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Outset of a Power Struggle/The Battle of Garreg Mach: Difference between revisions
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{{Names | {{Names | ||
|eng-name=The Battle of Garreg Mach | |eng-name=The Battle of Garreg Mach | ||
| | |jpn-name={{h|ガルグ=マクの戦い|Garugu maku no tatakai}} | ||
| | |jpn-mean=Battle of Garreg Mach | ||
|span-name=La batalla de Garreg Mach | |span-name=La batalla de Garreg Mach | ||
|span-mean=The battle of Garreg Mach | |span-mean=The battle of Garreg Mach |
Revision as of 21:40, 25 October 2022
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The Battle of Garreg Mach (Japanese: ガルグ=マクの戦い Battle of Garreg Mach) is the main battle map of the twelfth chapter in Fire Emblem: Three Houses. In this map, Byleth, Edelgard, and the Adrestian Empire launch a war against the Church of Seiros.
Beginning log
Emperor Edelgard has declared war on the Church of Seiros and the Crest-dominated world it has created. Her first move is to topple the most prominent symbol of the church's dominance: Garreg Mach.
Map data
Normal Hard Maddening
Character data
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New units
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Available characters
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Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- After (Normal/Hard)/Upon (Maddening) breaching the first wall from the center (entering columns 11–15, rows 21–25)
- 1 Armored Knight from the forest just northwest of the wall
- 1 Mage from in front of the wall
- 1 Archer from the forest just northeast of the wall
- 2 Brigands; one from the forests closest to the wall each
- After Gilbert, Flayn, and Seteth are defeated, or at the end (Normal/Hard)/start (Maddening) of turn 11 if one of them has not been defeated yet
- Rhea appears in the northern wing, along with a group of 12 (Normal/Hard)/16 (Maddening) other soldiers
- At the end (Normal/Hard)/start (Maddening) of turn 11 if all of Gilbert, Flayn, and Seteth have not been defeated yet
- 3/4 Pegasus Knights; one from the southeastern and southwestern corners of the map each, one/two from near the center ally starting positions
- 1/2 Pegasus Knight(s) with battalion(s) from near the center ally starting positions
- 2 Falcon Knights from the southeastern corner of the map (Maddening only)
NPC data
Normal Hard Maddening
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Reinforcements
- After Flayn is defeated
- The Death Knight and 1 Armored Knight from the eastern stronghold
Boss data
Main boss
- Main article:
Rhea
Normal Hard Maddening
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Sub-bosses
- Main article:
Gilbert
Normal Hard Maddening
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- Main article:
Flayn
Normal Hard Maddening
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- Main article:
Seteth
Normal Hard Maddening
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- Main article:
Catherine
Normal Hard Maddening
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- Main article:
Cyril
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Normal/Hard
This is the final battle of Part I. All of your weapons are automatically repaired at the end of the battle, so feel free to cut loose. Your first order of business is to have Byleth charge west and take out the Archer manning the Ballista. Send fliers to the east side to reinforce Randolph and start pushing northward. Sadly, the green units are unlikely to survive, but there's no penalty for losing them. Once you make it past the southern gate in the central part of the map, you'll be ambushed by a bunch of enemies. Wipe them out or circumvent them by going around the sides - your call. You must take out all three bosses in order to proceed to the second stage of the battle. Gilbert is a sad joke who gets eaten alive by any semi-competent mage, especially those who can hit him from 3 range. Flayn is a bit on the slow side, but hits like a dump truck and has Miracle just in case the RNG decides it hates you. Taking her out causes the Death Knight to appear on the battlefield. Fortunately, he's on your side this time, and he's perfectly capable of smashing right through any enemy not named Catherine. Seteth is probably the most dangerous enemy on the map, seeing as he's fairly fast and he's immune to effective damage from arrows. If you didn't complete An Ocean View, his Spear of Assal can rip right through your cavalry. Send your toughest units to take him out.
Once Gilbert, Flayn, and Seteth are down, Rhea and her minions deploy, and the northern gates open. Two Golems protect the center; by now, these suckers aren't anything you can't handle. Catherine is on the west side. Do NOT engage her at one range unless you have a 100% chance of killing her, because she is faster than a speeding bullet and more powerful than a locomotive. Cyril guards the east side. He's very fast and somewhat evasive, but unlike Seteth he's weak to arrows like most Wyvern Riders, so shoot him down. Once you've broken past the bosses and taken out the artillery, it's time to face Rhea. She has the ever-dangerous combination of Vantage, Counterattack, and life drain made popular by Heroes. The safest way to deal with her is to move two spaces away from her so she is forced to use her less threatening magic attacks, then rush in with your most powerful attacks to take her out. Beat her, and Part I is yours.
Maddening
Hubert calling out Rhea's plan to stall you has far more meaning this time. If Gilbert, Flayn, and Seteth are not defeated by the end of the 10th turn, Rhea's normal reinforcements will arrive, and an additional 8 Pegasus Knights will spawn from the back to flank you. Unless your party has a lot of fast bow users, this will put you in a very difficult position as you'll be sandwiched between whatever remains of Seteth's initial forces, Rhea's soldiers (Cyril will reach you in 3 turns, and Catherine will one round anyone she attacks), and the encroaching rear fliers.
Maddening strategy (can be completed on a normal play through without needing New Game+):
Recommended abilities: Warp, Stride gambit, Restore, Physic (having a secondary unit with this ability besides your healer can come in handy – Hapi, Dorothea), Supreme Armored Co. (Edelgard gambit)
Recommended equipment: Evasion Ring, Accuracy Ring, Magic Staff, Sword of the Creator (fully repaired)
Recommended personnel: Byleth (default), Edelgard (default), high avoid unit x1 (Petra as an Assassin with a Wao Do sword and Evasion Ring works well), healer x1, long-range mage x1 (Hapi as Valkyrie, Lysithea with Thyrsus staff), sniper x1 (Bernadetta with Encloser works well), cavalry unit x1, grappler x1 (Caspar as a mastered Grappler with Fierce Iron Fist works well), dancer x1
When viewing the map, you will notice the top third of the map north of Seteth is dark. Rhea, Cyril, Catherine, two demonic beasts, and a large amount of enemies are hiding here. We’ll come back to this later.
While it isn’t necessary to keep the various Allied units alive (Ladislava, Randolph, etc.) they work well at drawing enemy attacks away from your units. Use this to your advantage by healing them and keeping them alive as long as possible. No bonuses are earned or lost if they are defeated/kept alive.
This strategy will take the approach where Byleth will defeat Seteth and Flayn. We will also keep in mind the 10 turn limit to prevent reinforcements from appearing so long as you defeat Seteth, Flayn, and Gilbert within the 10 turns.
Start by using the Stride gambit on Byleth and moving him to the right side of the map. You may want to use your dancer’s first turn by using the dance ability on Byleth to speed up how quickly Byleth can make it to the right side. On the left side, have your units deployed so you can eliminate the archer at the ballista and one of the armored knights during your first turn (Petra with an Armorslayer or Rapier sword can typically get the job done especially as an Assassin with a hit critical hit rate; an Evasion Ring and the Axebreaker support ability helps even more). While not required, consider having your bow units on the left side of the map where they can assist in taking out the Pegasus Knights that will approach from the north and that have a high avoid rate (Curved Shot from an archer will help). Also consider having your long-range mage on the left side as well since as they can usually double Gilbert with a spell which may be enough to defeat him in one turn. If you have units that cannot safely attack enemies during turns, have them break the spots in walls that are weak to give you alternate routes to enemies. The ballista and onager can also be used for this.
For the enemies in the center of the map (three armored knights), draw them out by having your tank (usually Edelgard) go to the edge of their movement range but do not cross the dark grey tiles on the ground. If any of your characters do this, a large amount of enemy reinforcements will appear in the center of the map and Seteth will make his approach. Keep a mage nearby (like Hubert) to assist in killing off the armored knights. The remainder of your units can accompany Byleth to the right and your personnel to the left. After your tank kills off the Armored Knights, leave them behind until all three generals (Seteth, Gilbert, Flayn) are defeated. Hold off on using Edelgard’s new gambit.
The left side units shouldn’t have too much trouble with the enemies. Use tactics like having your high avoid character aggro enemies into tiles with Thicket defense and have the remainder of your team finish them off. Again, Gilbert should be easily defeated by a long-range mage and anyone wielding armor piercing weapons.
The right side enemies also aren’t too troublesome for higher level (25+) personnel either. Flayn can usually be defeated by Byleth with one strike of the Sword of the Creator combat art, Sublime Heaven. If she happens to survive by having Miracle activate, use Divine Pulse, take at least one additional action with another character (move, use a healing spell, etc.) then try Sublime Heaven again. Eventually she will fall without Miracle activating. After she is defeated, the Death Knight and an additional allied unit will join your side but cannot be controlled.
At this point, only Seteth should remain of the three generals. His Ochain Shield will prevent any critical hits. Move your right side group towards the center of the map and then use a unit with similar or higher Attack Speed (AS) to aggro Seteth near this group (the Death Knight may also do this on his own, negating the need to do this). During your next turn, you can use gambits to weaken him before attempting Sublime Heaven with Byleth or if you have a dancer nearby, two hits from Sublime Heaven should finish him off (if not, a hit from one or two gambits will weaken him enough to where one or two hits using Sublime Heaven will defeat him).
Once all three generals are defeated, you can move your middle group up, Rhea will appear, and the back third of the map will fill with enemies including Catherine and Cyril. Two Demonic Beasts will also appear in the center of the map near the central gate. Several enemies, including Catherine and Cyril, will start to approach your squad but they are far enough away that you should be able to finish off the two demonic beasts with gambits and other powerful attacks before they are within range of your squad. Try to save Sword of the Creator uses for Catherine, Cyril, and Rhea.
When Catherine, Cyril, and other enemies are nearby, blast them with a hit from Edelgard’s gambit that is five spaces wide and two deep. Edelgard has a higher hit rate with gambits. Catherine isn’t overly difficult to defeat (one hit with Sublime Heaven will usually do the trick, if not, use bows or even a ballista to finish the job) but Cyril has very high avoid even after being hit with a gambit. If you happened to have mastered Caspar as a Grappler (or someone else on your squad) a hit with combat art Fierce Iron Fist may be able to finish Cyril off quickly. While fighting these enemies, consider having some of your other squad members use other entrances to the back of the map and start eliminating some of the remaining enemies that have yet to approach.
Once the demonic beasts, Catherine, and Cyril are all defeated, the remainder of the battle is pretty straightforward. Use your squad wisely to defeat all other enemies before fighting Rhea.
Rhea is not a difficult boss although she does have a decent critical hit rate (around 20%). She can counterattack from any distance so keep this in mind when choosing who to use. Your tank can usually attack her and survive one or two critical hits. Also, one or two hits with Sublime Heaven will do the trick. Most gambits have a low hit rate but your higher Charm character can typically connect, especially with a gambit boost from your other nearby characters that within attack range.
Trivia
- This is the only chapter in the main game where the player can fight Golems.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Battle of Garreg Mach |
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Japanese |
ガルグ=マクの戦い |
Battle of Garreg Mach |
Spanish |
La batalla de Garreg Mach |
The battle of Garreg Mach |
French |
La bataille de Garreg Mach |
The battle of Garreg Mach |
German |
Schlacht um Garreg Mach |
Battle of Garreg Mach |
Italian |
La battaglia del Garreg Mach |
The battle of Garreg Mach |
Korean |
가르그 마크의 전투 |
Garreg mach battle |
Simplified Chinese |
加尔古·玛库之战 |
Battle of garreg mach |
Traditional Chinese |
加爾古‧瑪庫之戰 |
Battle of garreg mach |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← Conflict in the Holy Tomb • | The Battle of Garreg Mach | • The Great Bridge Coup → |
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