Fire Emblem: Three Houses (FE3H)

Chapter 21: Stand Strong at Shambhala (Golden Deer) Walkthrough

This is the battle walkthrough for the mission Stand Strong at Shambhala (Golden Deer) 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 20:
Confrontation at the Palace
Chapter 21:
The City of Light
Chapter 22: For the Freedom of Fódlan

Chapter 21 (Golden Deer) - Map and Overview

FE3H Stand Strong at Shambhala (Golden Deer) Map.png

Victory Conditions
Defeat the enemy commander.
Defeat Conditions
Casual: All of your units fall in battle.
Classic: Your character or Claude falls in battle.
# of Player Units 12
# of Enemies Normal: 23
Hard: 29

Chapter 21 (Golden Deer) - Enemies

FE3H Stand Strong at Shambhala (Golden Deer) Enemy Layout.png

Pos Enemy Pos Enemy
A Agarthan Soldier (Dark Bishop) J Agarthan Soldier (Dark Knight)
B Agarthan Soldier (Bishop) K Agarthan Soldier (War Master)
C Agarthan Soldier (Swordmaster) L Agarthan Soldier (Mortal Savant)
D Agarthan Soldier (Paladin) M Titanus
E Agarthan Soldier (Grappler) N Myson
F Agarthan Soldier (Holy Knight) O Chilon
G Agarthan Soldier (Hero) P Bias
H Agarthan Soldier (Warrior) Q Pittacus
I Agarthan Soldier (Sniper) R Thales

Enemy Stats

Titanus

Level 40 HP 42(x3) Movement 4
Class Titanus
Attack Hit Rate Critical Hit
42 111 33
Attack Speed 3 Protection 31 Resilience 9
Avoidance 16 Range 1-2
Weapon Giant Katar Dropped Item This enemy has no items.

Bias

Level 41 HP 47 Movement -
Class Gremory
Attack Hit Rate Critical Hit
57 98 23
Attack Speed 16 Protection 15 Resilience 35
Avoidance 16 Range 1-3
Weapon Ragnarok Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Chilon

Level 41 HP 60 Movement -
Class Great Knight
Attack Hit Rate Critical Hit
35 113 13
Attack Speed 0 Protection 39 Resilience 14
Avoidance 10 Range 1-2
Weapon Bolt Axe Dropped Item Door Key
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Myson

Level 41 HP 46 Movement -
Class Warlock
Attack Hit Rate Critical Hit
51 92 12
Attack Speed 11 Protection 14 Resilience 36
Avoidance 11 Range 1-3
Weapon Dark Spikes T Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Pittacus

Level 41 HP 46 Movement -
Class Gremory
Attack Hit Rate Critical Hit
55 108 23
Attack Speed 11 Protection 15 Resilience 35
Avoidance 11 Range 1-3
Weapon Abraxas Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Thales

Level 42 HP 49 Movement -
Class Agastya
Attack Hit Rate Critical Hit
42 109 39
Attack Speed 12 Protection 18 Resilience 29
Avoidance 12 Range 1-3
Weapon Death Γ Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Titanus

Level 41 HP 59 Movement 4
Class Titanus
Attack Hit Rate Critical Hit
48 117 39
Attack Speed 5 Protection 34 Resilience 15
Avoidance 18 Range 1-2
Weapon Giant Katar Dropped Item This enemy has no items.

Bias

Level 42 HP 54 Movement -
Class Gremory
Attack Hit Rate Critical Hit
64 104 29
Attack Speed 24 Protection 19 Resilience 36
Avoidance 24 Range 1-3
Weapon Ragnarok Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Chilon

Level 42 HP 67 Movement -
Class Great Knight
Attack Hit Rate Critical Hit
41 118 18
Attack Speed 4 Protection 40 Resilience 14
Avoidance 14 Range 1-2
Weapon Bolt Axe Dropped Item Door Key
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Myson

Level 42 HP 53 Movement -
Class Warlock
Attack Hit Rate Critical Hit
58 98 18
Attack Speed 19 Protection 14 Resilience 37
Avoidance 19 Range 1-3
Weapon Dark Spikes T Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Pittacus

Level 42 HP 53 Movement -
Class Gremory
Attack Hit Rate Critical Hit
62 114 29
Attack Speed 19 Protection 19 Resilience 36
Avoidance 19 Range 1-3
Weapon Abrasas Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Thales

Level 43 HP 55 Movement -
Class Agastya
Attack Hit Rate Critical Hit
49 116 46
Attack Speed 21 Protection 25 Resilience 36
Avoidance 21 Range 1-4
Weapon Death T Dropped Item This enemy has no items.
Battalion Dark Magic Corps Level 5
Endurance 75 Gambit Resonant Lightning Uses 1

Chapter 21 (Golden Deer) - Chests

There are two chests in this map, one in the northern side and one outside the southern walls.
FE3H Stand Strong at Shambhala (Golden Deer) Chest Layout.png

Position Chest Contents
1 Sword of Zoltan
2 Bow of Zoltan

Sword of Zoltan

The Sword of Zoltan is one of the strongest swords in game in terms of Weight and Might, and it should be able to last you the rest of the game, seeing as there's only one chapter left. It would be a good idea especially if you have a heavy damage dealer in the form of a sword user.

Bow of Zoltan

The Bow of Zoltan is one of the strongest bows in game, but it does not have great accuracy. In a mainly archer based army, it would be worth getting, or as a spare, in case there are not enough Brave Bows to go around for your units.

Chapter 21 (Golden Deer) - Map Features

Tiles Description
Wall Terrain that cannot be crossed
Odd Item Terrain that cannot be crossed
Stairs Difficult for cavalry to traverse
Heal Tile +30% HP each turn for non-fliers
Heal Tile+ 1 Def, 1 Res, +30% HP each turn for non-fliers
Viskam 1-9 Rng, Mag: 25, Fires Automatically

Locked Doors

The only dropped items here are door keys, which are very useful in navigating the twists and turns of this place.
FE3H Stand Strong at Shambhala (Golden Deer) Key Layout.png

Legend
O Lootable Keys
X Doors to Unlock

Chapter 21 (Golden Deer) - Tips and Tricks

Open Unknown Buildings with Cavalry

There are three unknown buildings, in the center, northwest and southeast. They have locked doors that need keys to open them, but once opened, the inside is not visible until you get a unit in the first square past the door. Use cavalry to open doors because they have a movement after this action, allowing you to use one unit to both open the door and peer in.

Disable the Viskams

Once you have units within the outer walls, Thales will order the activation of Viskams. They are long ranged emplacements with 100hp, so difficult to defeat.
FE3H Stand Strong at Shambhala Viskam Range

Defeat Pittacus

To shut them down you must defeat Pittacus, who is in the southeastern room within the outer walls. You will need a key to access the area.

Stop the Titanus Reinforcements

At the end of turn 5 enemy phase, two Titanuses will enter the field from the south. At the end of turn 7 enemy phase, another will enter.

Defeat Bias

To ensure this does not happen, eliminate Bias, a Gremory who is in the northwestern room within the outer walls. You will need a key to access the area.

Beware Thales' Quake

The first enemy phase after you see Thales will cast Quake, a spell which damages all of your non-flying units. If possible, eliminate Thales on-sight once he's in view. If not, make sure all your units are healed before entering his building,

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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