Rumored Nuptials (Japanese: 王国貴族結婚余聞Kingdom Noble Marriage) 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 Dorothea or Ingrid and neither one must have fallen in battle previously. In this chapter, Dorothea intervenes to prevent Ingrid from being married off to an unscrupulous noble.
Rumored Nuptials
Location
Ailell, the Valley of Torment
Boss(es)
None
“
The jerk's entire fortune is soaked in blood. Do you want to rebuild your own house using that kind of money? I mean, it's all just rumors, but I think it still might be worth investigating.
Byleth and Dorothea bump into Ingrid, who has received a letter from her father, Count Galatea. The letter explains that a noble has proposed marriage to Ingrid. However, Dorothea recognizes the noble's name from her days as an opera singer, explains that his entire fortune is nothing but blood money, and warns Ingrid to stay far away from him. At Dorothea's behest, Byleth sorties their students to investigate the noble and find proof of his misdeeds so they can call off the marriage.
The group discovers proof of the noble's crimes and prepare to return to Garreg Mach Monastery. However, rogues hired by the noble ambush them at Ailell with the intention of kidnapping Ingrid and killing her companions. Byleth, Dorothea, and Ingrid break through the rogues and escape to the monastery. Afterwards, Ingrid reveals that the marriage has been called off. If Ingrid is a member of Byleth's class, she also receives Lúin, the Heroes' Relic of House Galatea.
Beginning log
Ingrid receives an unexpected proposal of marriage from a noble of rising status. As soon as Dorothea hears the name, she is adamantly against any engagement between them...
Chapter data
NormalHardMaddening
Chapter Data
Conditions
Unit Data
Victory: Rout the enemy or have Ingrid reach the target destination
Other characters may be available if the paralogue is attempted later.
This paralogue only requires Dorothea or Ingrid to be in Byleth's class. If one of them is not a member of their class, they will be temporarily controllable for this map with the following stats.
This section is missing stats, calculations, or growth rates which may be currently unknown. If this information is available, please help improve the page by adding it.
Automatically at the end of the chapter if Ingrid is a party member
Enemy data
During preparations, only a single enemy is present on the map, a Brigand to the southeast. Upon leaving preparations and initiating the battle, the other enemies appear.
Note: The following enemies' levels are those assuming the player plays this chapter during Chapter 7. On Maddening, their levels are 1 higher starting from Chapter 8.
• The northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered. • The southern one begins moving if the nearby Brigand is provoked.
• The far northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered. • The southern two both begin moving if either of them or the adjacent Brigand is provoked, or if Ingrid nears the southern corner of the map.
• The northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered. • The southern one begins moving if the nearby Brigand is provoked.
• The northern two both begin moving if either is provoked, or if the southwest reinforcements are triggered. • The southern two both begin moving if either of them or the adjacent Brigand is provoked, or if Ingrid nears the southeast corner of the map.
• The northern two both begin moving if either of them or the nearby Archer is provoked. • The southern one begins moving if the nearby Brigand or Archer is provoked.
• The northern two both begin moving if either of them or the nearby Archer is provoked, or if the southwest reinforcements are triggered. • The southern two both begin moving if either of them or the nearby Brigand or Sniper is provoked, or if Ingrid nears the southeast corner of the map.
• The center-northern one begins moving if a nearby Brigand is provoked. • The center-southern one begins moving if a nearby Brigand is provoked. • The far northern one begins moving if a nearby Thief is provoked. • The far southern one begins moving if a nearby Archer is provoked.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
Note the crater tiles covering the ground. These burn anyone dumb or unlucky enough to stand on them at the start of their turn, so watch out. They can't kill you, though; only bring you down to 1 HP. Your first move should be to clear out the four thugs just south of your starting location and claim the Killer Axe in the chest. Your best bet is to prioritize the Warrior, then rattle the Brigands with a well-placed gambit so you can clean up on turn 2. Afterwards, split your forces into two teams. The north group should make their way over to the Merchant summoning reinforcements at the northeast corner while the south group should head south and clean up the bandits down that way. The enemies are powerful, but Ingrid as a temporary companion is very fast and solidly bulky, allowing her to get beaten up quite a bit. Your top priority is to make your way over to the Merchant in the northeast corner and kill him before his reinforcements can overwhelm you. Once he's dead, you can take the rest of the map at your own pace; just don't forget to get the eastern chest, as Linhardt/Mercedes/Marianne/Flayn would really appreciate that Healing Staff.
Trivia
Etymology and other languages
This section has been marked as a stub. Please help improve the page by adding information.
Names, etymology, and in other regions
Language
Name
Definition, etymology, and notes
English
Rumored Nuptials
--
French
Une demande incongrue
An incongruous request
Gallery
Ingrid entering the red area triggers reinforcements around the heal tile +, and her entering the green area triggers reinforcements from the escape route.
Entering the orange area triggers the northwest reinforcements and entering the blue area triggers the northeast reinforcements
Entering the yellow area causes the southwest enemies to begin moving.