Fire Emblem: Three Houses (FE3H)

Chapter 16: The Great Bridge Coup (Golden Deers) Walkthrough

This is the battle walkthrough for the mission The Great Bridge Coup from Fire Emblem: Three Houses (FETH, FE3H). Read on to find out about map features, what enemies you will encounter, and tips for winning!

Previous Battle Story Walkthrough Next Battle
Chapter 15: Ambush at Ailell Chapter 16: The Rose-Colored River Chapter 17: To War at Gronder (Golden Deers) Walkthrough

Chapter 16 (Golden Deers) - Map and Overview

Victory Conditions
Defeat all enemy commanders.
Defeat Conditions
All of your units fall in battle.
# of Player Units 10
# of Enemies Normal: 18 + 6 + 4
Hard: 25 + 6 + 4

Chapter 16 (Golden Deers) - Enemies

First Phase

FE3H The Great Bridge Coup (Golden Deer) Enemy Layout.jpg

Pos Enemy Pos Enemy
A Imperial Soldier (Fortress Knight) G Imperial Soldier (Mage)
B Imperial Soldier (Armored Knight) H Ladislava
C Imperial Soldier (Brigand) I Imperial Soldier (Priest)
D Imperial Soldier (Cavalier) J Imperial Soldier (Paladin)
E Demonic Beast K Ferdinand
F Imperial Soldier (Dark Mage)

Reinforcements - Acheron's Ambush

Once you cross the line of inital Fortress Knights guarding the fort, Acheron along with 3 Armored Knights and 2 Paladins.
FE3H The Great Bridge Coup (Golden Deer) Reinforcements 1.jpg

Pos Enemy
A Acheron
B Alliance Soldier (Paladin)
C Alliance Soldier (Armored Knight)

Reinforcements - Ferdinand's Backup

Once you start engaging Ferdinand, more Alliance collaborators will show up to the north to provide aid.
FE3H The Great Bridge Coup (Golden Deer) Reinforcements 2.jpg

Pos Enemy
A Alliance General
B Alliance Soldier (Priest)
C Alliance Soldier (Mage)

Enemy Stats

Ladislava

Level 33 HP 47 Movement 8
Class Wyvern Lord
Attack Hit Rate Critical Hit
52 87 23
Attack Speed 19 Protection 33 Resilience 12
Avoidance 49 Range 1
Weapon Silver Axe Dropped Item This enemy has no items.
Battalion Empire Elite Wyvern Co. Level 3
Endurance 75 Gambit Assembly Uses 2

Ferdinand

Level 33 HP 54 Movement 8
Class Paladin
Attack Hit Rate Critical Hit
47 113 17
Attack Speed 13 Protection 28 Resilience 11
Avoidance 45 Range 1
Weapon Silver Lance Dropped Item This enemy has no items.
Battalion Aegir Astral Knights Level 3
Endurance 105 Gambit Assault Troop Uses 2

Acheron

Level 33 HP 54 Movement 8
Class Paladin
Attack Hit Rate Critical Hit
47 113 17
Attack Speed 13 Protection 28 Resilience 11
Avoidance 45 Range 1
Weapon Silver Lance Dropped Item This enemy has no items.
Battalion Aegir Astral Knights Level 3
Endurance 105 Gambit Assault Troop Uses 2


Ladislava

Level 34 HP 52 Movement 8
Class Wyvern Lord
Attack Hit Rate Critical Hit
58 92 28
Attack Speed 25 Protection 37 Resilience 17
Avoidance 55 Range 1
Weapon Silver Axe Dropped Item This enemy has no items.
Battalion Empire Elite Wyvern Co. Level 3
Endurance 75 Gambit Assembly Uses 2

Ferdinand

Level 34 HP 60 Movement 8
Class Paladin
Attack Hit Rate Critical Hit
53 128 22
Attack Speed 21 Protection 29 Resilience 15
Avoidance 63 Range 1
Weapon Silver Lance Dropped Item This enemy has no items.
Battalion Aegit Astral Knights Level 3
Endurance 105 Gambit Assault Troop Uses 2

Acheron

Level 34 HP 47 Movement 4
Class Warlock
Attack Hit Rate Critical Hit
35 98 23
Attack Speed 17 Protection 12 Resilience 28
Avoidance 27 Range 1-2
Weapon Thunder Dropped Item This enemy has no items.

Chapter 16 (Golden Deers) - Chests

The enemy units do not hold any chest keys.

You can purchase keys before battle, or if you have them in the convoy, access them from Byleth.

If you have a Thief, of Assassin in your party, you can have them open up the chests using the Locktouch Ability.
FE3H The Great Bridge Coup (Golden Deer) Chest Layout.jpg

Pos Item Pos Item
1 Critical Ring 2 Talisman

Critical Ring

A ring that gives Crit +5 to increase critical-hit rate. If stacked with Assassins, Killer weapons and/or the Cursed Ashiya Sword, it could make a high damage crit dealer.

Talisman

Pemanently increases Res by two. Worth giving to units weak to magic, perhaps Claude as a wyvern rider or any armored/fortress knight you might have.

Chapter 16 (Golden Deers) - Map Features

Surrounded by walls, it is difficult to go around without being attacked by enemy because of the little walkable spaces. There are 2 Heal Tiles+ on the top and bottom of the map.

Terrain Types

Tiles Description
Stairs Difficult for cavalry to traverse
River
Wall
Rubble
Cliff
Edifice
Navigable only by fliers
Ballista 5 Mt, 15 Durability, 3-12, Requires Bow Skill of D of higher
Heal Tile+ 1 Prt, 1 Res, +30% HP each turn for non-fliers

Chapter 16 (Golden Deers) - Tips and Tricks

Stay Together

More enemies will appear as you progress the battle. It is better to stay on the defensive and protect your mages and archers.

Heal Your Frontliners

Make sure that your attackers are in good health, before they get attacked by multiple enemies.

Focus on the Commanders

If you feel overwhelmed by the enemies, you can focus on taking out the commanders right away.

Prepare Chest Keys

There are two chests, and no chest keys to be dropped by enemies. Have a flier or cavalry unit hold keys to quickly get those chests before retreating to safety.

Fire Emblem: Three Houses - Related Links

Part 2 - Verdant Wind Battle Walkthroughs

Battle Walkthrough.png
Part 2 - Verdant Wind
Chapter 13: Hunting by Daybreak Chapter 14: Protecting Garreg Mach Chapter 15: Ambush at Ailell
Chapter 16: The Great Bridge Coup Chapter 17: To War at Gronder Chapter 18: Taking Fort Merceus
Chapter 19: The Enbarr Infiltration Chapter 20: Confrontation at the Palace Chapter 21: Stand Strong at Shambhala
Chapter 22: For the Freedom of Fódlan

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