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Unspeakable World
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“ | ...This is the kingdom of Valla. It's responsible for the war between Hoshido and Nohr. | ” | — Azura, explaining to Corrin about Valla |
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Unspeakable World (Japanese: 語られざる世界 Unspeakable World) is the seventh chapter of the Revelation campaign in Fire Emblem Fates. In this chapter, Corrin's group, with both Hoshido and Nohr out for their blood, head toward Valla on Azura's suggestion and hide out in a dark cavern, only to have to fight off local forces. The trip to Valla does not prove fruitless, as the group learns that Gunter survived his own fall down the canyon.
In addition to the next chapter in the storyline, clearing this chapter will also unlock the first paralogue chapter, and is additionally one of the prerequisites in unlocking the remaining paralogue chapters (the player can unlock up to two such chapters depending on circumstances).
Plot
- Main article:
Unspeakable World/Script - The below plot corresponds to the use of a male Corrin. If you refresh this page, it is possible to get an alternate reading using a female variation instead.
Felicia states that she hates bringing this point up, then asks Corrin and Azura what they plan to do, as they don't have many friends with both Nohr and Hoshido against them; Corrin suggests that the group lay low for a bit, after which Azura states that she knows a place where nobody will find them that should prove safe for them--and once there, she has much to tell them, things she heard from their mother that detail the truth of the world.
We cut to Bottomless Canyon N. as the group approaches, to which Corrin states that this is the area where they lost Gunter and asks Azura if she doesn't mean for the group to hide out in this area; Azura states that that is precisely her plan, and they'll jump into the canyon. Felicia tells Azura to hold on, then states that if they jump, they'll all die—she states that they need to keep a low profile, but also states that death isn't a good hiding place; Azura states that they won't die if they jump and that they have to trust her, to which Corrin asks Azura if she will really tell them more of what she knows after they jump, to which Azura confirms and Corrin deduces that they have no choice. Felicia asks Corrin if he really is serious about his decision, to which Corrin states that everything will be fine as he trusts Azura; Azura, walking toward the edge, states that she'll jump first and wait for the others to follow, after which Corrin states that he'll be right behind her, after which Felicia reluctantly states that she'll follow, noting the jump as incredibly scary..
(Cutscene: "To the Depths") We watch as Azura jumps off one of the rope bridges into the Bottomless Canyon, after which Corrin follows her down; as the dive reaches darkness, the view fades. We then watch as Corrin comes to looking up at a bright sky, then notices a landscape consisting of numerous floating islands, broken skies, and ruins.
Corrin asks if they're at the bottom of the canyon, noting that they jumped pretty far yet nothing seems to be broken; Azura states that she said that they'd be all right, then asks . Corrin asks Azura where they are, noting that the place looks like it's seen better days, to which Azura states that they are in the kingdom of Valla, responsible for the war between Hoshido and Nohr; Corrin asks how Valla is responsible for the war, to which Azura tells the others to follow her, as they'll be spotted if they linger in the area.
We cut to the inside of a cavern, to which Azura states that the group should now be safe; Azura then reveals that Valla is ruled by King Anankos, and that the land was peaceful before his arrival--the peace lasted until Anankos killed their king and took the throne for himself, with bountiful farmlands replaced by wasteland and graveyards. Corrin asks if Anankos really destroyed a kingdom for no reason at all, to which Azura states that Anankos isn't finished--he wishes to lay waste to the entire world, Valla first, then Hoshido and Nohr afterward; Azura states that Anankos is the hidden influence that quietly forces Nohr and Hoshido to fight, and Garon's invasion is the result of Anankos's subtle manipulations. Corrin, noting Valla's horrible ordeal, states that they might be able to stop the war by defeating Anankos, then states that the group needs to return to the surface and explain the plight to everyone and hope Hoshido and Nohr can work together; Azura tells Corrin that they can't do that, as they must not talk about Valla to anyone outside its borders--those that do will trigger a curse that will cause their body to dissolve and disappear, a fate that befell her mother Arete, the former queen of Valla. Corrin, shocked at Azura's revelation, asks if Arete was really a queen in Valla and not in Nohr, after which Corrin and Azura then proceed to reveal that the latter is a Vallite princess, and that the king Anankos murdered was her father. Corrin asks Azura if she was really forced to flee, to which Azura confirms and states that she couldn't tell anyone about her backstory before—the curse meant she couldn't talk about her past; Azura then tells Corrin that, now that he has chosen this path, he'll know exactly what she's been feeling, as they're now also bound to the Vallite curse. Azura takes a few steps in the area, after which she notes that enemies are approaching, and in rather large numbers; Azura tells Corrin that they'll need to deal with the threat before they continue. Preparations take place at this point; once preparations are finished, Azura asks the others to tread carefully and states that their enemies may use the shadows to ambush them, after which the battle begins. The first time the player hits a dead end, Azura states that some paths are best not taken and that they need to choose carefully.
As the player explores the map, each non-dead-end path will lead into a new room, which will then fully illuminate and have its enemies emerge. Only two rooms on the map are enemy-free, the player's starting room and a room in the northwestern part of the map. Upon illuminating that northwestern room, Gunter emerges; Corrin asks if there is something wrong with his eyes and tries to make out the figure that emerged, after which Gunter calls out toward him. Corrin then asks Gunter if it's really him and if he's alive, to which Gunter confirms; Gunter states that he lost consciousness as he fell, and he was in this area as he awoke, then states that he has no idea how he survived but swears on his blade that he's no ghost—his arms and legs are as sturdy as ever. Corrin tells Gunter that it's good to see him in one piece and that he is glad they found him; Gunter tells Corrin that he'd love to celebrate but states that they don't have the time, as the foes in the area are truly challenging, and he'll help fend them off. The player may now control Gunter at this point.
Once the battle ends, Corrin tells Gunter it's good to see him safe and sound, to which Gunter states he's glad to see him as well—after he fell, he thought he'd never see Corrin's face again, and that it appears Corrin's grown stronger since they were apart; Felicia notes that Gunter is safe, to which Gunter tells her she's done a good job protecting Corrin, before Gunter asks the group why they're in the area. Azura states that she brought the group to the area, after which Gunter asks Azura who she is; Azura introduces herself and asks Gunter if he'd understand her being the princess abducted from Nohr as a child, after which Gunter states he does remember and apologizes to Azura for failing to protect her. After Azura tells Gunter that there is no need to apologize, she then asks how he managed to survive; Gunter, having noted Azura's familiarity with the area, asks her where they are, to which Azura and Felicia explain their location and the Vallite curse. Corrin then explains that the group has made enemies of both Hoshido and Nohr, not wishing to side with either of them, and thus it will be a difficult fight once they next meet, before asking Gunter if he will stand with him, to which Gunter agrees; Gunter notes his ordeal seems like a dream, then admits Hans was a disappointing opponent, having barely left a scratch, to which Corrin reveals that Hans said something strange, claiming he was following Garon's orders by attacking Gunter, after which Gunter embarrassingly reveals that Garon despises him. Gunter then explains the circumstances that caused Garon's resentment, to which Corrin states that he never knew.
A number of Vallite soldiers appear in front of the group as they leave the cavern, with their leader telling the group that they should leave at that point and to not be in the area; Corrin asks the soldiers' leader who she is, to which she introduces herself as a mage of Valla, then tells the group that they had been warned and asks the soldiers to eliminate them, after which Azura deduces that the group isn't strong enough to take on the soldiers and calls for the group to retreat to the other world.
Back at the top of the Bottomless Canyon, Corrin notes that the group has made it back, then asks Azura who the leader of the soldiers was down there, noting that she said she was a mage; the group then talks about the mechanism that causes the pass to Valla in the Bottomless Canyon to either open or close, and that the pass should close soon, and thus they don't have much time to get Hoshido and Nohr to stop fighting; Corrin in particular states that there's no way they'd lose if they had Xander and Ryoma on their side, with Azura wondering how to convince them to join their cause without falling victim to the Vallite curse. Corrin states that they have to find another way, since there's a common enemy for both countries to fight; Azura suggests that they head to Hoshido first and states that they might be more willing to listen to their plight.
Summary
After refusing to side with either Nohr or Hoshido, Azura leads Corrin to a secret hiding place to evade both kingdoms.
Chapter data
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Victory: Seize the boss Berserker's fort | Player | Other | Enemy | |||
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Defeat: Corrin dies* or the player's army is routed* | 1–4+1 | 0 | 4+25 | |||
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Map dimensions: 18 columns by 23 rows |
This chapter features a pseudo-fog of war mechanic in the form of rooms that only appear when a unit reaches the end of another. Hidden rooms cannot be entered until they are revealed. Revealing a room also causes enemies to spawn, who can act on the enemy phase after the room is revealed.
This chapter also features warp traps at the end of certain hallways; when stepped on, these traps take a unit back to the beginning of the room. In the above map, a warp trap can be found at each dead end.
Character data
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New Units
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Required Characters
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Available Characters
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Note: Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female. The returning characters list does not include any characters recruitable in xenologues, as the player may not have taken on any such chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
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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 4, row 1: Two squares east of the northwesternmost warp tile
- Column 18, row 11: Adjacent to the easternmost chest
Dragon Vein data
There are no Dragon Veins in this chapter.
Enemy data
Normal Hard Lunatic
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Reinforcements
- Reinforcements in this chapter appear upon reaching certain points of the map, which reveal further areas and allow progress to be made.
- Upon entering the second room:
- Upon entering the third room:
- Upon entering the southwestern room:
- 1 Oni Savage that drops a Vulnerary, 2 Archers that drop Chest Keys, 1 Spear Fighter that drops a Chest Key
- Upon entering the northwestern room:
- Upon entering the center area (north of the second area, west of the eastern room):
- 1 Ninja, 1 Archer, 1 Cavalier, 1 Spear Fighter
- Upon entering the northern area (south of Gunter, west of the eastern room):
- Upon entering the eastern room:
Boss data
Normal Hard Lunatic
Strategy
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.
Trivia
- The fact that this chapter has four deployment positions even though the party has only three characters in it at chapter's start suggests that this chapter may have been designed for allowing carryover of an Einherjar unit, the deployment of a bond unit formed in a continuing relationship from a player's previous file, recruiting an amiibo unit, or unlocking Anna from the DLC chapter Anna on the Run, in order to fill the fourth deployment slot in mind.
- As this chapter must be cleared in order to unlock paralogues in Revelation, it is impossible for the player to have Kana, Shigure, or Dwyer fill the fourth slot, hence the fourth slot could not have possibly been designed around the children mechanic.
- Of the three versions of Chapter 7 in Fates, this is the only route where Silas does not appear in any capacity.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Unspeakable World |
-- |
Japanese |
語られざる世界 |
Unspeakable World |
French |
Indicible univers |
Unspeakable World |
German |
Unausprechliche Welt |
Unspeakable World |
Korean |
알려지지 않은 세계 |
Unknowable world |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← Into the Ground • | Unspeakable World | • Traitor's Brand → |
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