Fire Emblem: Fortune's Weave Walkthrough, in-depth guides, and tips for getting started

Fire Emblem: Fortune's Weave Walkthrough, in-depth guides, and tips for getting started

Fire Emblem: Fortune's Weave is now available, and it is a dense, complicated game with many overlapping systems and mechanics. This page is to help you get started with some general tips that may help you out as you dive into the game.

This page will also help outline several of the various guides we've posted on RPG Site, including our full game walkthrough. This page is also home to some important tips & advice that you should take on board before beginning this adventure. There's a lot to get into here, so without further ado...

Fire Emblem: Fortune's Weave Walkthrough

If you want to follow a complete and comprehensive walkthrough to this sprawling strategy RPG, we've got you covered. Because of the sheer size of Fortune's Weave, we've chosen to break our walkthrough into specific pages for each main chapter and path, as follows:

Specific Fortunes Weave Guides

Alternative to following the full walkthroughs, we've got a whole slew of more specific deep-dive guides on specific mechanics and systems. While we have our standard Guides tab for Fire Emblem: Fortune's Weave, I'll take this opportunity to outline all of the guides we currently have up on RPG Site so far, in bullet-point form:

If more guide pages are added in the coming days/weeks, we'll add them here. Of course, all of these pages will be updated periodically as more information and clarity about the game comes to light after launch.

Tips & Advice for getting started in Fire Emblem: Fortune's Weave

1.) Understand how the passage of time works

Before anything else, let me clarify how time works in Fortune's Weave. This is one of those things that you'll encounter early on in your first "Free Time" segment (around Chapter 4), and it may be confusing at first glance. In short, don't worry. It's NOT similar to games like Majora's Mask where time passes in real-time.

At the bottom left of the interface, you'll see a date, a time, and a remaining number of Turns before the battle at the chapter end. Each day is broken up into four six-hour blocks: 0:00-5:59, 6:00-11:59, 12:00-17:59, and 18:00-23:59. Each of these blocks is a Turn.

(Honestly, instead of the actual running clock, you could think of days as being broken up into Night, Morning, Afternoon, and Evening.)

The short of it is that, bluntly, the clock time itself is meaningless. Only the Turns count really matters. While time appears to pass in real-time, this isn't actually the case. Until you perform an action that costs a Turn, the clock will actually stop on its own. So, you don't have to worry about 'wasting time' or 'losing turns' because the game time will only actually progress when you explicitly perform actions that cost time.

On that note, several actions around Dagsion do not cost turns (although they may cost money). These are things like feeding the Pale Raven, praying at a shrine, training at the Arena, and having Meals at the Inn, among several other things. (Read on the next header for more on that.)

Some actions do cost a Turn, however, such as resting in the Inn. The game will note this in the interface.

In short, don't fret about the clock itself. In fact, you'll see it stop at 5:59, 11:59, 17:59, or 23:59 if you haven't spent a Turn.

2.) Remember to perform your weekly chores

As mentioned in (1), there are several actions you can perform at Dagsion that do NOT cost a Turn. However, these actions can only be done once per week, in-game. While you don't necessarily need to make sure you perform every single one of these actions every single week, keep this in mind as you spend Turns during Free Time.

These Weekly Actions include:

  • Feeding the Pale Raven
    • This raises any character's Support with Eshmel, which will take effect in Part III.
  • Training at the arena
    • This is likely the most useful Weekly Action, raising skill EXP
  • Working at Shrines
    • This raises your affinity with the Gods, granting various Blessing bonuses
  • Giving gifts to characters you eventually want to recruit
  • Meals at the Inn
    • This is the best way to raise Support with characters
  • Feeding at the stable
    • Note: This function is only available on Cai's Path.

So, a good general strategy when exploring during Free Time is to explore the continent of Dagda, but try to return to Dagsion at least once per week to complete your Weekly Actions, then head off again, returning to Dagsion the next week.

Of course, don't worry. You'll be totally in if you skip some Weekly Actions on some weeks. Just don't ignore them entirely.

3.) Complete Part I Paths one at a time

While Fire Emblem: Fortune's Weave allows you to progress through multiple Part I Paths simultaneously, it's actually most efficient to play to complete a single Part I Path to completion before starting a second Part I Path with a different protagonist.

By 'simultaneously', I mean that even if you are only partway through Cai's Path, you can jump out to start Dietrich's Path at any time. However, there are a few reasons NOT to do this.

The primary reason is that, once any Part 1 Path is completed, you can carry over *some* progress into your next Part 1 Path. You can't do this if you stop partway through, and progress can only be carried over when starting a Part 1 Path from the beginning.

What is carried over from a completed Part 1 Path? Things like character levels and items do not carry over into another Part 1 Path (although they are, of course, carried over to Part 2 & Part 3). However, two key things will be carried over into your second Part 1 Path.

1.) World Map exploration. This is a big one. One you first Part 1 Path playthrough, you'll undoubtedly spend a lot of time exploring the World Map. You'll be finding dungeons, secret paths, and even some hidden cities if you are observant. Now, do you want to redo that exploration each time you play Part 1 for different protagonists? Luckily, you don't have to. As long as you start your second Part 1 character after your first Part 1 character has finished, your Map data will carry over. This makes playing through the multiple Part 1s at least a little bit easier, not having to redo all the exploration from scratch each time.

2.) Generic Subquest completion. While each character gets a set of unique quests only available to that character, there is also a pool of generic Subquests that any protagonist may obtain. If you've completed a Subquest on your first Part 1 Path, then it will auto-complete on its own on any subsequent Part 1 Path. That means you only ever have to do any given generic Subquest one time. You don't need to worry about completing all the quests four times over. It helps to make playing through Part 1 a bit simpler for your second, third, and potentially fourth protagonists.

We have a page on Subquests with more details.

4.) Support Levels, Bless Levels, Notable Deeds, and Boons of Salvation are Global

When you raise a Support Level between any two characters, know that this level will persist across all routes on your save file.

The same is true for Bless Levels obtained by working at the Shrines. When you raise a Bless Level and unlock new Blessings, this will take effect across all Paths on your save file at the same time. That means if you raise Blessings for one protagonist, you do not need to do this for the other protagonists.

In fact, due to how this works as a form of global progression, you can even exploit it to some degree. Check out our guide on How to raise Support Level Quickly for more details.

As you might expect, the Notable Deeds (achievements, basically) and Boons of Salvation you earn from completing those achievements are tied to your save file, not any individual path.

We have a page on Notable Deeds and Boons of Salvation with more details.

5.) You can replay any part of the game

You might be wondering "How does New Game+ work?" or "What carries over into a second playthrough?" Well, technically, there is no New Game+ in Fire Emblem Fortune's Weave. However, due to the game's unique structure, any part of the game can be replayed, all the way from the Prologue to the game's finale.

Due to how the game is structured, how Replays work can be somewhat tricky to explain. We have a Fire Emblem: Fortune's Weave Replays Guide to hopefully help you understand how it works.

6.) Paralogues have limited availability

A lot of players, especially those in the role-playing space, are always concerned about 'missables'. While nothing in Fortune's Weave is technically 'missable', due to the replay function, what is most likely to be accidentally skipped over are Paralogue battles. These are optional combat encounters that offer additional character writing and world-building, alongside tangible rewards of items, Gold, and Renown. So, you don't want to miss out on Paralogues.

There are a few key things to know about Paralogues:

  1. Paralogues only appear in Part I of the game. There are none in Part II or Part III.
  2. There are nine Paralogues in total.
  3. Which Paralogues are available will depend on which Part I Path you are playing (Cai, Dietrich, Theodora, or Leda). You cannot access all Paralogues in just one Path.
  4. Paralogue availability is limited to certain days on the calendar, and these specific days will depend on which route you are on.
  5. Which Paralogues are completed may affect some character availability in Part III.

We have a guide page detailing all of the Paralogues in Fire Emblem Fortune's Weave. Check it out for more information!

7.) You do not have to be at the Main Mission location when Free Time ends

During Free Time in Part 1, you'll have an explicit deadline labeled at the bottom of the interface. You may assume that you need to be at a certain place on this date, but this is not actually the case. As long as you've been to the place where the next main mission starts, you can be anywhere else in Dagda when you reach the deadline.

Most Main Missions take place in the main city of Dagsion itself. That means you can be anywhere during your final Turn of any given Free Time, and the game will take you to the main mission. (Even if you would be several Turns away otherwise, the game gives you a bit of leeway here)

While more rare, some Main Missions take place outside of Dagsion. In this case, as long as you've been to that destination at least once before, the game will take you there when the deadline is reached (even if you are very far away).

In the interface, keep an eye out for a green checkmark near the location listed next to the deadline. As long as a green checkmark is there, you're good to go.

8.) Recruiting a character in a later Part I chapter means they will have better starting equipment

Consider this more of an advanced tip. Once you have your main team decided on in Part 1, you may want to consider leaving other recruits for later, rather than adding them to your bench right away. The later in Part 1 you recruit a character, the better level they will be at, and the better equipment they will have.

Note, however, that Part 2 includes a method to help raise characters who are straggling in level to catch up with your main team, so even a bench warmer can be caught up to fighting utility with relative ease.

9.) Subquest Availability May Vary

This tip is admittedly something of a tricky one to include, since as of the time of writing, we don't know exactly how Subquest availability actually works. With only two staffers on staff able to compare notes, isolating Subquest behavior is difficult.

In RPG Site's testing of Fire Emblem: Fortune's Weave with two different players, we observed that Subquest availability was not simply tied to a certain protagonist. The subquests that become available to you appear to be semi-random, and it may depend on the order in which you complete Part I Paths. If you do Leda's Path first, the quests you see will not be the same as if you do Leda's Path last, for example.

That means it is difficult to precisely state which exact quests will become available to any given player, because it varies from playthrough to playthrough. While we haven't nailed down the behavior exactly, keep this note in mind as you look up 'quest guides'.

We have a Subquest page that goes into more detail about Subquest availability in each chapter of the game.