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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.
List of Contents
Previous Chapter | Next Chapter |
---|---|
Chapter 2: What Lies Beneath | Chapter 4: Danger in the Dark |
There is no specific objective for this chapter. You are free to wander around Abyss and talk to inhabitants and browse shops.
For this battle, you will be facing stronger opponents. Study their abilities and strategize how you will go about the battle.
Victory Conditions | |
---|---|
Find the chalice. | |
Defeat Conditions | |
Player falls in battle. | |
# of Player Units | 11 |
# of Enemies | 24 + 2 + 3 + 3 + 6 |
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) | - | - |
Enlarge |
Enlarge |
These spawn one by one when you are approaching the left magic seal (lever).
Phase 2 | |||
---|---|---|---|
Golem - 3 |
Phase 3 | |||
---|---|---|---|
A | Phantom Soldier (Warrior) | B | Golem |
These enemies spawn when you activate the middle lever.
Phase 4 | |||
---|---|---|---|
A | Phantom Soldier (Fortress Knight) | B | Phantom Soldier (Paladin) |
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) | - | - |
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 |
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. |
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.
There are no chests in this battle.
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 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.
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.
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.
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.
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.
Greenery is well-spread throughout the map. Keep your units to one side and inside forests and thickets for defense.
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.
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).
The chapter ends after the battle, so you are free to proceed to the next one.
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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