each other anymore; Xander is always gone, Leo left, and Camilla barely speaks, as if the heart's been ripped from the castle leaving her to feel lonely. Elise states that Camilla told her about the passage that leads to the Windmire underground and that she's been using it to get away, prompting Corrin to ask why Elise has been working as a flower girl, to which Elise states that she does so to help Cassita; Elise states that she collects flowers from the castle and brings them to the Windmire underground to sell, taking her mind off the situation at the castle and giving Cassita some money in the process while making people happy. Corrin notice Elise's smile and reveals that she looked more worried back in Cyrkensia, to which Elise states that Garon's been acting scarier than usual, revealing that he kills people who cross him like it's nothing, much like how he killed Zola in front of her; Elise states that Garon always has a cold, empty expression on his face and even Xander is beginning to question him, as if Garon's a different person than the father Xander grew up knowing--according to Xander, Garon wasn't nearly as scary or as cruel back then. Elise states that, back when Xander was younger, Garon loved showing his strength but had dignity and charm and didn't care about conquering other kingdoms, and that things didn't get bad until Queen Arete died; Elise reveals that she's the daughter of somebody who came after Arete and thus never knew her personally, to which Corrin states that he/she never heard of Arete and only ever heard Xander talk about his own mother, Queen Katerina. Cassita returns to the scene and reveals that hearing of Arete and Katerina brought back memories, revealing that she's been listening in on their conversation having finished preparing the tea; Corrin asks Cassita if she knew either Arete or Katerina, to which Cassita states that she worked for both of them for a time. Cassita reveals that Katerina's death devastated Garon to the point where he vowed to never marry again, but that changed when he met Arete; Cassita states that Arete's amazing singing voice would fill the castle, then reveals that she resembled Azura, to which Ryoma states that Azura was born in Nohr and deduces that she's probably Garon's daughter with Arete, prompting a shocked reaction from Elise over having a sister she never knew about. As Azura prepares to start explaining but getting cut off by Corrin, Cassita states that she hasn't been excited over teatime in ages and offers the group cookies, but Azura states that the group has to get going but thanks Cassita for the hospitality, to which Cassita states that she hoped the group could stay longer; Elise and Azura then start talking about how it's nice that they finally met, to which Corrin goes deep into thought.


The group passes through Demon's Falls and reaches the capital of Nohr. Sneaking in, they soon find themselves face-to-face with an unexpected enemy.

Chapter data

Normal Hard Lunatic

Chapter Data
Unit Data
Victory: Rout the enemy Player Partner Other Enemy Third
Defeat: Corrin dies* or the player's army is routed* 15 {{{partner}}} {{{other}}} 23+12 {{{third}}}

This chapter's map is 25 columns by 23 rows.

This chapter features Ballistae, a Fire Orb, and a Launcher. They are located as follows:

  • Column 9, row 5: Ballista with 3-8 Rng, 20 Mt, 120 Hit, used from its north side
  • Column 9, row 22: Launcher with 3-8 Rng, 20 Mt, 120 Hit, used from its south side
  • Column 17, row 5: Ballista with 3-8 Rng, 20 Mt, 120 Hit, used from its north side
  • Column 17, row 22: Fire Orb with 3-8 Rng, 20 Mt, 120 Hit, used from its south side

Character data

New Units
Automatically at the end of the chapter












Returning Characters


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

Name Obtainment Method
  Dracoshield Dropped by enemy Berserker
  Venge Club Dropped by enemy Berserker
  Bloom Festal Dropped by enemy Maid
  5000G Dropped by enemy Adventurer
  Dragon Spirit Dropped by enemy Dark Mage
  Silver Shuriken Dropped by enemy Maid
  3000G Dropped by enemy Outlaw

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 24, row 6: Adjacent to two blue-roof edifice tiles
  • Column 6, row 16: Adjacent to a blue-roof edifice tile, three squares north of a brown-roof edifice tile

Dragon Vein data

The Dragon Vein in this chapter is stated to have the effect "Restore HP to all units in range". They are located as follows:

  • Column 10, row 10: Three squares east of a Steel Axe Fighter
  • Column 16, row 10: Three squares west of a Steel Axe Fighter
  • Column 16, row 15: Three squares east of the northernmost player deployment position
  • Column 10, row 15: Three squares west of the northernmost player deployment position

Enemy data

Normal Hard Lunatic

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Def Res Cha Con Mov Inventory and Skills
  Ruffian Berserker 6 3 48 26 0 18 19 4 13 6 6   Steel Axe
• The southern two immediately begin moving unprovoked.
• The northern one moves to be north of the nearest Dragon Vein on turn 7.
  Ruffian Berserker 6 1 48 26 0 18 19 4 13 6 6   Silver Axe  Dracoshield 
Moves to be north of the nearest Dragon Vein on turn 7.
  Ruffian Berserker 6 1 48 26 0 18 19 4 13 6 6   Steel Axe  Venge Club 
• Cannot use the Venge Club as his axe level is   C, too low to use it.
• Moves to be adjacent to the nearest Ballista on turn 7.
  Ruffian Berserker 6 1 48 26 0 18 19 4 13 6 6   Silver Axe
Moves to be adjacent to the nearest Ballista on turn 7.
  Ruffian Maid 6 1 36 15 15 22 21 11 13 14 6   Steel Dagger  Bloom Festal 
Immediately begins moving unprovoked.
  Ruffian Dark Mage 20 2 27 0 15 9 10 4 12 14 5   Fimbulvetr
Immediately begins moving unprovoked.
  Ruffian Fighter 20 2 34 17 0 16 15 5 12 7 5   Steel Axe
Moves to be north of the nearest Dragon Vein on turn 7.
  Ruffian Adventurer 6 1 35 12 19 14 21 7 10 24 6   Silver Bow  Physic
Moves to man the nearest Ballista on turn 7.
  Ruffian Adventurer 6 1 35 12 19 14 21 7 10 24 6   Steel Bow  Physic
Moves to man the nearest Ballista on turn 7.
  Ruffian Adventurer 6 1 35 12 19 14 21 7 10 24 6   Silver Bow  5000G 
  Ruffian Sorcerer 6 2 35 0 21 12 17 5 8 13 6   Ragnarok
Immediately begins moving unprovoked.
  Ruffian Dark Mage 20 1 27 0 15 9 10 4 12 14 5   Ragnarok
Immediately begins moving unprovoked.
  Ruffian Dark Mage 20 1 27 0 15 9 10 4 12 14 5   Ragnarok  Dragon Spirit 
Cannot use the Dragon Spirit as his tome level is   B, too low to use it.
  Ruffian Maid 6 1 36 15 15 22 21 11 13 14 6   Steel Dagger  Fortify  Silver Shuriken 
Cannot use the Silver Shuriken as her dagger level is   C, too low to use it.
  Ruffian Maid 6 2 36 15 15 22 21 11 13 14 6   Steel Dagger  Fortify
  Ruffian Outlaw 20 1 27 12 1 13 18 5 8 14 5   Silver Bow  3000G 
  Shura Adventurer 8 1 35 17 16 23 29 14 13 28+2 6   Spy's Yumi
  Highwayman  Lucky Seven  Locktouch
• Starts on a gate.
• Moves to be adjacent to the Maids south of him on turn 7.
Name Class Lv # HP Str Mag Skill Spd Lck Def Res Cha Con Mov Inventory and Skills
  Ruffian Maid 6 4 36 15 15 22 21 11 13 14 6   Steel Dagger
Will not move until provoked.
  Ruffian Dark Mage 20 4 27 0 15 9 10 4 12 14 5   Fimbulvetr
  Ruffian Maid 6 1 36 15 15 22 21 11 13 14 6   Silver Dagger
Will not move until provoked.
  Ruffian Berserker 6 1 48 26 0 18 19 4 13 6 6   Silver Axe
Will not move until provoked.
  Ruffian Fighter 20 1 34 17 0 16 15 5 12 7 5   Silver Axe
Will not move until provoked.
  Ruffian Dark Mage 20 1 27 0 15 9 10 4 12 14 5   Ragnarok
Will not move until provoked.


Boss data

Main article: Shura

Normal Hard Lunatic

Level 8
Movement 6
Max HP 35 Speed 29
Strength 17 Luck 14
Magic 16 Defense 13
Skill 23 Resistance 28+2
Inventory Skills
  Spy's Yumi   Highwayman
  Lucky Seven
Weapon Levels
  --   --   --   A
  --   C   --   --


This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

This section has been marked as a stub. Please help improve the page by adding information.


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
Language Name Definition, etymology and notes

Hidden Capital



Dying Capital


La capitale dissimulé

The hidden capital


This section has been marked as a stub. Please help improve the page by adding information.


Burning Falls Hidden Capital Camilla
Fire Emblem Fates
Playable characters Birthright
DLC Anna
Non-playable characters CadrosCassitaIkonaKaterinaLaylaLilithMoroRainbow Sage
Bosses ???AnankosAnthonyAreteCandaceDaichiDanielaFunkeGaronGazakHaitakaHansIagoKilmaKotaroKumageraLlewelynLloydMikotoNicholOmozuSennoSumeragiTakumiTarbaZharaZola
amiibo characters IkeLucinaMarthRobin
Regalia and personal weapons Astral BlessingAurgelmirBifröstBölverkBrynhildrChakramExcaliburFujin YumiGanglariHagakure BladeMissiletainnPursuerRaijintoSiegfriedSkadiWaterwheelYato
Chapters Prologue Pr: Ties That Bind • 1: Nohr • 2: Gift of Ganglari • 3: Journey Begins • 4: Hoshido • 5: Mother • 6: The Path Is Yours
6: In the White Light • 7: A Vow Upheld • 8: Fierce Winds • 9: Land of Gods • 10: Ninja Village • 11: To the Sea • 12: Dark Reunion • 13: Another Hope • 14: Light Scatters • 15: Wolfskin Peak • 16: Pleasure Palace • 17: Lost in the Ice • 18: Leo • 19: Rainbow Sage • 20: Fort Dragonfall • 21: Burning Falls • 22: Hidden Capital • 23: Camilla • 24: Tears of a Dragon • 25: Traitor Revealed • 26: Xander • 27: King Garon • Endgame: Dawn Breaks
6: Embrace the Dark • 7: A Dragon's Decree • 8: Cold Reception • 9: Another Trial • 10: Unhappy Reunion • 11: Rainbow Sage • 12: Bitter Intrigue • 13: Uprising • 14: Voice of Paradise • 15: The Black Pillar • 16: Invasion • 17: Den of Betrayal • 18: Black & White • 19: Kitsune Lair • 20: Winds of Change • 21: Eternal Stairway • 22: Sakura • 23: Possessed • 24: Hinoka • 25: Ryoma • 26: Treason • 27: The Empty King • Endgame: Night Breaks Through
6: Into the Ground • 7: Unspeakable World • 8: Traitor's Brand • 9: Wanderer • 10: Voice of a God • 11: Mutual Enemies • 12: Frozen Sea • 13: A Lost Peace • 14: Orders • 15: Rainbow Sage • 16: White Flames • 17: Black Flames • 18: Veiled Kingdom • 19: Hidden Strings • 20: Seeds of Doubt • 21: Going Forward • 22: Memories • 23: Arete Undone • 24: Days Lost • 25: Blades Drawn • 26: The Vallite King • 27: Hear My Cry • Endgame: Anankos
Paralogues Pr1: Tragic Start • Pr2: Dragon Blood • Pr3: Surprise Duet • Pr4: Fight or Flight • Pr5: Bold Approach • Pr6: Herbal Remedy • Pr7: Father & Liege • Pr8: A Great Hunt • Pr9: Saizo vs. Saizo • Pr10: Hunter & Prey • Pr11: A Long Grudge • Pr12: Sweet Dreams • Pr13: Truly Talented • Pr14: After the End • Pr15: Hidden Bravery • Pr16: Abducted • Pr17: Two Defenders • Pr18: Nutty Family • Pr19: Great Heroism • Pr20: Ultimate Power • Pr21: Bright Smile • Pr22: Abrupt Clash
Invasions  : Invasion 1Invasion 2Invasion 3 : Invasion 1Invasion 2Invasion 3 : Invasion 1Invasion 2Invasion 3
DLC chapters Ghostly GoldBoo CampMuseum MeleeBeach BrawlRoyal RoyaleBefore AwakeningHidden Truths 1Hidden Truths 2Vanguard DawnAnna on the RunBallistician BlitzWitches' TrialA Gift from AnnaAnother Gift from AnnaI: In Endless DreamsII: Realms CollideIII: The Changing TideIV: Light's SacrificeV: Endless DawnEnd: Lost in the WavesHoshidan Festival of BondsNohrian Festival of Bonds
Hero Battles Hero-King MarthRadiant Hero IkePrincess LucinaGrandmaster Robin
Locations Deeprealms (My Castle) • Hoshido (Flame TribeIzumoKohgaMokushuWind Tribe) • Nohr (Dragon's GateIce TribeNestra) • Valla (Bottomless Canyon)
Groups, objects, and concepts Curse of VallaDragon VeinMy Castle
Related topics Ancient TextsDownloadable contentFire Emblem Fates: Crown of NibelungName chartPre-release information (Unused content) • Soundtrack