Reclaiming the Capital
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Reclaiming the Capital (Japanese: 王都奪還戦 Capital city recapture) is the main battle map of the eighteenth chapter on the Azure Moon route in Fire Emblem: Three Houses. In this map, Dimitri and co. march on the Kingdom capital of Fhirdiad in an effort to reclaim it for the Kingdom of Faerghus.
Beginning log
After Rodrigue's death, Dimitri reassesses his plan of attack. For the sake of the Kingdom, he chooses to forestall an invasion of the Empire in favor of securing his own capital city of Fhirdiad.
Map data
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Victory: Defeat Cornelia
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri dies* or the player's army is routed*
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12
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{{{partner}}}
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{{{other}}}
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35+2
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0+1
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|
|
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Victory: Defeat Cornelia
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Player
|
Partner
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Other
|
Enemy
|
Third
|
Defeat: Byleth or Dimitri dies* or the player's army is routed*
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12
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{{{partner}}}
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{{{other}}}
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40+2
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0+1
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- Any player unit entering the middle area will cause the Viskam to activate. They can be deactivated by interacting with the lever to the northeast, which will also remove the buffs on the Titanus.
- The escape point that the third army sniper attempts to reach is not visually defined; it is located two spaces below Byleth's starting position, where some other unit may start the map.
Character data
Item data
Enemy data
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Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Kingdom Soldier
|
Fortress Knight
|
35
|
2
|
50
|
19
|
11
|
12
|
2
|
10
|
35
|
7
|
14+3
|
4
|
Silver Axe Axefaire • Weight -5 Kingdom Armored Co. Lv 4: Impregnable Wall
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• Both begin moving if either is provoked. • The right one begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
35
|
1
|
40
|
12
|
12
|
13
|
17
|
10
|
12
|
25
|
15
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance
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Begins moving if any player unit enters the north-center area.
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|
Kingdom Soldier
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Fortress Knight
|
35
|
1
|
50
|
19
|
11
|
12
|
2
|
10
|
35
|
7
|
14+3
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4
|
Tomahawk Axefaire • Weight -5 • Hit +20 Kingdom Armored Co. Lv 4: Impregnable Wall
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• The western one begins moving if the nearby Sniper is provoked. • The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
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|
Kingdom Soldier
|
Warlock
|
35
|
2
|
39
|
12
|
20
|
13
|
18
|
10
|
12
|
24
|
14
|
4
|
Ragnarok Black Tomefaire • Black Magic Uses x2
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• The western one begins moving if the adjacent Swordmaster is provoked. • The eastern one begins moving if the adjacent Swordmaster is provoked, or if any player unit enters the north-center area.
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|
Kingdom Soldier
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Swordmaster
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35
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2
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43
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21
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11
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16
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31
|
10
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18
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8
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14
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5
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Silver Sword Swordfaire • Sword Crit +10
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• The western one begins moving if the adjacent Warlock is provoked. • The eastern one begins moving if the adjacent Warlock is provoked, or if any player unit enters the north-center area.
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Kingdom Soldier
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Falcon Knight
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35
|
1
|
42
|
21
|
11
|
18
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29
|
12
|
20
|
19
|
15
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8
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Silver Lance Canto • Lancefaire • Avo +10
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Begins moving if any player unit enters the north-center area.
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Kingdom Soldier
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Sniper
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35
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2
|
39
|
18
|
11
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26
|
17
|
13
|
15
|
8
|
1
|
5
|
Silver Bow Bowfaire • Bowrange +1
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Both begin moving if either of them or the nearby male Sniper is provoked.
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Kingdom Soldier
|
Sniper
|
35
|
2
|
39
|
18
|
11
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26
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17
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13
|
15
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8
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1
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5
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Silver Bow Bowfaire • Bowrange +1
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• The western one begins moving if the nearby Fortress Knight is provoked, or if any player unit enters the north-center area. • The central one begins moving if a nearby female Sniper is provoked.
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Kingdom Soldier
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Fortress Knight
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35
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2
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50
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19
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11
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12
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2
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10
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35
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7
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14+3
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4
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Tomahawk Axefaire • Weight -5 Kingdom Armored Co. Lv 4: Impregnable Wall
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• The western one begins moving if the nearby Sniper is provoked. • The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
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Kingdom Soldier
|
Bishop
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35
|
1
|
40
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12
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12
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13
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17
|
10
|
12
|
25
|
15
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4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance
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Begins moving if the nearby Grappler, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area.
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|
Kingdom Soldier
|
Grappler
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35
|
4
|
47
|
19
|
11
|
15
|
20
|
10
|
18
|
6
|
14
|
6
|
Silver Gauntlets • Unarmed Fistfaire • Unarmed Combat
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• The northern one begins moving if any player unit enters the north-center area. • The eastern one begins moving if the nearby Bishop, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area. • The western two both begin moving if either is provoked.
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|
Kingdom Soldier
|
Warlock
|
35
|
1
|
39
|
12
|
20
|
13
|
18
|
10
|
12
|
24
|
14+5
|
-
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Ragnarok Black Tomefaire • Black Magic Uses x2 Kingdom Magic Users Lv 4: Resonant Ice
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Mans a Fire Orb.
|
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Kingdom Soldier
|
Dark Bishop
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35
|
1
|
39
|
12
|
21
|
14
|
17
|
10
|
12
|
23
|
12
|
4
|
Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker
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Begins moving if the nearby Bishop, Grappler or Fortress Knight is provoked, or if any player unit enters the north-center area.
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Imperial Soldier
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Fortress Knight
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35
|
1
|
50
|
19
|
11
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12
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2
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10
|
35
|
7
|
14
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4
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Silver Axe Axefaire • Weight -5
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Begins moving if any player unit enters the north-center area.
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Imperial Soldier
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Dark Bishop
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35
|
1
|
39
|
12
|
21
|
14
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17
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10
|
12
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23
|
12+5
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4
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Banshee Θ • Elixir • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker Empire Magic Users Lv 4: Resonant Flames
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Begins moving if a nearby Swordmaster is provoked or if any player unit enters the north-center area.
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Imperial Soldier
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Swordmaster
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35
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1
|
41
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21
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11
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16
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31
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10
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18
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8
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14
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5
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Wo Dao Swordfaire • Sword Crit +10
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Begins moving if the nearby Dark Bishop or Kingdom General Swordmaster is provoked, or if any player unit enters the north-center area.
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Titanus
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Titanus
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35
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2
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40 40 60
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24+10
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4
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26+10
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3
|
16
|
29+10
|
8+10
|
0
|
4
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Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
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• Weak to Lances. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the west Viskam is provoked. • The northern one begins moving if any player unit reaches the northern area.
|
|
Titanus
|
Titanus
|
35
|
3
|
40 40 60
|
24+10
|
4
|
26+10
|
3
|
16
|
29+10
|
8+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
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• Weak to Axes. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the east Viskam is provoked. • The northern two begin moving if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
35
|
1
|
40 40 60
|
24+10
|
4
|
26+10
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3
|
16
|
29+10
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8+10
|
0
|
4
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Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
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• Weak to Swords. • Reinforcement removed by activating the northeast lever. • Begins moving if any player unit enters the north-center area.
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|
Kingdom Soldier
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Bishop
|
35
|
1
|
40
|
12
|
12
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13
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17
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10
|
12
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25
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15+3
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4
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Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance Kingdom Magic Corps Lv 4: Group Ice
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Starts on a heal tile +.
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Kingdom General
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Swordmaster
|
35
|
1
|
53
|
29
|
10
|
21
|
33
|
14
|
19
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8
|
12
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5
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Brave Sword Swordfaire • Sword Crit +10
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• Begins moving if the nearby Dark Bishop or Swordmaster is provoked. • Starts on a heal tile +.
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|
Kingdom General
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Warlock
|
35
|
1
|
38
|
11
|
24
|
20
|
15
|
13
|
12
|
31
|
15+5
|
-
|
Ragnarok • Meteor Black Tomefaire • Black Magic Uses x2 Kingdom Magic Users Lv 4: Resonant Ice
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Stands on a heal tile +.
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Cornelia
|
Gremory
|
37
|
1
|
48
|
8
|
40
|
26
|
18
|
12
|
13+2
|
38
|
27+10
|
-
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Death Γ • Asclepius • Luna Λ Agarthan Technology • Black Magic Uses x2 • Dark Magic Uses x2 • White Magic Uses x2 • Reason Lv 4 • Defense +2 • Poison Strike • Defiant Mag • Unsealable Magic Blue Lion Magic Corps Lv 4: Resonant Ice
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Stands on a stronghold.
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Name
|
Class
|
Lv
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#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Kingdom Soldier
|
Fortress Knight
|
36
|
2
|
56
|
25
|
17
|
17
|
6
|
10
|
36
|
7
|
19+3
|
4
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3 Kingdom Armored Co. Lv 4: Impregnable Wall
|
• Both begin moving if either of them or the nearby Sniper are provoked. • The right one begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
36
|
1
|
45
|
18
|
22
|
18
|
23
|
12
|
12
|
29
|
21
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 3
|
Begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Fortress Knight
|
36
|
1
|
56
|
25
|
17
|
17
|
6
|
10
|
36
|
7
|
19+3
|
4
|
Tomahawk Axefaire • Weight -5 • Hit +20 Kingdom Armored Co. Lv 4: Impregnable Wall
|
--
|
|
Kingdom Soldier
|
Warlock
|
36
|
2
|
44
|
18
|
23
|
18
|
24
|
10
|
12
|
28
|
19
|
4
|
Ragnarok Black Tomefaire • Black Magic Uses x2 • Reason Lv 3
|
• The western one begins moving if an adjacent Swordmaster is provoked. • The eastern one begins moving if an adjacent Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Swordmaster
|
36
|
4
|
49
|
27
|
17
|
21
|
37
|
10
|
24
|
8
|
19
|
5
|
Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 3
|
• The lower-west one begins moving if the adjacent Warlock or nearby Swordmaster is provoked. • The other three begin moving if the respective adjacent Warlock or nearby Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Falcon Knight
|
36
|
1
|
48
|
27
|
17
|
21
|
35
|
12
|
26
|
25
|
21
|
8
|
Silver Lance Canto • Lancefaire • Avo +10 • Lance Prowess Lv 3
|
Begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Sniper
|
36
|
2
|
44
|
24
|
17
|
32
|
23
|
13
|
21
|
8
|
19
|
5
|
Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3
|
Both begin moving if either of them or the nearby male Sniper are provoked.
|
|
Kingdom Soldier
|
Sniper
|
36
|
2
|
44
|
24
|
17
|
32
|
23
|
13
|
21
|
8
|
19
|
5
|
Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3
|
The eastern one begins moving if the nearby Fortress Knight or Titanus is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Fortress Knight
|
36
|
2
|
56
|
25
|
17
|
17
|
6
|
10
|
36
|
7
|
19+3
|
4
|
Tomahawk Axefaire • Weight -5 • Axe Prowess Lv 3 Kingdom Armored Co. Lv 4: Impregnable Wall
|
• The western one begins moving if the nearby Sniper or Titanus is provoked. • The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
36
|
1
|
45
|
18
|
22
|
18
|
23
|
12
|
12
|
29
|
21
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 3
|
Begins moving if the nearby Grappler, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Grappler
|
36
|
4
|
53
|
25
|
17
|
20
|
26
|
10
|
24
|
7
|
19
|
6
|
Silver Gauntlets • Unarmed Fistfaire • Unarmed Combat • Brawling Prowess Lv 3
|
• The northern one begins moving if any player unit enters the north-center area. • The southeast one begins moving if the nearby Bishop, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area. • The western two being moving if either is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Warlock
|
36
|
1
|
44
|
18
|
23
|
18
|
24
|
10
|
12
|
28
|
19+5
|
-
|
Ragnarok Black Tomefaire • Black Magic Uses x2 • Reason Lv 3 Kingdom Magic Users Lv 4: Resonant Ice
|
Mans a Fire Orb.
|
|
Kingdom Soldier
|
Dark Bishop
|
36
|
1
|
44
|
18
|
24
|
19
|
23
|
10
|
12
|
27
|
17
|
4
|
Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 3
|
Begins moving if the nearby Bishop, Grappler, or Fortress Knight is provoked, or if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Fortress Knight
|
36
|
1
|
56
|
25
|
17
|
17
|
6
|
10
|
36
|
7
|
19
|
4
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
|
Begins moving if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Dark Bishop
|
36
|
1
|
44
|
18
|
24
|
19
|
23
|
10
|
12
|
27
|
17+5
|
4
|
Banshee Θ • Elixir • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 3 Empire Magic Users Lv 4: Resonant Flames
|
Begins moving if a nearby Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Swordmaster
|
36
|
1
|
49
|
27
|
17
|
21
|
37
|
10
|
24
|
8
|
19
|
5
|
Wo Dao Swordfaire • Sword Crit +10 • Sword Prowess Lv 3
|
Begins moving if the nearby Dark Bishop or Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
36
|
2
|
56 56 80
|
29+10
|
6
|
32+15
|
5
|
22
|
31+10
|
14+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Lances. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the west Viskam is provoked. • The northern one begins moving if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
36
|
2
|
56 56 80
|
29+10
|
6
|
32+15
|
5
|
22
|
31+10
|
14+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Swords. • Reinforcement removed by activating the northeast lever. • The northern one begins moving if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
36
|
3
|
56 56 80
|
29+10
|
6
|
32+15
|
5
|
22
|
31+10
|
14+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Axes. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the east Viskam is provoked. • The northern two begin moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
36
|
1
|
45
|
18
|
22
|
18
|
23
|
12
|
12
|
29
|
21+3
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 3 Kingdom Magic Corps Lv 4: Group Ice
|
Starts on a heal tile +.
|
|
Kingdom Soldier
|
Sniper
|
36
|
1
|
44
|
24
|
17
|
32
|
23
|
13
|
21
|
8
|
19+5
|
5
|
Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3 Deadeye Kingdom Snipers Lv 4: Fusillade
|
Begins moving if a nearby Fortress Knight is provoked, or if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
36
|
1
|
56 56 80
|
29
|
6
|
32
|
5
|
22
|
31
|
14
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Axes. • Begins moving if the nearby Sniper or Fortress Knight is provoked.
|
|
Kingdom General
|
Swordmaster
|
36
|
1
|
59
|
35
|
16
|
26
|
39
|
19
|
25
|
10
|
17
|
5
|
Brave Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 3
|
• Begins moving if the nearby Dark Bishop or Swordmaster is provoked. • Starts on a heal tile +.
|
|
Kingdom General
|
Warlock
|
36
|
1
|
43
|
17
|
30
|
26
|
18
|
18
|
12
|
32
|
20+5
|
-
|
Ragnarok • Meteor Black Tomefaire • Black Magic Uses x2 • Reason Lv 3 Kingdom Magic Users Lv 4: Resonant Ice
|
Stands on a heal tile +.
|
|
Cornelia
|
Gremory
|
38
|
1
|
54
|
12
|
46
|
32
|
24
|
16
|
19+2
|
38
|
33+10
|
-
|
Death Γ • Asclepius • Luna Λ Agarthan Technology • Black Magic Uses x2 • Dark Magic Uses x2 • White Magic Uses x2 • Reason Lv 4 • Defense +2 • Poison Strike • Defiant Mag • Unsealable Magic Blue Lion Magic Corps Lv 4: Resonant Ice
|
Stands on a stronghold.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Kingdom Soldier
|
Fortress Knight
|
42
|
2
|
67
|
34
|
24
|
24
|
13
|
15
|
40
|
7
|
28+3
|
4
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Kingdom Armored Co. Lv 4: Impregnable Wall
|
• Both begin moving if either of them or the nearby Sniper are provoked. • The right one begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
42
|
1
|
55
|
25
|
31
|
25
|
32
|
19
|
19
|
33
|
30
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle
|
Begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Fortress Knight
|
42
|
1
|
67
|
34
|
24
|
24
|
13
|
15
|
40
|
7
|
28+3
|
4
|
Tomahawk Axefaire • Weight -5 • Hit +20 Kingdom Armored Co. Lv 4: Impregnable Wall
|
--
|
|
Kingdom Soldier
|
Warlock
|
42
|
2
|
54
|
25
|
32+2
|
25
|
33
|
15
|
19
|
32
|
28
|
4
|
Ragnarok Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense
|
• The western one begins moving if an adjacent Swordmaster is provoked. • The eastern one begins moving if an adjacent Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Swordmaster
|
42
|
4
|
59
|
36
|
24
|
30
|
48
|
15
|
31
|
13
|
28
|
5
|
Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
|
• The lower-west one begins moving if the adjacent Warlock or nearby Swordmaster is provoked. • The other three begin moving if the respective adjacent Warlock or nearby Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Falcon Knight
|
42
|
1
|
58
|
36
|
24
|
28
|
45
|
15
|
30
|
32
|
30
|
8
|
Silver Lance Canto • Lancefaire • Avo +10 • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
|
Begins moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Sniper
|
42
|
1
|
54
|
33
|
24
|
42
|
32
|
18
|
30
|
15
|
28
|
5
|
Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
|
Begins moving if the nearby Fortress Knight or Titanus is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Fortress Knight
|
42
|
2
|
67
|
34
|
24
|
24
|
13
|
15
|
40
|
7
|
28+3
|
4
|
Tomahawk Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Kingdom Armored Co. Lv 4: Impregnable Wall
|
• The western one begins moving if the nearby Sniper or Titanus is provoked. • The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
42
|
1
|
55
|
25
|
31
|
25
|
32
|
19
|
19
|
33
|
30
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle
|
Begins moving if the nearby Grappler, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Grappler
|
42
|
4
|
64
|
34
|
24
|
27
|
35
|
15
|
31
|
14
|
28
|
6
|
Silver Gauntlets • Unarmed Fistfaire • Unarmed Combat • Brawling Prowess Lv 5 • Tomebreaker • Defiant Spd
|
• The northern one begins moving if any player unit enters the north-center area. • The southeast one begins moving if the nearby Bishop, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area. • The western two being moving if either is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Warlock
|
42
|
1
|
54
|
25
|
32+2
|
25
|
33
|
15
|
19
|
32
|
28+5
|
-
|
Ragnarok Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Defiant Def Kingdom Magic Users Lv 4: Resonant Ice
|
Mans a Fire Orb.
|
|
Kingdom Soldier
|
Dark Bishop
|
42
|
1
|
54
|
25
|
33+2
|
26
|
32
|
15
|
19
|
31
|
26
|
4
|
Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength
|
Begins moving if the nearby Bishop, Grappler, or Fortress Knight is provoked, or if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Fortress Knight
|
42
|
1
|
67
|
34
|
24
|
24
|
13
|
15
|
40
|
7
|
28
|
4
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
|
Begins moving if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Dark Bishop
|
42
|
1
|
54
|
25
|
33+2
|
26
|
32
|
15
|
19
|
31
|
26+5
|
4
|
Banshee Θ • Elixir • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength Empire Magic Users Lv 4: Resonant Flames
|
Begins moving if a nearby Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Imperial Soldier
|
Swordmaster
|
42
|
1
|
59
|
36
|
24
|
30
|
48
|
15
|
31
|
13
|
28
|
5
|
Wo Dao Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
|
Begins moving if the nearby Dark Bishop or Swordmaster is provoked, or if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
42
|
2
|
82 82 123
|
38+10
|
12
|
42+15
|
11
|
12
|
35+10
|
21+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Lances. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the west Viskam is provoked. • The northern one begins moving if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
42
|
2
|
82 82 123
|
38+10
|
12
|
42+15
|
11
|
12
|
35+10
|
21+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Swords. • Reinforcement removed by activating the northeast lever. • The northern one begins moving if any player unit enters the north-center area.
|
|
Titanus
|
Titanus
|
42
|
3
|
82 82 123
|
38+10
|
12
|
42+15
|
11
|
12
|
35+10
|
21+10
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Axes. • Reinforcement removed by activating the northeast lever. • The southern one begins moving if the east Viskam is provoked. • The northern two begin moving if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Sniper
|
42
|
2
|
54
|
33
|
24
|
42
|
32
|
18
|
30
|
15
|
28+5
|
5
|
Longbow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage Deadeye Kingdom Snipers Lv 4: Fusillade
|
Begin moving if they or the adjacent Sniper are provoked.
|
|
Kingdom Soldier
|
Sniper
|
42
|
2
|
54
|
33
|
24
|
42
|
32
|
18
|
30
|
15
|
28+5
|
5
|
Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage Deadeye Kingdom Snipers Lv 4: Fusillade
|
• The central one begins moving if an adjacent Sniper is provoked. • The western one begins moving if a nearby Fortress Knight is provoked, or if any player unit enters the north-center area.
|
|
Kingdom Soldier
|
Bishop
|
42
|
1
|
55
|
25
|
31
|
25
|
32
|
19
|
19
|
33
|
30+3
|
4
|
Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle Kingdom Magic Corps Lv 4: Group Ice
|
Starts on a heal tile +.
|
|
Titanus
|
Titanus
|
42
|
1
|
82 82 123
|
38
|
12
|
42
|
11
|
12
|
35
|
21
|
0
|
4
|
Giant Katar Sword Prowess Lv 3 • Barrier • Pavise • Aegis • Axebreaker+ • Swordfaire Titanomachy
|
• Weak to Axes. • Begins moving if the nearby Sniper or Fortress Knight is provoked.
|
|
Kingdom General
|
Swordmaster
|
42
|
1
|
70
|
46
|
23
|
36
|
50
|
28
|
32
|
17
|
26
|
5
|
Brave Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axefaire • Quick Riposte
|
• Begins moving if the nearby Dark Bishop or Swordmaster is provoked. • Stands on a heal tile +.
|
|
Kingdom General
|
Warlock
|
42
|
1
|
53
|
24
|
40+2
|
35
|
27
|
27
|
15
|
36
|
29+5
|
-
|
Ragnarok • Meteor Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense Kingdom Magic Users Lv 4: Resonant Ice
|
Stands on a heal tile +.
|
|
Cornelia
|
Gremory
|
44
|
1
|
65
|
20
|
58
|
42
|
33
|
24
|
28+2
|
42
|
43+10
|
-
|
Death Γ • Asclepius • Luna Λ Agarthan Technology • Black Magic Uses x2 • Dark Magic Uses x2 • White Magic Uses x2 • Reason Lv 4 • Defense +2 • Poison Strike • Defiant Mag • Unsealable Magic Blue Lion Magic Corps Lv 4: Resonant Ice
|
Stands on a stronghold.
|
|
Third Army data
Reinforcements
- Upon defeating the westernmost Titanus (Hard and Maddening only) and Warlock, and entering the 3×3 square centered on the northern Grappler
- 1 Sniper from west of the fire orb
Boss data
- Main article: Cornelia
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
A
|
A
|
A
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
A
|
A
|
A
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
A
|
A
|
A
|
E
|
E
|
E
|
|
|
|
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
Maddening strategy (can be completed on a normal play through without NG+):
Recommended personnel: Byleth (default), Dimitri (default), Dedue (War Master), Felix (Swordmaster), Ashe (Sniper), Sylvain (Dark Knight or Paladin), Mercedes (Gremory or Bishop), Annette (Gremory or Warlock), Ingrid (Pegasus Knight), additional high movement attacker (i.e. Seteth as a Wyvern Master), additional healer (Flayn as a Gremory works well), one additional tank (Gilbert as a Fortress Knight)
Recommended equipment: Sword of the Creator (fully repaired), Brave equipment (Swords, Lances, Bows), HP restoring equipment (Spear of Assal, Sword of Moralta, Blessed weaponry, Axe of Ukonvasara, etc.), Hero’s Relics: Luin, Lance of Ruin, Crusher; Shield of Seiros (if available), Parthia (if available), Levin Sword+, Bolt Axe +, Magic Bow+, Longbow, Evasion Rings, Accuracy Rings
Combat Arts: Movement (lots: Draw Back, Smite, Reposition, Swap), Monster Breaker arts, Windsweep (Byleth and Dimitri), Deadeye, Hunter’s Volley, Swift Strikes (Sylvain and Seteth)
Gambits: Impregnable Wall, Stride x2, Blessing, Retribution, four-tile attack gambit (Byleth), Hit boosting gambits for low Dexterity characters
Abilities: Accuracy increasing abilities (Lance Prowess, Sword Prowess, etc.), Hit +20, Rally abilities (Byleth, Annette, Gilbert, etc.), Aegis, Pavise, Avoid and Avoid+, Vantage, Restore
This map can be methodically approached without the need to do a lucky Warp+Dimitri Crest Activating Combat Art combo. It is recommended to do so to obtain the necessary experience to prepare for later battles that will only increase in difficulty.
Our objectives are to safely eliminate enemies on the far east and west paths, have the east squad deactivate the long-range Viskam turrets by reaching the lever to the far northeast, obtain the Tathlum Bow, and defeat Cornelia while maximizing the amount of experience and ability points earned.
Your team is split into three squads to the southwest, south, and southeast. Even with strong characters in your central group, the amount of hard hitting enemies with strong magic and abilities like Quick Reposte will make it difficult to head directly north towards Cornelia and the Titanus demonic beasts have a tendency to clog up the middle path. Additionally, we do not want to use up all of our gambits so quickly at the beginning of the battle dealing with high speed and HP enemies.
Your southwest squad should consist of stronger physical defense characters along with an additional healer who has the second Stride gambit (think Seteth, Gilbert, and Flayn). The southeast squad will consist of a high avoid character with your main healer and your strongest mage (Ingrid, Mercedes, and Annette). Annette or Mercedes should have the Retribution gambit equipped.
That leaves your central team consisting of your tank (Dedue), your two strongest characters (Byleth and Dimitri), Felix, Sylvain, and Ashe. If Sylvain has high enough authority, his Gautier Knights Stride gambit is an excellent fit for this battle and Dedue should have Impregnable Wall.
When the battle begins, have your central squad character use Stride and send one additional character to your east and west squads, leaving you with four characters in the central squad. The central squad will work on eliminating the four Swordmasters and two Warlocks in the middle by aggroing them to one or two characters that have Impregnable Wall active during Turn 1. It may take two or three turns to eliminate this group of enemies so don’t be afraid to have a high hit gambit character (like Byleth) use a gambit to immobilize some of the squad during Turn 2. You can use Impregnable Wall a second time if needed as well. Beware the extended range of the Titanus when doing this as they have a high critical hit rate. Use your movement combat arts as needed to have proper positioning while doing this.
Meanwhile, have your high avoid character in the southeast aggro the Grappler and other nearby enemies then eliminate them safely during turns 2-3. If you have been developing Mercedes’s bow skills, she can be straight up deadly with the Magic Bow+ and if needed, the Curved Shot Combat Art when attacking the eastern group.
Your southwest group will do the same but beware the magical turret a little bit north of your squad. Having a second high avoid character with your southwest group can make aggroing these enemies easier or if you have been developing Gilbert into another tank and he has abilities like Pavise, Aegis and Defiant Defense, he should be able to handle this.
Around Turn 4, Cornelia will activate the Viskam. The turrets are more annoying than deadly although low resistance characters like Dedue can take quite a hit from them.
When your central group is done vanquishing the Swordmasters and Warlocks, split the group into two and have one join the east squad and the other join the west. For the southwest group, have a character use a double attack (Seteth with Swift Strikes, Felix with gauntlets or a Brave Sword) take out the enemy at the magical turret and have Flayn use Rescue to pull them back into safety. Further north from the southeast group you will notice a mage with Meteor. Use the Retribution gambit on your mage killer (likely Ingrid) and if they have enough speed, they will counter this spell with a double attack and take out this mage for good.
At this point, your biggest threats left are the Sniper and a Titanus to the west and two Fortress Knights to the northeast along with the annoying Viskam. As soon as the Meteor mage the east is dealt with send your eastern squad to the north to defeat the Fortress Knights and deactivate the Viskam with the lever. The Sniper on the western side can be taken out by anyone and the saved with the Rescue spell if needed. If you’re using a flier to take out the Sniper, don’t forget to use the Dismount command if you aren’t strong enough to defeat the Sniper and avoid certain death from a bow attack. Fighting a Titanus isn’t much different than fighting demonic beasts but they do have a higher critical hit rate. Keep this in mind when attacking the Titanus (low Luck personnel beware).
Once this sequence is finished, use your team to mop up the enemies and Titanus in the northern part of the map.
It is time to obtain the Tathlum Bow. There is some confusion as to how exactly to get the enemy carrying the bow to appear. In the northern part of the map, there are a row buildings on the left side but not the right (in the shape of an L). Three of these buildings in the middle have a little patio/yard that you can move to. Have any member of your team move to the northernmost yard and a Sniper will appear to the southwest of the map carrying the bow. If you don’t have anyone nearby to kill the Sniper, use Divine Pulse, move two or three characters to the area, then repeat this process.
It’s time to approach Cornelia but before you do, you will have to deal with three Snipers equipped with Longbows who all will use the Deadeye Combat Art. Additionally, Cornelia has an attack range of three, a high critical hit rate, and a unique magic staff that cannot be stolen. Aggro the Snipers towards any tanks (use Impregnable Wall if needed) then finish them off during the next turn. After this, you can use gambits, your mage killer, and Combat Arts like Windsweep and Atrocity to finish off Cornelia.
There is no turn limit or reinforcements to worry about with this map. Take your time and be safe in your approach.
Alternate strategy:
The enemies in this map will wait to be provoked before attacking, and Cornelia starts fairly close to the player but will never move, so this map can be played at as slow or fast a pace as one wishes.
From Byleth's starting location, Cornelia is 15 tiles away in a straight line, or 19 tiles moving around the Snipers in front of her. A flyer could reach her from the middle group of starting positions when boosted by a combination of Stride, Warp, combat arts such as Smite and Reposition, and a Dancer. Alternately, a 15-range Warp—requiring 60 magic—could get Byleth or anyone diagonal to them from their starting location to Cornelia, though the aforementioned combat arts and Dancer could get a unit closer to Cornelia before being warped to reduce the range requirement.
One-shotting Cornelia requires at least 65/77/97 (Normal/Hard/Maddening) physical attack or 88/94/109 magical attack; when using Atrocity with Areadbhar, Dimitri will have 53 attack before accounting for anything else—if his Crest of Blaiddyd activates, he will one-shot her on all difficulties. Two-shotting Cornelia requires 10/17/28 attack speed when she equips Death Γ—requirements are one higher with Luna Λ—and 41/50/65 physical attack or 64/67/77 magical attack; combat arts which automatically follow-up, such as Swift Strikes or Fierce Iron Fist, ignore the attack speed requirements and contribute to the attack requirements. Hunter's Volley is particularly useful, as a Sniper can attack from up to 5 range with it and outrange Cornelia, meaning the attacker has to travel less distance and suffers no retaliation in the event they fail to kill.
The Titanus around Cornelia receive +10 defense and resistance, and are within range of the two Viskam; the lever to deactivate the stat boost and the Viskam is located in the northeast, and the way to it is protected by a Falcon Knight and a Warlock with Meteor. The Titanus' barriers can be broken while the reinforcement is active, partially reducing their threat and stopping them for a turn—gambits with large areas of affect, such as Wave Attack or Resonant Flames, can damage every tile in a Titanus's barrier. Breaking a Titanus's barrier will grant the player with Agarthium, which can be used to repair Devil Swords, Devil Axes, and the Scythe of Sariel. If none of these weapons were obtained or are used, Agarthium will serve little purpose.
The Brave Sword and Wo Dao are both fairly uncommon weapons, but the former can be purchased and both can be forged from more common weapons—a Silver Sword and a Killing Edge respectively—with ores that are not particularly uncommon; they additionally both have relatively high skill level requirements—B for both—that few units will be likely to reach. Both swords are dropped by Swordmasters, which may be particularly hard to defeat on Maddening without decent range or a strong combat art. The Tathlum Bow can only be obtained in this mission, and only by defeating the reinforcement Sniper that appears to the west. It requires a high A level in bows, and, as a Sacred Weapon, heals its user every turn, though it has somewhat high weight. Each of these weapons is strong, but none are especially so, and each requires the player to extend the time they spend on the map, which allows for more opportunities for mistakes or bad luck to occur.
Trivia
- Unused data exists for Felix and Annette as enemies replacing the "Kingdom General" units, indicating they were planned to potentially leave the party at some point prior to this mission and be fought here.[1][2]
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Reclaiming the Capital
|
--
|
Spanish
|
La reconquista de la capital
|
The reconquest of the capital
|
French
|
La reconquête de Fhirdiad
|
The reconquest of Fhirdiad
|
German
|
Kampf um die Hauptstadt
|
Fight for the Capital
|
Italian
|
La reiconquista della capitale
|
The reconquest of the capital
|
Korean
|
왕도 탈환전
|
Kingdom capital recapture
|
Simplified Chinese
|
王都夺还战
|
The king's battle to reclaim the capital
|
Traditional Chinese
|
王都奪還戰
|
The king's battle to reclaim the capital
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
Entering the red area activates the Viskam, the yellow region defines the "north-center area", and entering the blue area triggers third army reinforcement.
References
- ↑ DeathChaos, Fire Emblem: Three Houses - Hidden/Impossible Battle Conversations (Blue Lions ch18 SPOILERS), YouTube, Published: August 21, 2019, Retrieved: November 4, 2019
- ↑ DeathChaos, Fire Emblem: Three Houses - Hidden/Impossible Battle Conversations (Blue Lions ch18 SPOILERS) (pt2), YouTube, Published: August 21, 2019, Retrieved: November 4, 2019