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The Goddess's Rite of Rebirth/Assault at the Rite of Rebirth: Difference between revisions
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====Reinforcements==== | ====Reinforcements==== | ||
*At the start of player phase | *At the start of player phase on turn 5 | ||
**1 [[Dark Mage]] from south of ally starting positions | **1 [[Dark Mage]] from south of ally starting positions | ||
**2 [[Mage]]s from south of ally starting positions | **2 [[Mage]]s from south of ally starting positions |
Revision as of 12:41, 6 January 2021
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Assault at the Rite of Rebirth (Japanese: 女神再誕の儀襲撃戦 Raid of the Rite of the Goddess's Resurrection) is the main battle map of the fourth chapter in Fire Emblem: Three Houses. In this map, Byleth and their students stop Western Church assailants from infiltrating the Holy Mausoleum.
Beginning log
While the plot to assassinate the archbishop shakes the monastery to its core, you suspect the enemy may have a different motivation. Anxiety abounds as the Goddess's Rite of Rebirth commences.
Map data
Normal Hard/Maddening
Character data
Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- At the start of player phase on turn 5
Boss data
- Mysterious Mage
Normal Hard Maddening
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Sub-boss
- Main article:
Death Knight
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. |
There are three big things to note when challenging this map. First is the turn limit. 25 turns is pretty forgiving as long as you don't squander it, but don't dally too much. Second are the chests on either side of the map. Enemies drop enough Chest Keys to unlock them both, so you shouldn't have any problems unlocking them. If you really want to be a cheapskate, though, Ashe comes with Locktouch as a personal skill (under the name Lockpick) and his services can be borrowed for the month for any players not part of the Blue Lions. Third is the scary Death Knight hanging around the center of the map. The bad news is that he is easily capable of slaughtering anyone in your party not lucky enough to dodge him. The good news is that he'll just sit there and mind his own business unless you actively pick a fight with him. The really bad news on Maddening is that he actually will hunt you down if get in his range. If you really want to get that Dark Seal he's carrying, he's not invincible, but you need to take extreme care not to get yourself killed. He has 14/15/17 attack speed, so you need 11/12/14 attack speed in order to avoid being doubled by him. You should also bring several Seiros Archers with you, since their gambit Fusillade hits from two range. If you grinded a bit in the previous chapter or two, you could bring a Thief along and steal the Dark Seal from him so long as the Thief's AS is higher than the Death Knight's. Strategies to defeat the Death Knight are further down.
Start by splitting your team up into three groups and make your way up the left, right, and center. Do not engage the Death Knight even if you plan on getting the Dark Seal. We'll save him for the end of the map. On turn 7, a trio of mages will show up at the bottom end of the map. You shouldn't have too much trouble bopping these louts on the head. Given that the enemy again refuses to swarm, a basic grasp of tactics is all that you need to clean out the enemies and reach the top half of the map at a decent clip. If you're not interested in the Death Knight or simply want to use a Thief to steal the Dark Seal, you've pretty much won the map.
Strategy to defeat the Death Knight (Maddening or any easier difficulty):
Blue Lions: Dimitri must have learned the Knightkneeler combat art and your team should all have gambits equipped including ranged ones like Fusillade. You will need a character with Attack Speed of at least 14 (you may need to unequip weapons to do this). Move your high Attack Speed character within the movement range of the Death Knight and move the remainder of your characters to the edge of the movement/attack range. The Death Knight will immediately attack the character in their range. This may take a couple of attempts to where the Death Knight won't critical hit your high AS character. If you have any luck boosting items (like a Goddess Icon or Miracle Beans) use them on the high AS character as this will reduce the chances of a critical hit. Once you have survived the Death Knight's attack, pepper him with gambits and finish him off with Dimitri's Knightkneeler and your strongest spear (likely a Steel Lance). If you get lucky and Dimitri's crest activates while using Knightkneeler, you may not even need gambits as it could defeat the Death Knight in one hit. If his crest doesn't activate, use Divine Pulse, hit the Death Knight with a gambit, then try again as the crest may activate after a character has acted. You may need to reset and try this several times but this strategy does work.
Golden Deer: Lysithea must have Reason level B which grants her the Dark Spikes spell. Similar to the Blue Lions, move a high AS character (at least 14) within the Death Knight's range and use luck boosting items on this character to reduce the chances the Death Knight will critical hit. Don't forget you can give the high AS character a shield to reduce damage taken so long as their AS remains at least 14. Once your high AS survives the initial Death Knight attack, use gambits (both short and long range) to lower the Death Knight's health enough to where one hit from Dark Spikes will defeat him. You may need to reset and try again a few times but this is typically the easiest route to defeat the Death Knight.
Black Eagles: This route is very similar to the Blue Lions. Ferdinand must have learned Knightkneeler (Lance level C). Again, you need a high AS character (at least 14 - likely Petra) to get within range of the Death Knight and use any luck boosting items on this character to reduce the chances of a critical hit. Make sure the rest of your characters are at the edge of the attack range of the Death Knight. Once you've survived the initial hit from the Death Knight, you will need Ferdinand to attack the Death Knight with Knightkneeler using your most powerful Lance (likely a Steel Lance) AND his crest must activate when attacking as this will prevent the Death Knight from counterattacking and likely killing Ferdinand. If the crest doesn't activate, use a gambit with another character and try with Ferdinand again. Eventually he will connect with the crest activating. Pepper the Death Knight with short and long-range gambits before finishing him off with Edelgard (likely using the combat art Smash paired with an Iron or Steel axe). You may need to reset and try again a few times but this strategy will work as Ferdinand's crest seems to activate with a higher frequency than others.
Trivia
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Assault at the Rite of Rebirth |
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Spanish |
Asalto en el Mausoleo |
Assault on the Mausoleum |
French |
La cérémonie perturbée |
The disturbed ceremony |
German |
Wiedergeburtszeremonie |
Rebirth Ceremony |
Italian |
Il Rito della Rinascita |
The Rite of Rebirth |
Korean |
여신재림 의식 습격전 |
Goddess rebirth ceremony surprise attack |
Simplified Chinese |
女神再生仪式袭击战 |
Goddess rebirth ceremony raid |
Traditional Chinese |
女神再生儀式襲擊戰 |
Goddess rebirth ceremony raid |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← The Magdred Ambush • | Assault at the Rite of Rebirth | • The Gautier Inheritance → |
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