Fire Emblem: Three Houses (FE3H)

Ashen Wolves Chapter 3: The Rite of Rising Walkthrough

The Rite of Rising.jpg
This is the walkthrough for the 3rd chapter of the side story DLC in Fire Emblem: Three Houses (FETH, FE3H). Read on to see what you can do in Abyss, as well as all battle info, map features, enemy data, and a strategy guide for the battle, Search for the Chalice.

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Chapter 2: What Lies Beneath Chapter 4: Danger in the Dark

Chapter 3 - The Rite of Rising

Exploring Abyss

Chapter Objectives

There is no specific objective for this chapter. You are free to wander around Abyss and talk to inhabitants and browse shops.

Chapter 3 Mission: Search for the Chalice

Search for the chalice.jpg
For this battle, you will be facing stronger opponents. Study their abilities and strategize how you will go about the battle.

Map and Overview

Chapter 3 Enemy Initial Map.jpg

Victory Conditions
Find the chalice.
Defeat Conditions
Player falls in battle.
# of Player Units 11
# of Enemies 24 + 2 + 3 + 3 + 6

Enemies

Chapter 3 Enemy Positions Phase 1.jpg

Phase 1
A Golem B Phantom Soldier (Sniper)
C Phantom Soldier (Assassin) D Phantom Soldier (Warrior)
E Phantom Soldier (Dark Bishop) F Marcelle (Altered Golem)
G Phantom Soldier (Paladin) H Phantom Soldier (Fortress Knight)
I Simone (Altered Golem) - -

These spawn one by one when you are approaching the left magic seal (lever).

Phase 2
Golem - 3

Chapter 3 Enemy Positions Phase 3.jpg

Phase 3
A Phantom Soldier (Warrior) B Golem

Chapter 3 Enemy Positions Phase 4.jpg
These enemies spawn when you activate the middle lever.

Phase 4
A Phantom Soldier (Fortress Knight) B Phantom Soldier (Paladin)

Chapter 3 Enemy Positions Phase 5.jpg
These enemies spawn when you are near the right lever.

Phase 5
A Phantom Soldier (Assassin) B Phantom Soldier (Fortress Knight)
C Phantom Soldier (Sniper) - -

Enemy Stats

Marcelle

Level 28 HP 45 Movement 4
Class Altered Golem
Attack Hit Rate Critical Hit
40 113 18
Attack Speed 7 Protection 27 Resilience 16
Avoidance 17 Range 1-3
Weapon Lance of Light+ Dropped Item Spellbreak Key

Simone

Level 28 HP 49 Movement 4
Class Altered Golem
Attack Hit Rate Critical Hit
39 112 17
Attack Speed 9 Protection 25 Resilience 17
Avoidance 19 Range 1-3
Weapon Lance of Light+ Dropped Item This enemy has no items.


Enemy data will be gathered soon.

Loot

Aside from the usual loot, you can get a Spellbreak Key from Marcelle early on and use it to activate the magic seals at the end of the map. This item is crucial to completing the level, so give it to someone reliable.

Chests

There are no chests in this battle.

Map Features

Terrain Types

Tiles Description
Altar Cannot be crossed
Cliff Navigable by fliers only
Rock Navigable by fliers only
Stairs Difficult for cavalry to traverse
Wasteland Difficult for cavalry to traverse
Forest +30% Avo and 1 Def for non-fliers
Thicket +40% Avo and 2 Def for non-fliers
Heal Tile+ +30% HP each turn, +1 Def and +1 Res for non-fliers
Magic Seal Requires the Spellbreak Key to activate

Magic Seals

Magic seals are at the end of the map, and the Spellbreak Key can be used to activate it. Be wary of the debuffs that come along with them whenever you activate the wrong ones.

Tips and Tricks

Priortize getting the Spellbreak Key

The first thing you should prioritize in this battle is getting the Spellbreak Key from Marcelle. This is crucial to finishing the level so be sure not to lose it. The goal is not to rout the enemies, but to find the chalice by activating the correct magic seal (lever).

We recommend giving the key to Wyvern Riders, or to Yuri, who has a high movement range because of his ring, and can swap positions with units with his class skill.

Make use of Gambit and magic attacks

Defeating golems is not a breeze because of their high armor and defense abilities, but you can use gambit and magic to first take out their armor and take their attention away from weaker units. You will also be able to get Ores from it. You can then use your physical attackers to finish them off.

Watch put for nullifying abilities

The two altered golems, Marcelle and Simone, have magic-nullifying abilities when you break their armor. It is also impossible to land critical hits on them. Once you break their armor, keep picking them off from a range.

Stick together and traverse one side

We do not recommend splitting off into smaller groups as golems and smaller units may outnumber you. Go in a single group and take one side as to not have the farther enemies go after you and outnumber you.

Utilize forests and thickets

Greenery is well-spread throughout the map. Keep your units to one side and inside forests and thickets for defense.

Be ready for traps

When you activate a wrong lever, your team will get a movement debuff, but the one who pulls the lever gets a buff. More enemies will spawn within the next lever's range. The smaller units are not exactly a threat, but you should watch out for the golems.

Use Lindhart's Restore magic to remove the debuffs within range in one turn.

Use Divine Pulse to try again

If you do not want to battle the reinforcements that come when you activate the traps, you can use Divine Pulse to try with another magic seal (lever).

Chapter 3 - After the Battle

The chapter ends after the battle, so you are free to proceed to the next one.

Fire Emblem: Three Houses - Related Links

Story Walkthrough.png
DLC - Cindered Shadows Walkthrough
DLC - Cindered Shadows
Chapter 1: The Fourth House Chapter 2: What Lies Beneath Chapter 3: The Rite of Rising
Chapter 4: Danger in the Dark Chapter 5: Betrayal Chapter 6: Return to Me
Chapter 7: Wolf Pack

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