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Fire Emblem: Three Houses (FE3H)

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

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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 HP Mov. Class
40 42(x3) 4 Titanus
Mt. Spd Hit Crit
42 3 111 33
Range Prt Res Avd
1-2 31 9 16
Weapon Dropped Items
Giant Katar N/A

Bias

Level HP Mov. Class
41 47 - Gremory
Mt. Spd Hit Crit
57 16 98 23
Range Prt Res Avd
1-3 15 35 16
Weapon Dropped Items
Ragnarok N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Chilon

Level HP Mov. Class
41 60 - Great Knight
Mt. Spd Hit Crit
35 0 113 13
Range Prt Res Avd
1-2 39 14 10
Weapon Dropped Items
Bolt Axe Door Key
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-2 75 Resonant Lightning 1

Myson

Level HP Mov. Class
41 46 - Warlock
Mt. Spd Hit Crit
51 11 92 12
Range Prt Res Avd
1-3 14 36 11
Weapon Dropped Items
Dark Spikes T N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Pittacus

Level HP Mov. Class
41 46 - Gremory
Mt. Spd Hit Crit
55 11 108 23
Range Prt Res Avd
1-3 15 35 11
Weapon Dropped Items
Abraxas N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Thales

Level HP Mov. Class
42 49 - Agastya
Mt. Spd Hit Crit
42 12 109 39
Range Prt Res Avd
1-3 18 29 12
Weapon Dropped Items
Death Γ N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Titanus

Level HP Mov. Class
41 59 4 Titanus
Mt. Spd Hit Crit
48 5 117 39
Range Prt Res Avd
1-2 34 15 18
Weapon Dropped Items
Giant Katar N/A

Bias

Level HP Mov. Class
42 54 - Gremory
Mt. Spd Hit Crit
64 24 104 29
Range Prt Res Avd
1-3 19 36 24
Weapon Dropped Items
Ragnarok N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Chilon

Level HP Mov. Class
42 67 - Great Knight
Mt. Spd Hit Crit
41 4 118 18
Range Prt Res Avd
1-2 40 14 14
Weapon Dropped Items
Bolt Axe Door Key
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-2 75 Resonant Lightning 1

Myson

Level HP Mov. Class
42 53 - Warlock
Mt. Spd Hit Crit
58 19 98 18
Range Prt Res Avd
1-3 14 37 19
Weapon Dropped Items
Dark Spikes T N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Pittacus

Level HP Mov. Class
42 53 - Gremory
Mt. Spd Hit Crit
62 19 114 29
Range Prt Res Avd
1-3 19 36 19
Weapon Dropped Items
Abrasas N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-3 75 Resonant Lightning 1

Thales

Level HP Mov. Class
43 55 - Agastya
Mt. Spd Hit Crit
49 21 116 46
Range Prt Res Avd
1-4 25 36 21
Weapon Dropped Items
Death T N/A
Battalion
Dark Magic Corps
Level Endurance Gambit Uses
1-4 75 Resonant Lightning 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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