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Land of the Golden Deer

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

Land of the Golden Deer (Japanese: 金鹿の守る地 Protecting the Land of the Golden Deer) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 7 to Chapter 11. In order to attempt this paralogue, the player must have recruited Lorenz, and he must not have fallen in battle previously. In this chapter, Lorenz is called back to House Gloucester territory to suppress an uprising by an ambitious noble.

Land of the Golden Deer

Cm fe16 land of the golden deer.png

Location

Plains

Boss(es)

Acheron

Plot

Main article: Land of the Golden Deer/Script

Lorenz receives a letter from his father Count Gloucester explaining that Acheron, a noble of the Leicester Alliance, has deployed military forces to Gloucester lands to prosecute an old border dispute, and that he has been ordered to head home to deal with it. He further explains that internal conflict is the norm within the Alliance, House Riegan doesn't have the manpower to settle the dispute, and Count Gloucester can't deal with it since he must maintain relations with the other members of the Alliance. Lorenz invites Byleth and his classmates to tag along with him.

Byleth and Lorenz successfully defend Gloucester territory from Acheron and force him to surrender. In the aftermath, Lorenz thanks Byleth for their assistance and reveals that Acheron has sworn never to stir up trouble again, although he doubts the veracity of this claim. Lorenz also reveals that he has received the Heroes' Relic of House Gloucester, Thyrsus.

Beginning log

Lorenz receives a letter from his father, Count Gloucester, who wishes for his son to resolve a territorial dispute that is about to escalate to violence.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Acheron or survive 12 turns Player Partner Other Enemy
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies*, Lorenz dies, or a defended location is captured 2–10 {{{partner}}} {{{other}}} 32
 
Map dimensions:
26 columns by 15 rows

This chapter features drawbridges; if a unit moves adjacent to one and uses the "Bridge" command, the drawbridge will be lowered, opening a new path to travel.

Character data

Black Eagles   Blue Lions   Golden Deer  

Characters
New units

None

Required characters
  
Available characters
                          
Other characters may be available if the paralogue is attempted later.

Item data

Items
Name Obtainment Method
  Advanced Seal Dropped by enemy Thief
  Devil Sword Dropped by enemy Thief
  Gloucester Knights Automatically at the end of the chapter
  Thyrsus Automatically at the end of the chapter

Enemy data

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 7, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point the enemies gain a level.

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Acheron Mage 15 1 30 7 12 9 8 10 6 13 8+5 -   Blizzard  Fire
  Poison Strike  Fire  Reason Lv 1  Poison  Pass  Unsealable Magic
  Alliance Magic Users Lv 1:   Resonant Lightning
• Starts on a heal tile +.
• Immobile until turn 7, at which point he begins moving unprovoked.
  Alliance Soldier Mage 13 1 27 8 11 9 9 8 6 9 8+3 4   Fire
  Fire
  Alliance Magic Corps Lv 3:   Group Lightning
Begins moving unprovoked on turn 4.
  Alliance Soldier Armored Knight 13 1 33 11 8 8 4 8 16 3 8 4   Steel Axe
Begins moving unprovoked on turn 4.
  Alliance Soldier Fighter 13 2 27 11 8 8 9 4 6 4 8 4   Steel Axe
The eastern one immediately begins moving unprovoked.
  Alliance Soldier Mage 13 5 27 8 11 9 9 8 6 9 8 4   Fire
  Fire
• The northeastern three immediately begin moving unprovoked.
• The southwestern one begins moving unprovoked on turn 7.
  Alliance Soldier Brigand 13 1 32 14 8 8 9 8 7 4 8 5   Steel Axe
Immobile until turn 7, at which point he begins moving unprovoked.
  Alliance Soldier Archer 13 4 27 11 8 11 9 10 6 4 8 5   Steel Bow
  Bowrange +1
• The northeastern one immediately begins moving unprovoked.
• The southeastern and northwestern ones begin moving unprovoked on turn 4.
• The center-southern one begins moving unprovoked on turn 7.
  Alliance Soldier Mercenary 13 1 30 12 8 10 11 8 7 4 8+1 5   Steel Sword
  Alliance Duelists Lv 3:   Mad Melee
Begins moving unprovoked on turn 4.
  Alliance Soldier Brawler 13 1 31 11 7 11 14 8 7 3 8 5   Steel Gauntlets  Unarmed
  Unarmed Combat
Begins moving unprovoked on turn 4.
  Alliance Soldier Cavalier 13 2 30 12 8 10 8 8 9 4 8+5 7   Steel Lance
  Canto
  Alliance Knights Lv 3:   Blaze
• The southern one is immobile until turn 7, at which point he begins moving unprovoked.
• The northern one immediately begins moving unprovoked.
  Alliance Soldier Cavalier 13 3 30 12 8 10 8 8 9 4 8 7   Steel Lance
  Canto
• The northeastern one immediately begins moving unprovoked.
• The southeastern one begins moving unprovoked on turn 4.
  Alliance Soldier Monk 13 1 27 9 8 8 9 4 6 6 8 4   Nosferatu  Heal
--
  Alliance Soldier Pegasus Knight 13 1 30 17 8 15 18 10 12 13 9+6 7   Steel Lance
  Canto  Lancefaire  Avo +10
  Alliance Pegasus Co. Lv 3:   Assembly
Begins moving unprovoked on turn 7.
  Alliance Soldier Mercenary 13 3 30 12 8 10 11 8 7 4 8 5   Steel Sword
The northern two immediately begin moving unprovoked.
  Alliance Soldier Myrmidon 13 1 27 9 8 8 11 4 6 4 8 4   Steel Sword
Begins moving unprovoked on turn 7.
  Alliance Soldier Thief 13 1 29 11 8 13 13 8 7 4 8 5   Steel Sword  Advanced Seal 
  Steal  Locktouch
Immobile until turn 3, at which point he prioritizes escaping via the south.
  Alliance Soldier Thief 13 1 29 11 8 13 13 8 7 4 8 5   Devil Sword 
  Steal  Locktouch
Immobile until turn 3, at which point he prioritizes escaping via the south.
  Alliance Soldier Pegasus Knight 13 2 30 17 8 15 18 10 12 13 9 7   Iron Lance
  Canto  Lancefaire  Avo +10
• The eastern one immediately begins moving unprovoked.
• The western one begins moving unprovoked on turn 4.

Boss data

Main article: Acheron
On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 7, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point this boss gains a level.

Normal Hard Maddening

 
  Mage
Level 15
Movement 4
Crest --
Stats
Max HP 30 Luck 10
Strength 7 Defense 6
Magic 12 Resistance 13
Dexterity 9 Charm 8+5
Speed 8
Inventory Abilities
--   Poison Strike
  Fire
  Reason Lv 1
  Poison
  Pass
  Unsealable Magic
Combat arts Spells Battalion
--   Blizzard
  Fire
  Alliance Magic Users Lv 1
  Resonant Lightning
Skill Levels
                       
E E E E E C E C E E E  

Strategy

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

Normal/Hard

12 turns is more than enough to annihilate the entire enemy cohort and knock Acheron's teeth out. Make sure to bring a couple of good cavalry units so you can pick off the Thieves with the loot; they will make a break for Acheron and try to escape when you get too close. You also need to be wary of enemy Pegasus Knights slipping past your defenses and seizing the defend point; make sure to leave an archer as a rearguard. Finally, note the drawbridges; you can only lower them from the side they are attached to.

If you do not want to play the level out, Acheron can be attacked on the first turn with the help of Stride or Warp. Any decently strong flier can take him down, and beforehand other units can also kill one or both of the thieves.

Maddening

The enemies in this map deal heavy damage and should not be taken lightly. Like many other Maddening paralogues, it may be a good idea to wait at least a month before attempting this paralogue outside of New Game+.

The most hassle free method of tackling this chapter is to send a powerful flier directly to Acheron with the help of Stride, but otherwise with a decent team you should be able to hold off the enemies with the help of gambits. Take advantage of the forest terrain for extra Avoid, especially if things get hairy. Prioritize killing Pegasus Knights when they approach, as they can one round your weaker units and seize the defense point. Killing the thieves can be difficult, but with Warp and Stride at your disposal you should be able to kill them before killing Acheron to end the map.

Etymology and other languages

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

Land of the Golden Deer

--

Japanese

金鹿の守る地

Protecting the Land of the Golden Deer

Spanish

La tierra del Ciervo Dorado

The land of the Golden Deer

French

La terre du Cerf d'or

The land of the Golden deer

German

Land der Goldenen Hirsche

Land of the Golden Deer

Italian

La terra dei Cervi Dorati

The land of the Golden Deer

Korean

금사슴이 지키는 땅

Land guarded by the golden deer

Simplified Chinese

金鹿的守护之地

Land guarded by the golden deer

Traditional Chinese

金鹿的守護之地

Land guarded by the golden deer

Gallery

References

Land of the Golden Deer
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
 
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     / Outset of a Power Struggle  
Part II 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
 
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
 
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
 
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   Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret MerchantDLC  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
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