“Avatar enters Hoshido and discovers that a Nohrian ally, Mokushu, has been under attack for day. Avatar rushes to assist their besieged troops.”
Den of Betrayal (裏切りの魔窟 lit. Thieves' Betrayal in the Japanese version) is Chapter 17 of Fire Emblem Fates in the Conquest Version.
The script for this chapter can be found here.
|The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.|
The objective of this mission is to kill Kotaro; you do not have to rout all the enemies.
All the enemies have Locktouch on them, which is solely used to prevent the caltrops from damaging them in battle. They will not disarm traps nor open the chests. In addition, there are lots of Caltrops scattered around the map, which will decrease the defense and evasion rate of units on them and chip off some of their health each turn. Any unit that has Locktouch on them will not be affected by their effects.
On Lunatic Mode, this chapter can be relatively tough if your units are not well trained. All Ninjas and generic Master Ninjas on the map carry Poison Strike; a few of the Ninjas will also carry Vantage, while all Master Ninjas (including Kotaro) will have Grisly Wound on them. This means that if a unit is placed in the midst of a large group of Ninjas, their health will be quickly reduced to 1, which can allow other units to finish them off. You will want to have a unit that can double and/or one hit the ninjas, to prevent their post-battle damage skills from activating. Shurikenbreaker can help decrease their accuracy, since some shurikens can decrease speed/strength if they manage to hit their target which could prevent your units from doubling/one hitting the ninjas.
While not needed, a Golembane unit can help take out the numerous Automatons and Mechanists on the map, as it deals bonus damage to them.
Saizo carries Immune Status on him, which prevents post-battle damage and debuffs inflicted on him. However, do not rely on him to take out the enemy alone, as he will most likely be defeated if he does. If Saizo survives the battle, he will reward you with a Speedwing; however, since he will most likely suicide on the enemy, it is best to cramp up one of the passageways so that he will be unable to move if you really want the Speedwing. He can be held in place by using 7 units as a roadblock, allowing you to progress through the map at your leisure, although extra care must be taken with the reinforcements that spawn. Saizo will prioritize taking out any active caltrops on the field as he slowly makes his way to the boss, unless there are enemies in his way.
Kotaro is at the other end of the map, surrounded by a clump of caltrops. On Normal, he has Trample, meaning that he does five extra damage against a nonmounted unit. On Hard and Lunatic Modes, he gets Duelist's Blow (giving him 60 extra avoid when he attacks (30 from Duelist's Blow and 30 from the throne tile) in addition Grisly Wound. Kotaro's throne is surrounded by caltrops, so it is best to have a unit take it out first so non-Locktouch units do not suffer from its effects.
The Dragon Vein makes an appearance in this chapter, and will open and close protrusions. This means when used, it will cause all inactive protrusions to rise and all active ones to fall. Using this is recommended to prevent Saizo from accidentally suiciding and to limit the flow of enemy hostiles attacking you.
Note: This only applies onto Lunatic Mode.
- One Master Ninja on the map has Movement +1, in addition to all of the other skills the Master Ninjas have on them.
- A Mechanist on the map has Life and Death.
- 5,000 Gold - Left chest
- Master Seal - Right chest
- When the halfway point is reached, two Mechanists and three Automatons will appear from the northwestern passage, while two Master Ninjas and three Ninjas will appear from the southern passageway.
- When the player is 3/4th of the way to Kotaro, two Mechanists and three Automatons appear from the southeastern passage, while two Swordmasters and Samurai appear from the northern passage.
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