Fire Emblem: Three Houses (FE3H)

Chapter 19: The Enbarr Infiltration (Golden Deer) Walkthrough

This is the battle walkthrough for the mission The Enbarr Infiltration (Golden Deer Route) in 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 18: Taking Fort Merceus Chapter 19:
The Chaos
of War
Chapter 20: Confrontation at the Palace

Chapter 19 (Golden Deer) - Map and Overview

FE3H The Enbarr Infiltration Map.png

Victory Conditions
Defeat all enemy commanders.
Defeat Conditions
Casual: All of your units fall in battle.
Classic: Your character or Claude falls in combat.
# of Player Units 11
# of Enemies Normal: 36 + Reinforcements
Hard: 40 + Reinforcements

Chapter 19 (Golden Deer) - Enemies

FE3H The Enbarr Infiltration (Enemy Layout).png

Pos Enemy Pos Enemy
A Imperial Soldier (Paladin) B Imperial Soldier (Sniper)
C Imperial Soldier (Warrior) D Imperial Soldier (Grappler)
E Imperial Soldier (Warlock) F Imperial Soldier (Fortress Knight)
G Imperial Soldier (Bishop) H Imperial Soldier (Swordmaster)
I Agarthan Soldier (Warlock) J Agarthan Soldier (Dark Bishop)
K Winged Demonic Beast L Death Knight
M Hubert - -

Reinforcements

Wave 1 Wave 2
Turn 4 Turn 7
Pos Enemy Pos Enemy
A Imperial Soldier (Falcon Knight) B Winged Demonic Beast

Enemy Stats

Hubert

Level 39 HP 41 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
58 106 21
Attack Speed 7 Protection 16 Resilience 39
Avoidance 27 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vesta Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Death Knight

Level 39 HP 41 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
58 106 21
Attack Speed 7 Protection 16 Resilience 39
Avoidance 27 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vesta Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Winged Demonic Beast

Level 39 HP 41 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
58 106 21
Attack Speed 7 Protection 16 Resilience 39
Avoidance 27 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vesta Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Hubert

Level 40 HP 47 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
64 113 28
Attack Speed 15 Protection 16 Resilience 39
Avoidance 35 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vestra Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Death Knight

Level 40 HP 47 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
64 113 28
Attack Speed 15 Protection 16 Resilience 39
Avoidance 35 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vestra Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Winged Demonic Beast

Level 40 HP 47 Movement -
Class Dark Bishop
Attack Hit Rate Critical Hit
64 113 28
Attack Speed 15 Protection 16 Resilience 39
Avoidance 35 Range 1-2
Weapon Agnea's Arrow Dropped Item Goddess Icon
Battalion Vestra Sorcery Engineers Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Loot

There are three items that can be looted in this map: a Dark Seal from Death Knight, a Wo Dao from the swordmaster north of Hubert's position, and a Goddess Icon from Hubert.
FE3H The Enbarr Infiltration (Loot Layout).png

Pos Loot
1 Dark Seal
2 Wo Dao
3 Goddess Icon

Dark Seal

Dark Seals are what you use to upgrade units to Dark Mage and Dark Bishop classes in the Certifications menu. This far in, you should already have Advanced classes, so unless you already have a Dark Mage to upgrade, it is not really worth getting this, but since you have to defeat the Death Knight anyway, the point is kind of moot.

Wo Dao

The Wo Dao is a variation of the Killer Sword that cannot be bought, only upgraded from the Killer Sword with 6 Black-Sand Steels and a Professor Level of B. Given that this is quite expensive, if you do have someone who mainly uses sword with good Strength, this will make them incredibly strong in the field. Also, since you're along the final stretch of the game, the fifteen uses should be enough.

Goddess Icon

Increases luck by four points, which slightly raises evasion, and lowers enemy crit chance. Since you need to defeat Hubert anyway. you will definitely get this.

Chapter 19 (Golden Deer) - Chests

There are two chests in this map, one by the northeastern wall entrance and another near the center of the map, by the river. There are no chest keys dropped by enemies so you should either bring someone with the Locktouch ability, or bring your own keys.
FE3H The Enbarr Infiltration (Chest Layout).png

Pos Chest Content
1 Brave Sword
2 Axe of Zoltan

Brave Sword

Brave Sword is always useful, as in the right hands it usually ensures that your unit can one-hit enemies without taking damage because they'll be dead before they can counter. Granted that it's also right next to the northeastern entrance, it's not too out of the way if you divert two troops from the north to take the area then return.

Axe of Zoltan

The strongest common axe in game, definitely worth getting especially if you have an axe user (most likely Hilda or Raphael in this case).

Chapter 19 (Golden Deer) - Map Features

The Imperial Capital is split into two parts by the river. The larger western part is more open with a large open paths leading into squares, while the eastern part is a winding maze of buildings that make for tight engagement spaces.

Tiles Description
Thicket 20% Avo, 1 Prt to all non-fliers
Edifice Navigable only by fliers
River Navigable only by fliers
Fire Orb 5 Mt, 15 Durability, 3-12 Rng, Can only be used by Magic Classes
Onager 10 Mt, 15 Durability, 3-10 Rng, Cannot be used by mounted or magic units
Ballista 5 Mt, 15 Durability, 3-12 Rng, Requires Bow Skill of D or higher
Heal Tile+ 1 Prt, 1 Res, +30% HP each turn for non-fliers
Stronghold 2 Prt, 2 Res, +30% HP each turn for non-fliers

Chapter 19 (Golden Deer) - Tips and Tricks

Place Your Fast Movers on the Southern Start

The units starting across the Enbarr river will have to be quick, as there are emplacements on that side that need to be taken quickly in order to prevent reinforcements. Cavalry is good, but fliers would be better so they can easily cross and join your main force in the square, and they can move more freely in the tight confined eastern area.

Take the Emplacements to Stop Reinforcements

There are three emplacements, two by the marketplace east of the river and one in front of the Opera House by the town squares.

Imperial reinforcements will come from the north and south. The first wave will be at the end of Turn 3, where a Winged Demonic Beast will enter from where your north army started. At the end of Turn 6, a Winged Demonic Beast will come from the south along with two Falcon Knights.

Beware of Hubert's Bolting

One of Hubert's spells, Bolting, is very long ranged and high damage. If you're gathering your forces outside the gates for an assault on the compound he's in, he can still attack you if you're too close.
FE3H The Enbarr Infiltration Hubert Bolting Range.png

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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