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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!
List of Contents
Previous Battle | Story Walkthrough | Next Battle |
---|---|---|
Chapter 17: To War at Gronder | Chapter 18: The Golden Scheme | Chapter 19 |
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 |
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) |
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 |
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 |
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 |
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 |
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 |
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 |
Position | Loot Dropped |
---|---|
1 | Brave Axe |
2 | Dark Seal |
3 | Evasion Ring |
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.
Pos | Item |
---|---|
1 | Aurora Shield |
2 | Speedwing |
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.
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.
Enemies are scattered across the large map which is surrounded by ramparts and channels; suitable for fliers.
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 |
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.
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.
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.
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.
Part 2 - Verdant Wind Battle Walkthroughs
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