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The Wellspring of Truth

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The Wellspring of Truth
GameFire Emblem: Awakening
ObjectiveRout the enemy
Units AllowedChrom +14
Units GainedAversa (End of chapter, if she (NPC version) survived this chapter)
BossAversa clone

“It is said that one who visits the wellspring will witness the truth of himself. While pursuing Aversa, Chrom and his allies arrive at legendary Wellspring of Truth, where they must face the most challenging enemies of all...”
—Opening Narration

The Wellspring of Truth (The Fountain of Truth in the Japanese version) is Paralogue 22 of Fire Emblem: Awakening. This Paralogue is only available via SpotPass.

Paralogue InformationEdit

This map has a total of 16 enemies comprised of 15 Mirages and an Aversa clone. The 15 Mirages will take on the appearance of the 15 units you bring onto the map and will copy your unit's current class, stats, weapon levels, and skills when the map is started. They will not copy your weapons and they will use Silver weapons, the B-Tier tomes, Tomahawks, Spears, Longbows, Physic, and Recover (even if their actual copy lacks the right weapon levels). If less than 15 units are brought onto the map, the Mirages will loop through the characters picked and make as many versions of those characters to fill the remaining Mirages. Aversa will join Chrom's army if she survives the chapter.


The script for this chapter can be found here.


This map is potentially one of the hardest SpotPass maps because you will be facing off against your own units and on lower difficulties, this can prove to be a much harder map than even the Endgame map if your army's stats are all capped. This also makes keeping Aversa alive even more challenging since she has moderately decent stats, but none are capped. However, all is not lost.

There are still some advantages you have over the Mirages:

  • The Mirages only use Silver weapons, B-rank tomes, Tomahawks, Spears, Longbows, Physic and Recover Staves. Keep in mind that on harder difficulties, their weapons will have forged bonuses.
  • Mirages are unable to Pair Up nor able to receive any Dual System bonuses.
  • Mirages only start off with the stats your characters have at the beginning of the map. If any of your units level up or promote during the map, their respective mirages will not copy any stat changes.

Before beginning the fight, it is wise to remove any skills that may be a threat to your army, even if it may be useful to your army. Most attacking skills like Lethality and Luna are best either not being used at all or only being used on a few of your units. This will prevent some unintended deaths of your units. Weapon Breaker skills are also quite tedious to battle against as you want to be able to dispatch these Mirages as quickly as possible and any penalty to your units and boost to your enemies are detrimental to your success on this map. In any case, set up your units skills to boost your army's effectiveness as much as possible but not buff the enemy as much.

The player begins at the central bottom of the map and the real Aversa is in the bottom right corner. The Mirages will charge through the middle rather then the sides, so players do not need to worry about being coralled. Kill off the strongest Mirages first, since they will be much more of a threat if they have high strength, skill and speed before dealing with the others. If Aversa begins to move, you can force her back with a Rescue stave to keep her out of danger. If Aversa survives the chapter, she will join the army.

Another strategy is to pick a handful of weak units recruited from parley and SpotPass and your two strongest units. Have those two pair up and clear the much weaker units, with your strong pair being left on the opposite side.

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