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Field of Revenge/Combat at Tailtean Plains

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Combat at Tailtean Plains

Cm fe16cf 17.png

Location

Tailtean Plains

Boss(es)

Dimitri, Dedue, Sylvain*/Kingdom General*,
Mercedes*/Kingdom General*, and Rhea

Previous chapter(s)

The Siege of Arianrhod

Next chapter(s)

The Fight for Fhirdiad

Combat at Tailtean Plains (Japanese: タルティーン平原の戦い Battle of the Tailteann Plains) is the battle map of the seventeenth chapter of the Crimson Flower route in Fire Emblem: Three Houses. In this map, the remaining Faerghus and Church of Seiros armies ride out to face the Black Eagle Strike Force on a historic battlefield during a rainstorm.

Beginning log

The Black Eagle Strike Force, in its continued pursuit of Fódlan's unification, marches on Fhirdiad. Kingdom and church forces prepare to meet you at Tailtean Plains, a place laden with history.

Map data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Dimitri, Dedue, Sylvain*/Kingdom General Great Knight*, Mercedes*/Kingdom General Bishop*, and Rhea Player Partner Other Enemy
Defeat: Byleth or Edelgard dies* or the player's army is routed* 2–10 {{{partner}}} {{{other}}} 15+13+∞
Cm fe16cf 17.png
Map dimensions:
30 columns by 30 rows

Character data

Characters
New units

None

Required characters
Byleth m 02 ​Edelgard 02 ​
Available characters
Hubert 02 ​Ferdinand 02 ​Linhardt 02 ​Caspar 02 ​Bernadetta 02 ​Dorothea 02 ​Petra 02 ​Felix 02 ​Ashe 02 ​Sylvain 02 ​Mercedes 02 ​Annette 02 ​Ingrid 02 ​Lorenz 02 ​Raphael 02 ​Ignatz 02 ​Lysithea 02 ​Marianne 02 ​Leonie 02 ​Constance 03 ​Balthus 02 ​Hapi 02 ​Yuri 02 ​Anna ​Shamir ​Hanneman ​Manuela ​Alois ​Jeritza 02 ​

Item data

Items
Name Obtainment Method
Is ns01 shield.png Kadmos Shield Dropped by enemy Fortress Knight (reinforcement)
Is ns01 stat booster.png Giant Shell Dropped by enemy Gremory (reinforcement)
Is ns01 bow.png Brave Bow Open northern chest
Is ns01 axe.png Brave Axe Open southern chest
Is ns01 potion.png Vulnerary Steal from Dimitri
Is ns01 potion.png Vulnerary Steal from Dedue
Is ns01 potion.png Vulnerary Steal from Sylvain*
Is ns01 potion.png Vulnerary Steal from Mercedes* (reinforcement)

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ns01 great lord enemy.gif Dimitri Great Lord 37 1 58 34 8 23 24 11 21 10 29+10 - Areadbhar Vulnerary
Royal Lineage+ Charm Lancefaire Commander Counterattack Defiant Str Lance Prowess Lv 5 Authority Lv 5
Atrocity
King of Lions Corps Lv 5: Wave Attack
• Bears the Minor Crest of Blaiddyd.
• Stands on a stronghold.
Ma ns01 fortress knight dedue enemy.gif Dedue Fortress Knight 37 1 69 32 8 12 3 10 40 7 11+7 - Brave Axe Vulnerary
Staunch Shield Axefaire Weight -5 Axe Prowess Lv 5 Defiant Def Armored Blow Armored Effect Null Pavise
Duscur Heavy Soldiers Lv 5: Line of Lances
Transforms into a Giant Demonic Beast after a certain number of reinforcements, or if a unit is within his transformed range.
Ma ns01 great knight sylvain enemy.gif Sylvain Great Knight 37 1 64 29 10 14 9 13 36 10 18+7 7 Lance of Ruin Vulnerary
Philanderer Canto Lancefaire Axefaire Lance Prowess Lv 5 Death Blow Hit +20 Swordbreaker+ Pass
Ruined Sky
Gautier Knights Lv 5: Stride
• Bears the Minor Crest of Gautier.
• Replaced by a Kingdom General Great Knight if he was recruited.
Ma ns01 great knight enemy.gif Kingdom General Great Knight 37 1 64 27 10 14 8 13 36 10 18+10 7 Silver Axe
Canto Lancefaire Axefaire Axe Prowess Lv 5 Death Blow Hit +20 Lancebreaker+ Pass
Blue Lion Knights Lv 5: Linked Horses
Replaces Sylvain if he was recruited.
Ma ns01 gremory enemy.gif Kingdom Soldier Gremory 36 1 39 12 29 20 18 12 13 26 18+10 - Bolting Banshee Θ
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2
Blue Lion Magic Corps Lv 4: Resonant Ice
Stands on a heal tile +.
Ma ns01 paladin enemy.gif Kingdom Soldier Paladin 35 2 44 19 11 15 16 10 24 10 14 8 Silver Lance
Canto Lancefaire Terrain Resistance
Transforms into an Altered Demonic Beast at some point.
Ma ns01 paladin enemy.gif Kingdom Soldier Paladin 35 1 44 19 9 14 13 10 23 10 14 8 Horseslayer
Canto Lancefaire Terrain Resistance
Transforms into an Altered Demonic Beast at some point.
Ma ns01 swordmaster enemy.gif Kingdom Soldier Swordmaster 35 2 43 21 11 16 31 10 18 8 14 5 Silver Sword
Swordfaire Sword Crit +10
Transforms into an Altered Demonic Beast at some point.
Ma ns01 dark bishop enemy.gif Kingdom Soldier Dark Bishop 35 1 39 12 21 14 17 10 12 23 12 4 Miasma Δ Luna Λ Physic
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the other nearby Dark Bishop is provoked.
Ma ns01 dark bishop enemy.gif Kingdom Soldier Dark Bishop 35 1 39 12 21 14 17 10 12 23 12 4 Dark Spikes Τ Miasma Δ Banshee Θ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the other nearby Dark Bishop is provoked.
Ma ns01 dark bishop enemy.gif Kingdom Soldier Dark Bishop 35 1 39 12 21 14 17 10 12 23 12+10 4 Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Blue Lion Magic Corps Lv 5: Resonant Ice
Begins moving if Dedue transforms, or if the nearby Dark Knight is provoked.
Ma ns01 dark knight enemy.gif Kingdom Soldier Dark Knight 35 2 43 18 19 16 16 12 17 21 14+10 7 Sagittae
Canto Black Tomefaire Dark Tomefaire
Blue Lion Knights Lv 4: Linked Horses
• The northwestern one begins moving if Dedue transforms, or if the nearby Dark Bishop is provoked.
• The southeastern one begins moving if Dedue transforms, or if the nearby Fortress Knight is provoked.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 1 50 19 11 12 2 10 35 7 14+10 4 Silver Axe
Axefaire Weight -5
Blue Lion Knights Lv 4: Linked Horses
Begins moving if Dedue transforms, or if the nearby Dark Knight is provoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ns01 bishop mercedes enemy.gif Mercedes Bishop 37 1 42 10 28 18 17 14 12 36 21+5 4 Abraxas Rafail Gem Vulnerary Heal Fortify
Live to Serve White Magic Uses x2 White Magic Heal +10 Terrain Resistance Faith Lv 5 White Magic Avo +20 Miracle White Magic Range +1 Unsealable Magic
Church Soldiers Lv 5: Resonant White Magic
• Bears the Minor Crest of Lamine.
• Starts on a stronghold.
• Will not move until provoked.
• Replaced by a Kingdom General Bishop if she was recruited.
Ma ns01 bishop female enemy.gif Kingdom General Bishop 37 1 42 10 25 18 15 14 12 35 19+10 4 Abraxas Fortify
White Magic Uses x2 White Magic Heal +10 Terrain Resistance Faith Lv 5 White Magic Avo +20 Miracle White Magic Range +1 Unsealable Magic
Blue Lion Magic Corps Lv 5: Resonant Ice
• Starts on a stronghold.
• Will not move until provoked.
• Replaces Mercedes if she was recruited.
Ma ns01 altered demonic beast enemy.gif Demonic Beast Altered Demonic Beast 35 2 47
47
76
30 8 18 12 0 28 7 0 4 Lost Crest Stone
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness lance.png Weak to Lances.
• Initially a Paladin.
• Will not move until provoked.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 1 50 19 11 12 2 10 35 7 14 4 Tomahawk Kadmos ShieldThis item is dropped upon this unit's defeat.
Axefaire Weight -5
Will not move until he or the other reinforcement Fortress Knight is provoked.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 1 50 19 11 12 2 10 35 7 14 4 Tomahawk
Axefaire Weight -5
Will not move until he or the other reinforcement Fortress Knight is provoked.
Ma ns01 pegasus knight enemy.gif Kingdom Soldier Pegasus Knight 35 39 17 11 15 24 10 17 15 15 7 Silver Lance
Canto Lancefaire Avo +10
--
Ma ns01 altered demonic beast enemy.gif Demonic Beast Altered Demonic Beast 35 2 47
47
76
30 8 18 12 0 28 7 0 4 Lost Crest Stone
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness axe.png Weak to Axes.
• Initially a Paladin or Swordmaster.
• Will not move until provoked.
Ma ns01 altered demonic beast enemy.gif Demonic Beast Altered Demonic Beast 35 1 47
47
76
30 8 18 12 0 28 7 0 4 Lost Crest Stone
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness sword.png Weak to Swords.
• Initially a Swordmaster.
• Will not move until provoked.
Ma ns01 giant demonic beast enemy.gif Stone Demonic Beast Giant Demonic Beast 37 1 82
82
120
42 5 13 7 9 37 5 9 4 Lost Crest Stone (Large)
Defiant Str Defiant Def Renewal Barrier Vital Defense Armored Blow Latent; active starting from health bar 2 Death Blow Latent; active starting from health bar 3
Arm Press
• Initially Dedue.
• Will not move until provoked.
Ma ns01 paladin enemy.gif Kingdom Soldier Paladin 35 2 44 19 11 15 16 10 24 10 14 8 Silver Lance
Canto Lancefaire Terrain Resistance
--
Ma ns01 saint enemy.gif Rhea Saint 37 1 54 28 25 17 15 17 24 25 35+10 5 Sword of Seiros Seiros Shield Fire Bolganone Agnea's Arrow Heal Recover Nosferatu
Sacred Power Charm Commander Terrain Resistance Faith Lv 5 Sword Prowess Lv 5 Heartseeker Vantage Counterattack
Indech Sword Fighters Lv 5: Retribution
• Bears the Crest of Seiros.
• Starts on a heal tile +.
Ma ns01 falcon knight enemy.gif Church Soldier Falcon Knight 35 1 43 21 11 18 30 12 20 21 16+5 8 Silver Lance
Canto Lancefaire Avo +10
Seiros Pegasus Co. Lv 4: Assembly
Leaves the map if Rhea is defeated.
Ma ns01 holy knight female enemy.gif Church Soldier Holy Knight 35 1 43 13 19 16 17 12 14 26 16+7 7 Aura Fortify
Canto White Tomefaire Terrain Resistance
Holy Knights of Seiros Lv 4: Assault Troop
Leaves the map if Rhea is defeated.
Ma ns01 holy knight enemy.gif Church Soldier Holy Knight 35 1 43 13 19 16 17 12 14 26 16+7 7 Aura Fortify
Canto White Tomefaire Terrain Resistance
Holy Knights of Seiros Lv 4: Assault Troop
Leaves the map if Rhea is defeated.
Ma ns01 gremory enemy.gif Church Soldier Gremory 35 1 40 12 28 18 19 12 13 27 18 5 Bolting Giant ShellThis item is dropped upon this unit's defeat. Banshee Θ
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2
Leaves the map if Rhea is defeated.
Ma ns01 great knight enemy.gif Church Soldier Great Knight 35 2 51 21 11 14 7 12 33 10 15 7 Silver Axe
Canto Lancefaire Axefaire
Leaves the map if Rhea is defeated.
Ma ns01 altered golem enemy.gif Golem Altered Golem 35 1 49
49
74
13 24 17 5 0 19 6 0 4 Lance of Light+
Terrain Resistance Lance Prowess Lv 3
Barrier Vital Defense Anti-Magic Armor Swordbreaker+ Latent; active starting from health bar 2 Lancefaire Latent; active starting from health bar 3
Light-Lance Barrage
Is ns01 weakness lance.png Weak to Lances.

Reinforcements

  • After reaching one of the shoals or bridges, or upon defeating Sylvain or his replacement
  • Every second turn after triggering the first wave
    • 1 Pegasus Knight from west of Mercedes*/the Kingdom General Bishop*
    • 1 Falcon Knight from west of Mercedes*/the Kingdom General Bishop* (Maddening only)
      • Note 1: These reinforcements can begin on turn 1 if the trigger is satisfied by that point. However, in versions of the game prior to Version 1.2.0, skipping the cutscene of a Paladin transforming or using Divine Pulse in certain ways will cause the reinforcements to be delayed to the next turn instead.
      • Note 2: These reinforcements might be halted by defeating Mercedes*/the Kingdom General Bishop* and the Fortress Knights.
  • One turn after the first wave (Hard/Maddening only)
  • Two (Normal/Hard)/One (Maddening) turn(s) after the first wave
  • One turn after the previous wave
  • One turn after the previous wave
  • One turn after the previous wave
  • One turn after the previous wave (Hard/Maddening only)
  • One turn after the previous wave (Hard/Maddening only)
  • Fifteen turns after the first wave, or if a unit is in range of Dedue's transformed range. Does not trigger if Dimitri has already been defeated.
  • After reaching column 26, a unit approaches Dimitri's fortress, or if the potential Altered Demonic Beasts near Sylvain are defeated, or upon attacking Dimitri
    • Rhea from the eastern forests
    • 1 (Normal)/2 (Hard/Maddening) Falcon Knight(s) with battalion(s) from near the western ally starting positions
    • 2 Holy Knights from the eastern forests
    • 1 Gremory from the southeast corner of the map
    • 2 (Normal)/3 (Hard)/4 (Maddening) Great Knights from near the eastern ally starting positions
    • 1 Altered Golem from near the western ally starting positions
    • 1 Altered Golem from near the eastern forests (Hard/Maddening only)

Boss data

Main article: Dimitri

Normal Hard Maddening

Small portrait dimitri 03 fe16.png
Ma ns01 great lord enemy.gif Great Lord
Level 37
Movement -
Crest Is ns01 minor crest of blaiddyd.png
Stats
Max HP 58 Luck 11
Strength 34 Defense 21
Magic 8 Resistance 10
Dexterity 23 Charm 29+10
Speed 24
Inventory Abilities
Areadbhar
Vulnerary
Royal Lineage+
Charm
Lancefaire
Commander
Counterattack
Defiant Str
Lance Prowess Lv 5
Authority Lv 5
Combat arts Spells Battalion
Atrocity -- King of Lions Corps Lv 5
Wave Attack
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
B A C C+ B D D A E E E FE16ClassMasteryEmpty.png
Main article: Dedue
Dedue

Normal Hard Maddening

Small portrait dedue 02 fe16.png
Ma ns01 fortress knight dedue enemy.gif Fortress Knight
Level 37
Movement -
Crest --
Stats
Max HP 69 Luck 10
Strength 32 Defense 40
Magic 8 Resistance 7
Dexterity 12 Charm 11+7
Speed 3
Inventory Abilities
Brave Axe
Vulnerary
Staunch Shield
Axefaire
Weight -5
Axe Prowess Lv 5
Defiant Def
Armored Blow
Armored Effect Null
Pavise
Combat arts Spells Battalion
-- -- Duscur Heavy Soldiers Lv 5
Line of Lances
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E B E E E E B B E E FE16ClassMasteryEmpty.png
Stone Demonic Beast

Normal Hard Maddening

Generic small portrait giant demonic beast fe16.png
Ma ns01 giant demonic beast enemy.gif Giant Demonic Beast
Level 37
Movement 4
Crest --
Stats
Max HP 82/82/120 Luck 9
Strength 42 Defense 37
Magic 5 Resistance 5
Dexterity 13 Charm 9
Speed 7
Inventory Abilities
Lost Crest Stone (Large) Defiant Str
Defiant Def
Renewal
Barrier
Vital Defense
Armored Blow Latent; active starting from health bar 2
Death Blow Latent; active starting from health bar 3
Staggering Blow Spells Battalion
Arm Press -- --
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E E E E E E E E E E FE16ClassMasteryEmpty.png


If Sylvain wasn't recruited Otherwise

Main article: Sylvain

Normal Hard Maddening

Small portrait sylvain 02 fe16.png
Ma ns01 great knight sylvain enemy.gif Great Knight
Level 37
Movement 7
Crest Is ns01 minor crest of gautier.png
Stats
Max HP 64 Luck 13
Strength 29 Defense 36
Magic 10 Resistance 10
Dexterity 14 Charm 18+7
Speed 9
Inventory Abilities
Lance of Ruin
Vulnerary
Philanderer
Canto
Lancefaire
Axefaire
Lance Prowess Lv 5
Death Blow
Hit +20
Swordbreaker+
Pass
Combat arts Spells Battalion
Ruined Sky -- Gautier Knights Lv 5
Stride
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E B+ E E E E B A E E FE16ClassMasteryEmpty.png


If Mercedes wasn't recruited Otherwise

Main article: Mercedes

Normal Hard Maddening

Main article: Rhea

Normal Hard Maddening

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Maddening strategy:

Recommended personnel: Byleth (default), Edelgard (default), Jeritza, Dancer x1, Long-range mage x1, Sniper x1, Healer x1, War Master or Grappler x1, Assassin x1

Recommended equipment: Sword of the Creator (fully repaired), Dragon Claws, Evasion Rings, Critical Rings, Accuracy Rings, Legendary Equipment (Mercurius, Parthia, Gradavius, Hauteclere – if available), The Inexhaustible (Brave Bows and Hunter’s Volley also works), Spear of Assal, Pure Water

Recommended abilities/combat arts/gambits: Counterattack (Jeritza – if unavailable, Retribution gambit), Impregnable Wall, Monster Breaker combat arts (equip all that are available), Lancebreaker, Warp

The battle begins with a warning from both Edelgard and Hubert to proceed cautiously and beware that the Knights of Serios have yet to join the battle. We’ll be taking their advice.

Your group is split into two groups. Note that the shoal area hinders movement for your group but you can also use it to your advantage later on when the Knights of Serios likewise will have to cross it as well in order to reach your group.

Take a moment and put your cursor over the different enemies on the map. You will notice Swordmasters and Paladins who have no movement range. These enemies can transform into Demonic Beasts which will be described in more detail shortly.

Our first objective is to reunite our two groups so move the southern group up to the northern group using the bridge on the left. Meanwhile, there is a mage with Bolting surrounded by other mages in the middle of the map. If Jeritza has mastered his Death Knight class, he will have access to the Counterattack ability. Equip it, give him a Pure Water, move into the range of the mage with Bolting, then use a Pure Water. The remainder of your team will head north crossing the shoal area but keep this group outside the attack range of enemies during this first turn. During the enemy turn, the Bolting mage will attack Jeritza and if he has enough speed and a strong weapon equipped, he should be able to kill the Bolting mage during this turn. If Counterattack is unavailable to Jeritza (or he’s dead) you can use the Retribution gambit to achieve the same effect.

Our next objective is to kill the group of four mages that surrounded the Bolting mage. Move your group within range to accomplish this and everyone else should continue to move north, crossing the shoal area which will take around 3-4 turns to get everyone across.

At the end of turn two, one of the soldiers in front of Sylvain/Great Knight Boss will turn into a Demonic Beast (If you kill this Paladin, another enemy will transform, in the order that they would otherwise transform, starting with the lower northeastern Swordmaster). Mercedes/Bishop Boss will appear in the northwest corner of the map on the wooden platform along with four Fortress Knights.

By turn three, some of your personnel should be near some of the enemies that have no movement range. If you do not want these enemies to turn into Demonic Beasts, make sure any that you attack can be defeated during the player turn. If you attack one but do not kill them then during the enemy turn this enemy will turn into a Demonic Beast.

At the beginning of enemy turn three two Pegasus Knights will appear in the northwest corner. Edelgard will have mentioned by this point that the enemy generals need to be defeated to avoid being overwhelmed. To stop the Pegasus Knight reinforcements, Mercedes/Bishop Boss must be killed.

Mercedes can be troublesome to defeat as she is equipped with the Rafail Gem. This prevents all critical hits and has a high chance of halving all damage received. A strategy of using a gambit on her, a gambit on the surrounding enemies (Edelgard’s Supreme Armored Co. works well here), and following up with a strong double attack (Ferdinand/Swift Strikes/Spear of Assal or Bernadetta/Hunter’s Volley/Parthia for example) can take her out. During this sequence, it’s likely one of the Pegasus Knights avoided a gambit hit or is out of range for attacks. Consider using Warp on another strong double attack character to take this Pegasus Knight out.

After taking out this group and the straggler no movement enemies nearby, approach Dedue. Beware that when you get near him (within one space of the rubble tile) he will transform into a unique Demonic Beast with very high health. If you don't want to deal with the bother of fighting him in this form, you can use Meteor or Bolting to pick him off from safety and prevent him from transforming. If you have a high defense/speed character with good movement (Jeritza) he should be able to safely approach, take a hit from Dedue Demonic Beast and back off. If this wasn’t enough, enemy reinforcements will appear on the northern edge of the map near Dimitri (two Bow Knights and two Paladins). During this same turn, another no movement enemy near Sylvain/Great Knight Boss may turn into a Demonic Beast. Don’t worry about Sylvain’s group for now.

Back as much of your group off as possible as Dedue, the Bow Knights, Paladins, and Dark Knights, Dark Bishop, and Fortress Knight are automatically aggro. The one exception is to once again have your long-range Counterattack character(s) (Jeritza or Retribution gambit) within range of the Bow Knights. If its Jeritza, equipping him with the Scythe of Sariel gives him a high chance of hitting both Bow Knights with a critical hit, thereby solving a major pain of not having to deal with extremely long attack range enemies as you decide how to defeat Dedue and the approaching group of enemies.

Dedue Demonic Beast should not be too troublesome to deal with after an armor break and the accompanying enemies are defeated/immobilized. He is susceptible to attacks like Mire that lower his defense and are outside his attack range of two spaces. Windsweep prevents counterattacks but this also should not be a concern at this point as your stronger personnel should be able to take a hit from him without dying. Gambits that inflict poison work well between turns for additional damage. Dragon Claws work exceptionally well after an armor break.

After these enemies are defeated, you can safely open the treasure chests if you want. The southern chest contains a Brave Axe and the northern chest contains a Brave Bow.

As you near Dimitri, Rhea and the Knights of Seiros will appear to the southeast and southwest with two Golem Demonic Beasts. There will also be Pegasus Knights, Great Knights, a Holy Knight, and a Gremory with Bolting. These enemies are pretty far away and you will have a turn or two to prepare for these enemies.

If the majority of your group is near Dimitri, you will likely battle with a Golem first. It is susceptible to axes and your typical Monster Break abilities. Magic cannot damage it until its armor is broken. The mage with Bolting with likely be within range too. Remember to use our previous Counterattack/Retribution strategy to take her out and you will get a Giant Shell as a reward.

Rhea will likely be nearby. She comes equipped with Counterattack and Vantage and is difficult to hit with gambits due to her high charm. Approach her cautiously with only your strongest units. Byleth with the Sword of the Creator and the Sublime Heaven combat art works well as always. Jeritza with the Scythe of Sariel works too. Once she is defeated, all the enemies that appeared on the map when Rhea did will retreat with her with the exception of the Golems. Take out any remaining straggler enemies that approach, including the Golems, before making your final approach towards Dimitri and Sylvain.

It’s up to you to decide who you wan to fight first. Since Dimitri is closest to our group, we will deal with him first.

In what is very obvious, Dimitri is extremely dangerous and has a high avoid rate. Increase your chances of landing a hit by surrounding him and performing linked attacks. Some of your higher charm characters will still be able to connect with gambits but don’t be afraid to try even lower hit ones. A few of these will connect and lower his health. Dimitri’s one weakness is a lower resistance. If you have a mage with good dexterity and an accuracy ring equipped, this will likely be the killing blow after his health has been decreased enough with gambits and combat arts like Windsweep.

After Dimitri is defeated, Sylvain/Great Knight Boss and the three Demonic Beasts are all that remains. Use the Impregnable Wall gambit on any character to aggro this last enemy commander to the rest of your group and then finish him off.

Further notes:

The two reinforcement bosses cannot be skipped. However, it is possible to spawn both of them as early as turn 1. Mercedes/Kingdom General Bishop can be forcibly spawned during Player Phase by killing Sylvain/Kingdom General Great Knight, while Rhea can be forcibly spawned during Player Phase by attacking Dimitri.

The potential demonic beasts on the map are fairly easy to single out. Specifically, the two Swordmasters sandwiching two Paladins that form a line between the Bolting Gremory and the positions where Mercedes/Kingdom General Bishop would spawn with reinforcements, the Swordmaster due north of the Bolting Gremory, and the three enemies near Sylvain/Kingdom General Great Knight. The Paladin with the Horseslayer is the first to transform, and it's recommended to kill him so your other units that need that area to fight the two bosses there don't have an extra demonic beast to deal with.

Mercedes/Kingdom General Bishop can be kicked off their Stronghold if you place someone there before they get to spawn. This can be especially helpful against Mercedes, who has multiple damage reduction skills and is crit-immune, as while she acts before other enemies can heal her, if she gets healed by terrain, it can become much harder to kill her on enemy phase due to Miracle. The Kingdom General Bishop also has Miracle, but she lacks Pavise/Aegis or crit-immunity, making it at least easier to nuke her down.

Trivia

  • Dimitri has a unique battle model and set of portraits for this chapter depicting him without the eyepatch he has in all other routes. Similarly, Rhea uses the Saint class and wears her Seiros outfit, neither of which can be seen in other routes.
    • There are class sprites in the game's files for both characters' unique appearances in this chapter; these are never used for unknown reasons.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Combat at Tailtean Plains

--

Japanese

タルティーン平原の戦い

Battle of the Tailteann Plains

Spanish

La batalla de Tailtean

The battle of Tailtean

French

Combat fatidique à Tailtean

Fateful battle at Tailtean

German

Schlacht von Tailtean

Battle of Tailtean

Italian

La battaglia di Tailtean

The battle of Tailtean

Korean

탈틴 평원의 전투

Battle of the tailteann plains

Simplified Chinese

塔尔丁平原之战

Battle of the Tailtean Plains

Traditional Chinese

塔爾丁平原之戰

Battle of the Tailtean Plains

Gallery


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← The Siege of Arianrhod • Combat at Tailtean Plains • The Fight for Fhirdiad →
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLC BalthusConstanceHapiYuri
Non-playable characters AbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
Bosses AcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background characters Lord ArundelCount BergliezCorneliaMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTomasTianaCount Varley
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
White Clouds
P: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War Black Eagles, if Byleth sides against EdelgardBlue LionsGolden Deer / Outset of a Power Struggle Black Eagles, if Byleth sides with Edelgard
Part II Silver Snow
Silver Snow
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
Azure Moon
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
Verdant Wind
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
Crimson Flower
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues Paralogues Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World Black Eagles, if Byleth sides against EdelgardBlue LionsGolden DeerFalling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC Blue LionsGolden DeerSword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak Blue Lions
Part II Darkness Beneath the Earth Crimson FlowerDividing the World Silver SnowAzure MoonVerdant WindEternal Guardian Silver SnowAzure MoonVerdant WindThe Face Beneath Silver SnowAzure MoonVerdant WindForeign Land and SkyForgotten HeroInsurmountable Crimson FlowerLegend of the LakeRetribution Silver SnowAzure MoonVerdant WindThe Secret MerchantDLC Crimson FlowerThe Silver Maiden Azure MoonThe Sleeping Sand Legend Verdant WindWeathervanes of Fódlan Azure Moon
Cindered Shadows
Cindered Shadows
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) • LeicesterAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts 10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) • Blue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Lists AbilitiesChaptersCharactersClasses (Class change) • Hidden treasureItems (Monastery items) • QuestsScriptsSupportsWeapons
Related topics Music LibraryName chart • Other games (Warriors: Three Hopes) • Pre-release informationUnused contentDownloadable contentClass mastery