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World map

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Navigating the world map in Awakening.

The world map (Japanese: フリーマップ free map) is a gameplay navigation system introduced in Fire Emblem Gaiden. In it, as opposed to the linear and uninterrupted chapter progression in most games in the Fire Emblem series, the player can freely traverse the world at their own pace, fighting marauding bands of enemies which appear and visiting shops in between chapters, and starting said chapters whenever they so choose.

A traversable world map has appeared in Fire Emblem Gaiden, its remake Shadows of Valentia, The Sacred Stones, and Awakening. Fire Emblem Fates, Three Houses, and Warriors each have world maps that cannot be directly traversed, but does show where selected chapters are. In all other games—except for Fire Emblem: Shadow Dragon & the Blade of Light—there is a world map present, but it is used only to show where the party is traveling between chapters, usually accompanied by narration.

Fire Emblem Gaiden and Fire Emblem Echoes: Shadows of Valentia

In Gaiden and its remake, the player moves both Alm and Celica's parties around the world map, alternating between the two at their discretion. Movement across the world map is achieved by selecting the character, selecting the Move menu option, then picking one of the location's adjoining destinations. Uniquely in the Gaiden system, the world map itself has its own turn count, in which a turn elapses every time either Alm or Celica move, or at command by selecting the Rest menu option.

Every battle within Gaiden is technically a skirmish, with the main story mostly consisting of pre-defined skirmishes against set enemy groups posted at specific locations on the world map. In addition, more enemy groups are spawned from certain locations periodically, and will move at random around the map after a certain number of turns pass; these marauding groups can be fought on their own, and can also join up with other enemy groups (both pre-defined and marauding) and both be fought at once. Skirmishes are initiated by choosing to travel to a location with an enemy group posted on it; conversely, however, enemies can also advance on the player's location and initiate skirmishes themselves.

A small few locations—mostly villages, castles, fortresses, and dungeons—can be visited outside of battles, and in these the character in question can freely move around and interact with the locals. Some villages contain item exchange couriers who can send a specific item to the other character's party; however, these are limited in number and have only a finite number of uses.

World map of Fire Emblem Gaiden
Map Location (Alm's route) Location (Celica's rt.)
  Act 1 Act 2
1 Ram Village 1 Priory
2 Ram Woods 2 Novis Cemetery
3 Fleecer's Forest 3 Novis Greatport
4 Thieves' Shrine 4 Zofia Seaway 1
5 Ram Valley 5 Zofia Seaway 2
6 Southern Outpost 6 The Pirate Throne
7 Southern Zofia 1 7 Zofia Seaway 3
8 Southern Zofia 2 8 Seabound Shrine
9 Deliverance Hideout 9 Zofia Seaway 4
10 Zofia Gate 10 Zofia Seaway 5
11 Zofia Castle 11 Zofia Harbor
Act 3
12 North Gate 12 Zofian Coast
13 Northern Zofia 13 Mountain Highway
14 Zofia Forest 1 14 Mountain Graveyard
15 Forest Village 15 Mountain Village
16 Forest Village 16 Valley Approach
17 Desaix's Fortress 17 Dragon Shrine
18 Zofia Forest 2 18 Desert Stronghold
19 Sylvan Shrine 19 Northern Desert
20 Forest Northside 20 Southern Desert
21 Sluice Gate 21 Grieth's Citadel
22 Temple of Mila
Act 4
22 Border 23 Dead Man's Mire
23 Rigel Forest 24 Mire Boneyard
24 Fear Mountain 25 Dolth's Keep
25 Fear Mountain Shrine 26 Lost Treescape
26 Nuibaba's Abode 27 Sage's Hamlet
27 Rigel Plains/
Rigelian Village
28 Duma's Gate
28 Rigel Valley 29 The Swamps of Duma
29 The Dragon's Maw 30 Duma Tower
30 Rigel Falls
31 Secret Shrine
32 The Last Bastion
33 Rigel Castle
Note: Until Act 3 begins, #11 Zofia Harbor has a route connecting it to #10 Zofia Gate, which is removed once Act 3 begins.

Fire Emblem: The Sacred Stones

In The Sacred Stones, the player navigates Eirika or Ephraim around the world map by directly selecting their destination. Unlike Gaiden or Awakening, on some occasions multiple chapters will occur on the same world map location and the player is not allowed to return to the world map between each of these chapters. Some locations also offer armories or vendors to be accessed on the world map, usually selling the same items available in the matching shops in the chapter in question; additionally, after the game has been cleared and Creature Campaign mode has been entered, secret shops can also be accessed from the world map, albeit with different stock than what was offered in the original chapters.

After the completion of every chapter from Chapter 8 onward, or after leaving the Tower of Valni or Lagdou Ruins, up to three bands of enemy monsters will randomly spawn on certain locations on the world map. Eirika and Ephraim cannot pass through any location presently occupied by a monster band, and must engage the monsters in a skirmish before they can access or pass through the location again. This will usually not impede the player's ability to travel, especially later in the game, as the world map connects numerous paths between locations and usually provides an alternative.

Access to the Tower of Valni is granted once Chapter 8 has been cleared. Access to the Lagdou Ruins and Melkaen Coast is granted once Chapter 19 has been cleared.

World map of Fire Emblem: The Sacred Stones
Chapter Location Chapter Location Chapter Location
1 Chapter 1 Border Mulan 10 Chapter 10A Teraz Plateau   16 Chapter 16 Renais Castle
-- -- Castle Frelia 11/12 Chapter 11A
Chapter 12A
Caer Pelyn   17 Chapter 17 Narube River    
2 Chapter 2 Ide   13 Chapter 13A Hamill Canyon   18 Chapter 18 Neleras Peak  
3 Chapter 3 Borgo Ridge 9 Chapter 9B Fort Rigwald 19 Chapter 19 Rausten Court    
4 Chapter 4 Za'ha Woods   10 Chapter 10B Bethroen     20 Chapter 20
Final Chapter
Black Temple
5 Chapter 5 Serafew    11/12 Chapter 11B
Chapter 12B
Taizel   M -- Melkaen Coast  
6 Chapter 6 Adlas Plains   13 Chapter 13B Za'albul Marsh   V Tower of Valni
7/8 Chapter 7
Chapter 8
Renvall 14 Chapter 14B Grado Keep   L Lagdou Ruins
9 Chapter 9A Port Kiris    14/15 Chapter 14A
Chapter 15
Jehanna Hall    --
Note: Locations numbered in teal comprise Eirika's route (Route A), while locations numbered in steel blue comprise Ephraim's route (Route B).
Locations listed with a   Rotten Claw icon in the chart can host skirmishes. Locations listed with an   Iron Sword icon in the chart house an armory, locations with a   Vulnerary icon house a vendor, and locations with a   Member Card icon house a secret shop.

Fire Emblem Awakening

In Awakening, the player directly navigates between locations on the world map by pointing the Circle Pad or directional pad, rather than having to explicitly select a destination; there is also the option to press the Start button at any time to be automatically taken to the location of the next main chapter. All paralogues are exempt from the chapter order and can be challenged at any time and in any order once unlocked. All locations on the map, save for the Outrealm Gate and the Endgame's location, house an armory which is occasionally taken over by the appearance of a traveling merchant.

As with The Sacred Stones, Risen bands periodically appear to create skirmishes, but this time the player is not forced to defeat them to enter or pass the location, although the armory cannot be accessed while a Risen group is present. On rare occasions, two groups of Risen will appear on the same map location and are fought simultaneously, rewarding the player with both a sum of gold and a rare item. Additionally, bonus units and the teams they lead will spawn on the map to be parleyed with when the Nintendo 3DS console receives a StreetPass tag, and SpotPass bonus unit teams can be summoned to the world map at any time through the Wireless menu, with a maximum of ten allowed to be on the fully unlocked map at a time.

Access to the Outrealm Gate—and by extension, all downloadable content—is granted after Chapter 4 has been cleared. Access to the six SpotPass paralogues, marked in orange, is granted once Chapter 25 has been cleared and the relevant SpotPass data has been activated on the save file.

World map of Fire Emblem Awakening
Chapter Location Chapter Location Chapter Location
O   Outrealm Gate 16   Chapter 16 The Mila Tree 7   Paralogue 7 Mila Shrine Ruins
P   Prologue Southtown 17   Chapter 17 Fort Steiger 8   Paralogue 8 Dueling Grounds
1   Chapter 1 West of Ylisstol 18   Chapter 18 The Demon's Ingle 9   Paralogue 9 Verdant Forest
2   Chapter 2 The Northroad 19   Chapter 19 Valm Castle Approach 10   Paralogue 10 Mercenary Fortress
3   Chapter 3 The Longfort 20   Chapter 20 Valm Castle 11   Paralogue 11 Wyvern Valley
4   Chapter 4 Arena Ferox 21   Chapter 21 Plegia Castle 12   Paralogue 12 The Ruins of Time
5   Chapter 5 Border Pass 22   Chapter 22 Table Approach 13   Paralogue 13 Law's End
6   Chapter 6 Ylisstol 23   Chapter 23 The Dragon's Table 14   Paralogue 14 Desert Oasis
7   Chapter 7 Breakneck Pass 24   Chapter 24 Mount Prism 15   Paralogue 15 Kidnapper's Keep
8   Chapter 8 Border Sands 25   Chapter 25 Origin Peak 16   Paralogue 16 Manor of Lost Souls
9   Chapter 9 Plegia Castle Courtyard E   Endgame Grima 17   Paralogue 17 Divine Dragon Grounds
10   Chapter 10 The Midmire 1   Paralogue 1 The Farfort 18   Paralogue 18 Sea-King's Throne
11   Chapter 11 Border Wastes 2   Paralogue 2 The Twins' Turf 19   Paralogue 19 Conqueror's Whetstone
12   Chapter 12 Port Ferox 3   Paralogue 3 Peaceful Village 20   Paralogue 20 Mountain Village
13   Chapter 13 Carrion Isle 4   Paralogue 4 The Twins' Hideout 21   Paralogue 21 Warriors' Tomb
14   Chapter 14 The Searoad 5   Paralogue 5 Sage's Hamlet 22   Paralogue 22 Wellspring of Truth
15   Chapter 15 Valm Harbor 6   Paralogue 6 Great Gate 23   Paralogue 23 Garden of Giants

Fire Emblem Fates

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

The world map in Fates is more akin to a level select than a truly explorable world map. Each of the world map locations corresponds to one or more of the game's story chapters. As the player scrolls through the chapter select, the corresponding world map location is highlighted.

Much like Awakening, bandits periodically appear to create skirmishes in the Birthright and Revelation campaigns. Additionally, the player can pay a fee to spawn a group of bandits when selecting a location of the map; a maximum of two groups of bandits may be present at any map location. Fighting two groups of bandits simultaneously is also more likely to reward the player with a rare item in addition to a sum of gold.

Access to the Dragon's Gate—and by extension, all downloadable content—is granted after Chapter 6 has been cleared.

World map of Hoshido and Nohr in Fire Emblem Fates
File:Ss fe14 world map ingame.png
Chapter Location Chapter Location Chapter Location
Chapter 6
Chapter 6
Chapter 6
Plains of Hoshido 20
Chapter 20
Chapter 9
Fort Dragonfall 10 Chapter 10 Town in Izumo
1 Chapter 1 Northern Fortress 21 Chapter 21 Demon's Falls 12 Chapter 12 At Sea
2 Chapter 2 Castle: Reception Room 22 Chapter 22 Windmire 13 Chapter 13 Destroyed Town
3 Chapter 3 Bottomless Canyon North 23 Chapter 23 Underground Passage 16 Chapter 16 Lava Fields
4 Chapter 4 Valley Settlement 24 Chapter 24 Castle: Training Grounds 17 Chapter 17 Bottomless Canyon, South
5 Chapter 5 Hoshido Capital: Plaza 25 Chapter 25 Castle: Grand Staircase 1 Paralogue 1 Small Village
Chapter 7
Chapter 22
Chapter 8
Fort Jinya 26 Chapter 26 Castle: Combat Room 5 Paralogue 5 Riverside Village
Chapter 8
Chapter 20
Chapter 9
Wind Tribe Village 27/E Chapter 27
Castle: Throne Room 6 Paralogue 6 Divine Dragon's Forest
Chapter 9
Chapter 18
Izumo: Castle Interior 10
Chapter 10
Chapter 14
Port Town of Dia 7 Paralogue 7 White Sands
Chapter 10
Chapter 11
Mokushu Forest 12 Chapter 12 Palace Macarath 9 Paralogue 9 Thieves' Den
11 Chapter 11 Sea of Hoshido 16 Chapter 16 Nohrian Sea 10 Paralogue 10 Poachers' Forest
Chapter 12
Chapter 14
Opera House 17 Chapter 17 Cave in Mokushu 13 Paralogue 13 Riverside
Chapter 12
Chapter 14
Cheve 19 Chapter 19 Kitsune Hamlet 16 Paralogue 16 Trading Town
14 Chapter 14 Border Walls 21 Chapter 21 Eternal Stairway 21 Paralogue 21 Walled Town
15 Chapter 15 Mount Garou 23 Chapter 23 Great Wall of Suzanoh 17 Paralogue 17 Isolated Village
16 Chapter 16 Near Palace Macarath 24 Chapter 24 Hoshidan Capital 22 Paralogue 22 Fancy Estate
Chapter 17
Chapter 8
Ice Tribe Village 25 Chapter 25 Shirasagi: Reception Hall 18 Paralogue 18 Countryside
Chapter 18
Chapter 7
Woods of the Forlorn 26 Chapter 26 Shirasagi: Foyer 19 Paralogue 19 Mountain Fort
Chapter 19
Chapter 11
Chapter 15
Sevenfold Sanctuary 27/E Chapter 27
Shirasagi: Throne Room 20 Paralogue 20 Ancient City
D Dragon's Gate
World map of Valla in Fire Emblem Fates
Chapter Location Chapter Location
Chapter 15
Chapter 19
Abandoned Town 22 Chapter 22 Lost Forest
7 Chapter 7 Canyon Valley 23 Chapter 23 Floating Bridge
18 Chapter 18 Floating Isle 24 Chapter 24 Castle Valla: Basement
20 Chapter 20 Floating Isles 25 Chapter 25 Castle Valla: Labyrinth
21 Chapter 21 Cursed Ruins 26 Chapter 26 Castle Valla: Throne Room
27/E Chapter 26
Castle Valla Ruins
World map of the Deeprealms in Fire Emblem Fates
File:Ss fe14 deeprealm portion world map.png
Chapter Location Chapter Location
2 Paralogue 2 Town in a Deeprealm 11 Paralogue 11 Wastelands
3 Paralogue 3 Astral Sea 12 Paralogue 12 Village in a Deeprealm
4 Paralogue 4 Sanctuary in a Deeprealm 14 Paralogue 14 Cemetery in a Deeprealm
8 Paralogue 8 Deeprealm Mountain 15 Paralogue 15 Swamp in a Deeprealm

Fire Emblem Warriors

The world map in Fire Emblem Warriors is more akin to a level select than a truly explorable world map. Each of the 12 world map locations corresponds to one of more of the game's story chapters. As the player scrolls through the chapter select, the corresponding world map location is highlighted. The player may replay any chapter they like; skirmishes are not present. The Premonition chapter cannot be replayed.

World map of Fire Emblem Warriors
Chapter Location Chapter Location
-- Premonition Unknown 9 Chapter 11 Dusk Castle
1 Prologue Aytolis Castle 10 Chapter 12 Great Plain
2 Chapter 1 Aytolis City 3 Chapter 13 Kingswood
3 Chapter 2 Kingswood 11 Chapter 14 Fortified Citadel
4 Chapter 3 Dragon Valley 12 Chapter 15 The World Tree
5 Chapter 4 Desert Arena 11 Chapter 16 Fortified Citadel
4 Chapter 5 Dragon Valley 1 Chapter 17
Chapter 18
Aytolis Castle
6 Chapter 6
Chapter 7
Desolate Gorge 2 Chapter 19 Aytolis City
7 Chapter 8 Castle Sol 12 Chapter 20 World Tree
8 Chapter 9
Chapter 10
Ebony Volcano 12 Endgame The Interspace*


Etymology and other languages

Names, etymology and in other regions
Language Name Definition, etymology and notes

World map




• "World map" in English; this name is used for the free-roaming world map of The Sacred Stones.
• Free map; this name is used for the free-roaming world map of Awakening.
• Entire map; this term is used in a more general manner and can describe both the world maps that are seen in chapter opening narrations as well as the free-roaming world maps. This is a term used in video gaming to refer to maps that show the whole world of the game.


Mapa del mundo

World map






See also

Game mechanics
Out-of-battle management Base (Base conversationMy Castle) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPreparationsRenownShopping (ArmoryBargainsForgeMerchantOnline shopSecret shopVendor) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSidequest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • TurnWeather (Fog of war)
Stats Units ActionAffinityAuthorityBiorhythmCharmClassClass relative powerConstitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttackAuto-BattleBattalion (Gambit) • CantoClass change (Reclass) • Combat artCrestsDance/Play (GaldrarSing) • Death (Decoy) • DismountDragon VeinFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRecruitmentRescue (Capture) • Skills (Offensive skill) • Staggering BlowStatus conditionsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations Attack speedAvoidCritical hit (Combination bonusDodgeTriangle Attack) • Bonus damageHit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayGlitchesRankingsSound RoomTacticianMultiple endings