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Fire Emblem Fates: Revelation
Strategy Guide

Author(s): Greg Wright
First Published: 20-04-2016 / 00:00 GMT
Last Updated: 01-11-2019 / 16:08 GMT
Version: 1.0 (????) 16-11-2019 / 02:48 GMT

Fire Emblem Fates: Revelation Guide

2 weeks ago · Guide Information

Chapters 13 - 20

Chapter 19 Hidden Strings

Location Objective
Abandoned Town Defeat the boss or have all units escape, within 20 turns.

Map of Chapter 19.

Enemies
General
Sorcerer
Swordmaster
Oni Chieftain
Adventurer
Sniper
Maid
Berserker
Hero
Enemies
Great Knight
Paladin
Dark Knight
Bow Knight

This Dragon Vein clones everyone!

If you have played Conquest , this map is basically that but on steroids. For this map you will want to bring your stronger units (well, from here on out you’ll want to bring your strongest warriors, so it might be time to start benching people), as we can cash in on a lot of goodies on the bottom map but it’s also very difficult and enemy-dense. Bring units that can pierce through armor especially.

This map allows you to play around with the Duplicate mechanic. Here’s a quick rundown of how duplicates work. First, duplicates can act individually and each can take their own turn independently of each other. However, if the unit is killed, their duplicate will also die. Debuffs also affect both the unit and their duplicate. Level ups affect both. And if a unit is healed, their duplicate will also be healed, and Rally will boost stats that way too! So there’s risk involved, but a lot of reward, especially in this case, so let’s get to it.

Replicas have the same appearance and everything, really. They just don't talk and are named "Replica".

The first thing you want to do is get any royal to make duplicates with the Dragon Vein right away. This will duplicate everyone in the upper land map. Keep in mind that there are enemies to the left as well, so take a group of allies so you might want to wipe them out before triggering the Dragon Vein so the royal that triggers it isn’t ganged up on and killed.

Fight your way to the right, splitting into two teams to take the upper and lower paths. Note that the upper path has quite a few Archers so keep your flying units at bay. You will likely finish the top portion of this level’s map before the bottom portion, so once that happens, park your units outside of the flashing escape tiles. If the turn limit approaches or of things get hairy down in the bottom half of the map, you can always escape with everyone before bad things happen. You can also use the healers in the top half of the map to heal your duplicates down below, once the top map has been cleared. Reinforcements will not appear in the top half of the map.

The lower map is by far the more challenging area, as it is also the map with all the goodies. Every enemy drops something down here, but there’s quite a few of them to churn through. The rewards are worth it though: Killer weapons, magical melee weapons, gold…

Not helping matters is the fact that every three turns or so, the bottom map gets reinforcements, and they will keep coming until the boss is defeated. These reinforcements also will rush east once spawned. Keep your allies close together and don’t let anyone risk getting isolated. Take your time, 20 turns is a lot, and don’t be afraid to escape using the units if your duplicates are under a lot of stress. Remember: if a duplicate is defeated, the original unit will also die!

Guide Information

  • Publisher
    Nintendo
  • Platforms
    3DS
  • Genre
    Tactical role-playing
  • Guide Release
    20 April 2016
  • Last Updated
    1 November 2019
  • Guide Author
    Greg Wright

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