Fire Emblem Fates: Revelation - Chapter 7 in 2 turns (Lunatic w/ DLC Grinding)
In this video, I show a 2-turn completion of the longest map in Fire Emblem Fates - Revelation's Chapter 7 (Unspeakable World) which features me obtaining the Rescue staff from a chest and Gunter getting the bosskill and levelling up. I also show exactly how close I am to getting a 1-turn clear here. This is an independent clear separate from any continuous LTC run, done on Lunatic difficulty. I had previously grinded on DLC chapters for skills, weapons and levels.
Various FE Fates gameplay videos:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c27GB2vlSQtPJ9dh6UxCdj4
Chapter 7 (Revelation) is likely the longest map in all of FE Fates. There are so many paths to take, and each of them is about as long as the other. Currently, the record for low-turning this map on a continuous low turns run is 10 turns, but I suspect fewer is possible with a Malig Knight Jakob with Disrobing Gale and very high rigged stats (S-ranking Jakob is surprisingly possible before the game even begins through My Castle support grinding). The only longer map is the famous Conquest chapter 10, which is a defend map that cannot be ended prematurely before turn 11 anyway.
What is this file? For no good reason, I decided to procrastinate on starting the game and just tried to get as overpowered as I could with just the storyline units and no Logbook units. In Revelation, the cast is smaller than in, say, Birthright with just MU, the servant and Azura, and I also recruited Anna via DLC. That gives me 4 units. MU is female (to get into both Anna's and Azura's class sets without having to marry either of them) with a Dragon talent (mainly for the Lunge skill). Anna's Outlaw class set is invaluable for granting MU both Pass and Movement+1 skills. Though S-ranks can be formed, it is only after this chapter that we can recruit any children (namely, Kana, Shigure and Dwyer). I levelled via Boo Camp DLC, got weaponry and seals via Museum Melee and used DLC content for other rewards.
No Logbook or online functions (e.g. Battle/Visitor rewards) have been used on this run, though none would've made the 1-turn clear possible either.
The skills Galeforce and Warp (can be taught to male units with the Warp Scroll providing that their level is high enough) are essential to the strategy, though they don't actually work as perfectly together as you might imagine. Galeforce doesn't activate in attack/guard stance; i.e. it won't activate when standing adjacent to a unit you just warped next to (even if you unequipped their weapon - it still counts as attack stance), so Warp/Galeforce users better kill somebody before warping somewhere for the last action. Still, Warp!Azura grants a Galeforcer a 3rd turn in a row, which is what we need for quick progression across the map to the boss to fulfil the seize objective.
The quickest way to seize is actually the path where an archer can be attacked from the other side of the wall, granting the Lunge user a free teleport into the boss room, totally circumventing the long and windy road the game had prepared for us to advance instead. Getting into the bossroom this way will also trigger Gunter to appear - he's not really in range to help out in any meaningful way, nor capable of much statwise.
With the 1-turn being so close and there not being much to do in a 2-turn clear, I fulfil two extra wild objectives: Anna clones herself with Replicate (available thanks to Apothecary class set) and the two clones with Pass team up to open a Rescue staff chest on the 2nd turn. Meanwhile, Jakob warps to the newly spawned Gunter to give him an Axe Splitter katana, pairing up for +3 spd. This way, Gunter can double and 2HKO an oni savage in the boss room. Add in +3 spd from Azura's Inspiring Song (Axe Splitter, as a katana, grants another +1) and Gunter is suddenly capable of doubling the boss, cleanly 2HKOing him. It's a reliable bosskill, but the survival is not guaranteed, especially should Gunter attack the oni before - I really wanted to get him a level-up here.
Only the Avatar took a pair of Boots for the strat shown in the video; it wouldn't have been necessary if I'd only gone for the main non-gimmick objective.
Now, if we really do try to rush on turn 1, how far to fulfilling the objective will we get? Both Jakob and Anna get a Rescue staff, with Anna reclassing to Strategist to use it with 8+1 mov (Anna has Boots for unnecessary extra mov here, as does MU with the 2 Boots from path bonuses). Jakob's turn is kinda wasted revealing the contents of the first room (shame for that), but he rescues MU closer, and Anna Galeforces off an outlaw to reveal the next room, getting MU closer in range. MU now reveals the last room, gets danced by Azura, now ready to Lunge the archer behind the wall. She gets her last turn from Galeforce, killing the boss. Now if only we had somebody to seize...
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