Published Sep 17, 2026, 3:30 PM EDT Ryan Thompson-Bamsey has been an Editor at TheGamer since 2021. He has specialized in RPGs, grand strategy games, and visual novels, reviewing major releases in franchises from Square Enix, Larian Studios, and Paradox Interactive. Ryan has served multiple times on the jury for the Indie Cup awards, and has mentored many emerging writers in the games industry. He has covered some of the biggest releases of recent years, including leading the site's coverage of Baldur's Gate 3, Dragon's Dogma 2, and plenty of other massive RPGs. Part 3 of Fire Emblem: Fortune's Weave begins after you complete any one of the game's Part 2 routes. Although its structure still alternates between free-time sections and major battles, Part 3 changes how you explore the world, manage your army and prepare for each conflict. The damaged world map must now be rebuilt, individual units travel in custom Squads, Master and Divine Classes become available, and each chapter culminates in a multi-stage battle period centred on an underworld Gate. This guide explains each of those systems and the best priorities for getting started. This guide discusses Part 3's structure and progression systems, but avoids story outcomes and character revelations. How To Unlock Part 3 Part 3 unlocks as soon as you complete any of the Part 2 routes. You only need to finish one Part 2 to continue; completing every version is not required. Part 2 can also be skipped, allowing you to reach Part 3 without playing through the whole section. However you choose to proceed, completing a Part 2 opens the next stage of the story and its new systems. How Part 3 Works Like Part 1, Part 3 is divided into free-time periods separated by major battle sequences. During free time, you move around the world map, gather resources, complete quests, restore damaged locations and prepare your army. The major difference is scale. By this point, your forces from the earlier paths have come together, leaving you with a large army and much more territory to manage. Instead of moving a single group around the map, you organize units into multiple Squads and send those Squads towards different objectives. When free time ends, the game enters a battle period. This is a larger strategic phase rather than an immediate transition into one conventional battle. Rebuilding The World Map The events of Part 2 leave most settlements across the world map damaged. A damaged settlement cannot be entered, which also prevents you from using its shops or completing quests located there. Restoring a location costs a selection of resources. Many of these materials are common, and your combined inventories from the previous parts and merged paths may cover a substantial amount of the early work. Some repairs require rarer materials that you will need to find during Part 3. Rebuilding is therefore one of Part 3's central progression systems. It does more than reopen optional conveniences: it restores access to quests, merchants, transport routes and other facilities spread across the map. What Should You Rebuild First? Your best general priority is: Posthouses Temples Settlements Posthouses should usually come first because Part 3 sends you across a very large area to collect resources and visit restored locations. Reopening fast-travel connections saves a considerable amount of movement over the course of a chapter. Temples are the next priority. Rebuilding a Temple is not enough to reactivate it immediately: you must also complete a quest for its god or goddess before its teleport function becomes available. These quests are particularly valuable because they often unlock classes as an additional reward. Ordinary settlements remain important, especially when they contain a required quest or useful shop, but they are generally less valuable than restoring the travel network first. Buy Construction Materials In Every Rebuilt Town Whenever you restore a town, check its shop and purchase any Construction Materials available. Construction Materials are used to upgrade the Inn, Arena and Temples in Dagsion. You will need a large supply to reach the highest facility levels, so buying them consistently is much easier than trying to gather everything at once later. Arena upgrades are especially worthwhile. Their bonuses make the Arena one of the strongest early destinations for your Construction Materials, even though fully upgrading it requires a substantial investment. As a simple routine, treat buying Construction Materials as part of completing every settlement repair: How Squads Work In Part 3 World-map movement is handled through Squads during Part 3. Each Squad can contain up to eight units, and you choose its members yourself. A Squad does not need to include a Flame Lord. You can create teams around combat roles, movement objectives or the characters you are currently training. However, the Flame Lords retain their unique map abilities. A Squad can only use one of those abilities if the relevant Flame Lord is actually a member. For example, Cai's beast-taming ability is available only to a Squad with Cai in it, while Theodora's recruitment ability requires Theodora to be present. Every active Squad must either move or skip its action before the current map turn can end. Once all Squads have acted, the game advances to the next turn. You begin Part 3 able to create and control two Squads at the same time. Your Squad limit increases after each main battle sequence you complete. It eventually caps at five simultaneous Squads, allowing you to split your army across several objectives and regions. With only two Squads, keep your early plans focused. One team can pursue the main objective or restore the travel network while the other gathers materials, clears quests or handles Flame Lord-specific interactions. As more slots open, specialist teams become easier to justify. Units Outside Your Squads Still Gain Experience Your Part 3 roster is likely to be much larger than the number of units you can actively deploy. Fortunately, characters who are not assigned to a Squad are not left completely behind. At the end of each map turn, every unit outside a Squad gains some experience and class experience. This passive growth helps reserve units remain viable even when your active teams are full. You should still place your most important characters in Squads when they need focused development or specific class progress. However, passive experience means you can rotate the roster without every unused character becoming immediately obsolete. Master And Divine Classes Part 3 introduces two new class categories: Master Classes and Divine Classes. Master Classes are the next conventional class rank. They demand substantial stat investment and are effectively soft-gated around Level 45, so units need enough development to meet their requirements reliably. Divine Classes are special classes obtained differently. They become available through a dedicated collection task around the middle of Part 3 rather than through ordinary early progression. Temple quests can also unlock classes, giving you another reason to restore Temples early and complete the associated requests. Use Merge Causality For Key Units Part 3 also gives you access to Merge Causality at the Shrine of Causality in the Obelisk Chamber. This system lets you spend Karma Shards to combine useful progression earned by different Part 1 versions of the same recruit. You do not need to merge every eligible character immediately. Consider temporarily leaving the current story to visit the Obelisk Chamber when an important unit would gain a particularly valuable class, mastered ability, combat art, skill level or stat improvement that would be handy in an upcoming fight. Units trained differently across multiple Part 1 paths benefit most. Merging their progress can save a significant amount of retraining during Part 3. How Battle Periods Work Reaching the end of a chapter's free-time allowance begins a battle period. All of your Squads first return to Dagsion, where a Gate to the underworld appears as the central threat. Destroying the Gate requires several steps: Send your Squads across the map to purify the required nodes. Intercept enemies attempting to reach Dagsion. Advance on the underworld Gate once the necessary conditions are met. Defeat the Gate's guardian, which serves as the battle period's major boss. Assault and destroy the Gate. Because every Squad participates in the wider operation, preparation should cover more than one powerful team. Spread dependable units between your Squads and make sure each group can survive independently while travelling towards its objective. Part 3 Beginner Tips Restore Posthouses first. Fast travel saves turns while you gather resources and revisit distant locations. Prioritize the Arena for reconstruction in Dagsion. Its upgrades are especially useful, even though the final levels are expensive. Do not overvalue Relief. Relief Perks are helpful, but they are not required for major progression unlocks. Build Squads around objectives. Include a Flame Lord when you need their unique map ability, not merely out of habit. Diversify your teams. Battle periods require several Squads to purify nodes and defend Dagsion simultaneously. Prepare more than one carry unit. A single exceptional fighter cannot cover every Part 3 objective at once. Part 3 can initially feel overwhelming because it opens a damaged world, combines a huge roster and asks you to manage several teams simultaneously. Focus first on restoring fast travel, purchase Construction Materials as towns reopen, and divide your strongest units sensibly between Squads. Once the travel network and Dagsion facilities begin to recover, the new structure becomes much easier to manage.
Part 3 Guide: Rebuilding, Squads And Classes — Fire Emblem: Fortune's Weave
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