If you're familiar with the teatime gameplay mechanic in Fire Emblem: Three Houses, Fire Emblem Warriors: Three Hopes' expedition mechanic is going to feel just like home to you. But home can be a good thing... or a bad thing. Were you ever frustrated when teatime's vagueness got the better of you, and a dialogue response you had good reason to believe would charm your conversation partner caused them to lose interest in the chat instead?
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Should your answer to that inquiry be no, congratulations; you're one in a thousand. Expeditions can be nearly as vague, you see, albeit with some nice little enhancements to ease the burden somewhat. We'll go over some best practices for wowing your partner with three bluebells — or whatever those things are at top-left, anyway.
Sometimes, the game will notify you that a specific character wishes to go on an expedition. This will never happen when you lack a free Activity Point to oblige them, so no worries there; if you should advance the story, however, you'll miss the chance for some extra points for saying yes.
Most of the time, however, it's on you to invite someone on an expedition yourself. You can do so by visiting the war camp and interacting with the character you wish to bring along. A cutscene will play out with the two of you riding horses out of the camp, and it's off to see some nature.
Early on, you'll only be able to visit the 'Plains' location. Continue doing sidequests on the war map every chapter, and you'll gradually unlock places like 'Forest', 'Beachfront', and more.
Throughout an expedition event, players are provided with three opportunities to engage with their friends. As you can see in the above Shamir
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