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How the story is laid out

Fortune's Weave runs on 62 numbered chapters split into a shared opening and a branching middle. The prologue covers two chapters, then Part I splits into four twelve-chapter paths, one per Flame Lord, before Part II gathers them into six chapters and Part III closes with six more. Nine paralogues sit outside the numbering entirely.

The reason to keep the whole list in view rather than play one path blind is that the four paths are not alternatives in the sense of mutually exclusive content. Cai, Dietrich, Theodora and Leda each lead an Obelisk army, and those armies reconvene in Part II under the Strife Obelisk banner, so what changes between playthroughs is who you command and which paralogues are reachable rather than what the story is.

Chapter order also decides what is still available. Paralogues expire, recruitment windows close, and a bond that waits on Part 3 cannot be finished during Part 1 no matter how many battles two units share. Treating the chapter list as a schedule rather than a contents page is the difference between a clean run and a second playthrough to collect what expired.

Verified Video Intel · Audio Transcript

10 Crucial Progression & Combat Mechanics

Coverage by Jay Dunna · Verified English Captions
10 Things I Wish I Knew SOONER in Fire Emblem: Fortune's Weave
01 · Weekly Circuit

4 Mandatory Routine Stops

Run the weekly cycle religiously: Arena Plaza for 300g unit weapon skill training, Temple reception for faith service, Port market for barter trades (turning surplus vegetables into iron weapons and cheap vulneraries), and the Inn for support meals.

02 · Pale Raven Perch

"Bird Time" Response Cues

Visit the raven perch weekly for vital survival buffs. Follow the response cues: nod reassuringly when asked about surpassing predecessors, flap wings when invited to play, and never select aggressive or intimidating reactions.

03 · Combat Overdrive

Blaze Arts & Karma Shards

Blaze Arts power up into enhanced ground hazard strikes after roughly three triggers, but overfilling past six uses triggers catastrophic self-recoil and halves maximum HP. Complete Part 1 to bank a substantial influx of Karma Shards for permanent run-wide account upgrades.

All 62 chapters in order

Prologue: Descent2 chapters

  1. Chapter 1The White Bird
  2. Chapter 2The Ruined Land

Part I: Cai's Path12 chapters

  1. Chapter 1Uproar in Ribeira
  2. Chapter 2Road to the Capital
  3. Chapter 3Partings and Hopes
  4. Chapter 4Festival of the Strong
  5. Chapter 5Cai's Battle
  6. Chapter 6To the Land of Cybele
  7. Chapter 7Opposed Agendas
  8. Chapter 8Unyielding Feelings
  9. Chapter 9Mystery at Aurora's Temple
  10. Chapter 10Precious Time
  11. Chapter 11Dagda's Cauldron
  12. Chapter 12Just One Wish

Leads the Fox Obelisk.

Part I: Dietrich's Path12 chapters

  1. Chapter 1A Stranger Comes to Dagda
  2. Chapter 2Sacrifice and Strife
  3. Chapter 3The Grand Megalith
  4. Chapter 4Brute Force
  5. Chapter 5The Essence of a Warrior
  6. Chapter 6Instinct and Reason
  7. Chapter 7Gazing at the Rose Moon
  8. Chapter 8Cetus, the Sea Tyrant
  9. Chapter 9The Legend of the White Egg
  10. Chapter 10The Mediator of Nuwa
  11. Chapter 11Twisted Love
  12. Chapter 12Mars, Bringer of War

Leads the Lion Obelisk.

Part I: Theodora's Path12 chapters

  1. Chapter 1Theodora, the Iron Bastion
  2. Chapter 2Dyan's Uprising
  3. Chapter 3Tumult at the Imperial Capital
  4. Chapter 4Unlikely Allegiances
  5. Chapter 5An Ominous Clash
  6. Chapter 6The Treasure Hunter
  7. Chapter 7A Voice from the Darkness
  8. Chapter 8Rendezvous with Troy
  9. Chapter 9To The Forbidden Land
  10. Chapter 10The Queen and the Merchant
  11. Chapter 11A Sudden Turn
  12. Chapter 12The War of Zanbar

Leads the Wolf Obelisk.

Part I: Leda's Path12 chapters

  1. Chapter 1The Vengeful Dancer
  2. Chapter 2Battle at Coris Mine
  3. Chapter 3The Rose of Caelus
  4. Chapter 4The Indelible Past
  5. Chapter 5Women at Battle
  6. Chapter 6The Soaring Maiden
  7. Chapter 7Rose of Retribution
  8. Chapter 8Shape of Conspiracy
  9. Chapter 9Discordance
  10. Chapter 10A Father's Request and a Daughter's Wish
  11. Chapter 11Banquet of the Risen Dead
  12. Chapter 12Revenge's End

Leads the Eagle Obelisk.

Part II: War6 chapters

  1. Chapter 1The Battle of Klytius Plains
  2. Chapter 2Showdown at Agris Stronghold
  3. Chapter 3Beyond the Salt Road
  4. Chapter 4The Storming of Dagsion
  5. Chapter 5Divine Emperor Dagda
  6. Chapter 6The Underworld Incarnate

Part III: Salvation6 chapters

  1. Chapter 1The Liberation of Dagsion
  2. Chapter 2True Strength
  3. Chapter 3The Inheritors
  4. Chapter 4Title not yet recorded
  5. Chapter 5Song of the Living
  6. Chapter 6To the Edge of Twilight

The 9 paralogues and their route locks

Paralogues are numbered by nothing, which is exactly what makes them missable. Each one has a cast, and at least one member of that cast has to be in your army during Part 1 for the paralogue to open at all. The route column below is the other half of the puzzle: several are locked to particular Obelisk paths, so a single playthrough tops out well below nine.

ParalogueCast anchorRoute restriction
Diversionary TacticsLedaLion and Wolf only
Missing Brave-Warrior StatueTheodoraLion only
Secret of the Vanished CarriageTalimunFox, Lion and Wolf only
Golden SecretAnnaFox, Lion and Wolf only
Queen of the ErasedAnatoliaLion and Eagle only
Great EscapeCaiLion, Wolf and Eagle only
Sealed-Off PastDietrichWolf and Eagle only
Orchel's RegretOrchelAll Paths
Friendly Match with Brigid's KingBertrandFox, Lion and Wolf only

Unlock windows, rewards and the deadline for each of these sit on the paralogue list, and the single chapter the source records by number alone is left labelled as such here rather than given an invented title.

How to use this list

Before starting a path, note which two paralogues that path cannot reach and whether any of them matter to the team you want. During a run, check the chapter you are about to enter against the paralogue checklist, because a paralogue window closes silently: the game does not warn you that a side chapter has just become unreachable.

What this page deliberately does not do is narrate every battle. Chapter-by-chapter tactical prose ages badly and duplicates what the roster, class and recruitment data already answer better as structured tables. The useful shape for this game is a schedule plus checkable lists, and that is what the walkthrough section is built as.

Frequently asked questions

How many chapters does Fortune's Weave have?
There are sixty-two numbered chapters: a two-chapter prologue, twelve chapters for each of the four Part I paths, six in Part II and six in Part III. Nine further paralogues sit outside that numbering.
Which path should you play first?
The prologue is shared, then Part I splits four ways. Cai, Dietrich, Theodora and Leda each lead an Obelisk army - Fox, Lion, Wolf and Eagle respectively - and those armies meet again in Part II and Part III, so none of the four paths is a side story.
What are the paralogues and why do they matter?
Paralogues are unnumbered side chapters with their own cast. At least one character from a paralogue cast has to be in your army during Part 1, and each one can be missed once the story moves past its window, so they are checked against the paralogue checklist rather than the chapter list.
Why are some paralogues unavailable on my path?
Because several are locked to particular paths. Diversionary Tactics is Lion and Wolf only, Missing Brave-Warrior Statue is Lion only, and Sealed-Off Past is Wolf and Eagle only, so no single playthrough can see all nine.

Quick answers

The Fire Emblem: Fortune's Weave chapters run to sixty-two numbered entries plus nine paralogues, and keeping them in this order matters because several windows close before the next part begins.