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Fire Emblem: Three Houses (FE3H)

Chapter 18: Taking Fort Merceus (Golden Deers) Walkthrough

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This is the battle walkthrough for the mission Taking Fort Merceus 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 17: To War at Gronder Chapter 18: The Golden Scheme Chapter 19

Chapter 18 (Golden Deers) - Map and Overview

FE3H Taking Fort Merceus (Golden Deer) Map.png

Victory Conditions
Defeat the enemy commander.

Rout the enemy.
(if Death Knight successfully flees)
Defeat Conditions
Your character or Claude falls in battle.
# of Player Units 11
# of Enemies Normal: 30
Hard: 37
# of Ally Units 0 → 5

Chapter 18 (Golden Deers) - Enemies

FE3H Taking Fort Merceus (Golden Deer) Enemy Layout.png

Pos Enemy Pos Enemy
A Imperial Soldier (Paladin) G Imperial Soldier (Archer)
B Imperial Soldier (Fortress Knight) H Demonic Beast
C Imperial Soldier (Dark Mage) I Linhardt
D Imperial Soldier (Dark Bishop) J Caspar
E Imperial Soldier (Assassin) K Death Knight
F Imperial Soldier (Swordmaster)

Enemy Stats

Linhardt

Level 36 HP 41 Movement 4
Class Bishop
Attack Hit Rate Critical Hit
40 96 23
Attack Speed 6 Protection 15 Resilience 41
Avoidance 16 Range 1-2
Weapon Seraphim Dropped Item This enemy has no items.
Battalion Hevring Prayer Troops Level 4
Endurance 75 Gambit Blessing Uses 1

Death Knight

Level 45 HP 55 Movement -
Class Death Knight
Attack Hit Rate Critical Hit
47 126 43
Attack Speed 28 Protection 27 Resilience 21
Avoidance 40 Range 1
Weapon Scythe of Sariel Dropped Item Dark Seal

Caspar

Level 36 HP 61 Movement 5
Class Warrior
Attack Hit Rate Critical Hit
57 95 27
Attack Speed 10 Protection 24 Resilience 8
Avoidance 8 Range 1
Weapon Brave Axe Dropped Item Brave Axe
Battalion Bergliez War Group Level 4
Endurance 105 Gambit Onslaught Uses 2

Linhardt

Level 37 HP 47 Movement 4
Class Bishop
Attack Hit Rate Critical Hit
46 102 29
Attack Speed 12 Protection 17 Resilience 42
Avoidance 22 Range 1-2
Weapon Seraphim Dropped Item This enemy has no items.
Battalion Hevring Prayer Troops Level 4
Endurance 75 Gambit Blessing Uses 1

Death Knight

Level 45 HP 61 Movement -
Class Death Knight
Attack Hit Rate Critical Hit
57 132 49
Attack Speed 34 Protection 34 Resilience 28
Avoidance 59 Range 1
Weapon Scythe of Sariel Dropped Item Dark Seal
Battalion Reaper Knights Level 4
Endurance 75 Gambit Assault Troop Uses 2

Caspar

Level 37 HP 67 Movement 5
Class Warrior
Attack Hit Rate Critical Hit
63 100 32
Attack Speed 16 Protection 30 Resilience 9
Avoidance 14 Range 1
Weapon Brave Axe Dropped Item Brave Axe
Battalion Bergliez War Group Level 4
Endurance 105 Gambit Onslaught Uses 2

Loot

FE3H Taking Fort Merceus (Golden Deer) Loot Layout.png

Position Loot Dropped
1 Brave Axe
2 Dark Seal
3 Evasion Ring

Chapter 18 (Golden Deers) - Chests

There are two chests at the eastern wall. One in the north, and one in the south.

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 Taking Fort Merceus (Golden Deer) Chest Layout.png

Pos Item
1 Aurora Shield
2 Speedwing

Aurora Shield

Gives +3 Protection and negates bonus damage against cavalry when equipped. Even if you do not have any enemies that use Horseslayers or Dark Spikes, it gives the protection bonus of a Steel Shield with zero weight. Definitely worth getting since it isn't out of the way for Claude, especially if he is the Barbossa class.

Speedwing

Permanently increases speed by 2. Useful to have for flying units and quick units like Assassins or Thieves, as it increases dodge and attack speed. Given that it's close, you might as well get it. It can even be gotten on turn 1 if you have Lysithea warp the key bearer into the walls.

Chapter 18 (Golden Deers) - Map Features

Enemies are scattered across the large map which is surrounded by ramparts and channels; suitable for fliers.

Terrain Types

Tiles Description
Stairs Difficult for cavalry to traverse
Rampart
Channel
Navigable only by fliers
Ballista 5 Mt, 15 Durability, 3-12 Range, Requires Bow Skill of D or higher
Fire Orb 5 Mt, 15 Durability, 3-12 Range, Requires magic users
Heal Tile+ 1 Prt, 1 Res, +30% HP each turn for non-fliers

Chapter 18 (Golden Deers) - Tips and Tricks

Ally Reinforcements

At the start of the battle, there will be a cutscene which will reveal Nader and the Almyrian troops as they team up with the Alliance. Your ally units will increase to 5.

Enemy Reinforcements

On the first turn enemies will begin to spawn in 4 areas on the map (two in the north, and two in the south). To prevent them from spawning, have an ally move to the space where they are supposed to enter the battefield.

Get Rid of the Ballista and Fire Orb Users

Although each enemy unit is far, those who control the Ballista and Fire Orb, which can target units from across the map, will attack your weaker units one by one. Make sure you defeat them first before moving forward.

Surround the Death Knight

The Death Knight's range is only 1 tile in each direction. If you get near him, however, he will start to escape to the northwestern side of the map.

To prevent him from escaping and ending the battle quickly, have units surround him in every direction and focus all your attacks on him once he starts to escape.

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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