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The Golden Deer's Plea/Saving Derdriu

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

Saving Derdriu (Japanese: デアドラ救援戦 Diadora relief) is the main battle map of the nineteenth chapter on the Azure Moon route in Fire Emblem: Three Houses. In this map, Dimitri marches to Derdriu at the request of Claude to aid him against Adrestia.

Saving Derdriu

Cm fe16am 19.png

Location

Derdriu

Boss(es)

Lord Arundel

Previous chapter(s)

Reclaiming the Capital

Next chapter(s)

Taking Fort Merceus

Beginning log

Shortly after reclaiming the Kingdom capital, a request for aid arrives from Claude. To save the Alliance from ruin, you head to Derdriu, the Aquatic Capital.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Lord Arundel Player Partner Other Enemy
Defeat: Byleth or Dimitri dies*, the player's army is routed*, or Claude dies 2–11 {{{partner}}} 5 30+∞
 
Map dimensions:
30 columns by 30 rows

Character data

Characters
New units

None

Required characters
  
Available characters
                                  

Item data

Items
Name Obtainment Method
  Concoction Dropped by enemy Mortal Savant
  Aurora Shield Dropped by enemy Pegasus Knight
  Axe of Zoltan Dropped by enemy Paladin
  Magic Bow Dropped by enemy Paladin
  Silver Shield Steal from enemy Fortress Knight
  Silver Shield Steal from enemy Hero (×4)
  Giant Shell Automatically at the end of the chapter if Hilda and Judith survived
  Goddess Icon Automatically at the end of the chapter if Hilda and Judith survived
  Failnaught Automatically at the end of the chapter
Note: If Hilda is recruited, Judith surviving the chapter is the only requirement for obtaining the Giant Shell and Goddess Icon.

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
  Lord Arundel Dark Knight 39 1 51 26 23 21 15 17 23+2 34 21+1 7   Hades Ω  Thoron
  Commander  Canto  Black Tomefaire  Dark Tomefaire  Pavise  Cavalry Effect Null  Rally Dexterity  Defiant Mag  Defense +2
  Arundel Magic Corps Lv 3:   Resonant Flames
Immobile until any player unit enters the northern area; ignores combat and moves northeast for the first turn after becoming mobile.
  Imperial Soldier Fortress Knight 37 3 50 20 11 12 2 10 37 7 14+7 4   Silver Axe
  Axefaire  Weight -5
  Empire Heavy Soldiers Lv 3:   Line of Lances
• The central two begin moving if either is provoked.
• The northern one begins moving if the nearby Fortress Knight or female Sniper is provoked or any player unit enters the northern area.
  Imperial Soldier Fortress Knight 37 2 50 20 11 12 2 10 37 7 14 4   Silver Axe
  Axefaire  Weight -5
Both begin moving if either is provoked or any player unit enters the northern area.
  Imperial Soldier Fortress Knight 37 1 50 20 11 12 2 10 37+2 7 14+7 4   Silver Axe  Silver Shield
  Axefaire  Weight -5  Defense +2  Defiant Def
  Empire Heavy Soldiers Lv 4:   Line of Lances
Immediately begins moving unprovoked.
  Imperial Soldier Fortress Knight 37 1 51 20 9 12 2 10 36 7 14+7 4   Silver Axe
  Axefaire  Weight -5
  Empire Heavy Soldiers Lv 3:   Line of Lances
Begins moving if the nearby Fortress Knight or female Sniper is provoked or any player unit enters the northern area.
  Imperial Soldier Fortress Knight 37 2 50 20 11 12 2 10 37 7 14 4   Silver Axe
  Axefaire  Weight -5
Both begin moving if they or the nearby Sniper are provoked or any player unit enters the northern area.
  Imperial Soldier Hero 37 2 48 22 11 13 25 11 20 8 14+7 5   Silver Sword
  Swordfaire  Vantage
  Empire Raiders Lv 3:   Absorption
Immediately begins moving unprovoked.
  Imperial Soldier Hero 37 3 48 22 11 13 25 11 20 8 14+1 5   Silver Sword
  Swordfaire  Vantage
  Empire Infantry Lv 3:   Lure
Immediately begins moving unprovoked.
  Imperial Soldier Hero 37 2 48 22 11 13 25 11 20 8 14+1 5   Venin Edge  Silver Shield
  Swordfaire  Vantage
  Empire Infantry Lv 3:   Lure
Immediately begins moving unprovoked.
  Imperial Soldier Hero 37 2 48 22 11 13 25 11 20 8 14 5   Silver Sword
  Swordfaire  Vantage
Both begin moving unprovoked on turn 2 or if either is provoked.
  Imperial Soldier Mortal Savant 37 1 42 21 19 15 17 12 18 18 14+5 6   Bolganone  Silver Sword
  Swordfaire  Black Tomefaire
  Empire Pavise Co. Lv 3:   Blaze
--
  Imperial Soldier Mortal Savant 37 1 42 21 19 15 17 12 18 18 14+5 6   Bolganone  Concoction 
  Swordfaire  Black Tomefaire
  Empire Pavise Co. Lv 3:   Blaze
Starts on a heal tile +.
  Imperial Soldier Pegasus Knight 37 1 38 18 11 15 25 10 18 15 16 7   Silver Lance  Aurora Shield 
  Canto  Lancefaire  Avo +10
Begins moving unprovoked on turn 2 or if a nearby Paladin is provoked.
  Imperial Soldier Paladin 37 1 43 20 11 15 17 10 25 10 14 8   Axe of Zoltan 
  Canto  Lancefaire • {  Terrain Resistance
Begins moving if the nearby Paladin is provoked or the nearby Pegasus Knight is provoked before turn 2.
  Imperial Soldier Paladin 37 1 43 20 11 15 17 10 25 10 14 8   Magic Bow 
  Canto  Lancefaire  Terrain Resistance
Begins moving if the nearby Paladin is provoked or the nearby Pegasus Knight is provoked before turn 2.
  Imperial Soldier Sniper 37 1 38 19 11 27 18 13 16 8 14+5 5   Silver Bow
  Bowfaire  Bowrange +1  Bow Prowess Lv 3  Vantage
  Empire Snipers Lv 3:   Flash-Fire Arrows
Immediately begins moving unprovoked.
  Imperial Soldier Sniper 37 1 38 19 11 27 18 13 16 8 14 5   Silver Bow
  Bowfaire  Bowrange +1
Begins moving if a nearby Fortress Knight is provoked.
  Imperial Soldier Sniper 37 2 38 19 11 27 18 13 16 8 14 5   Silver Bow
  Bowfaire  Bowrange +1
The northern one begins moving if a nearby Fortress Knight is provoked.
  Imperial Soldier Hero 37 2 48 22 11 13 25 11 20 8 14 5   Silver Sword  Silver Shield
  Swordfaire  Vantage
Immediately begins moving unprovoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Imperial Soldier Hero 37 48 22 11 13 25 11 20 8 14 5   Silver Sword
  Swordfaire  Vantage
--
  Imperial Soldier Paladin 37 44 20 9 14 13 10 24 10 14 8   Silver Lance
  Canto  Lancefaire  Terrain Resistance
--

Reinforcements

On Maddening, all reinforcements can act the turn they arrive.

  • Every third turn, starting turn 1; halted when the respective gate is seized
  • Every third turn, starting turn 1 (Hard and Maddening)

NPC data

Normal Hard Maddening

NPC Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Claude Barbarossa 39 1 54 35 15 36 39 24 21+2 14 35+10 -   Failnaught  Aurora Shield  Silver Bow  Concoction  Vulnerary
  Leicester Lineage+  Charm  Bowfaire  Canto  Commander  Close Counter  Defense +2  Bow Prowess Lv 4  Authority Lv 4
  Fallen Star
  Immortal Corps Lv 5:   Ashes and Dust
• Bears the   Minor Crest of Riegan.
• Stands on a heal tile +.
• Death results in a Game Over.
  Hilda Warrior 39 1 70 42 15 16 28 20 30+2 11 28+7 -   Freikugel  Silver Axe  Concoction  Vulnerary
  Advocate  Axefaire  Axe Crit +10  Axe Prowess Lv 3  Darting Blow  Anchor  Defense +2  Defiant Def
  Goneril Valkyries Lv 5:   Assault Troop
• Bears the   Minor Crest of Goneril.
• Replaced by an Alliance General War Master if she was recruited.
  Judith Lord 39 1 60 28 21 25 29 20 26+2 17 31+1 6   Rapier  Concoction  Vulnerary
  General  Charm  Sword Prowess Lv 3  Authority Lv 3  Weight -5  Defense +2
  Daphnel Duelists Lv 4:   Onslaught
Moves to Claude, fighting any enemies along the way; after reaching Claude, seeks out combat.
  Alliance General War Master 39 1 74 41 15 16 33 20 30+2 11 28+5 -   Silver Axe  Steel Shield  Elixir  Vulnerary
  Fistfaire  Axefaire  Crit +20  Axe Prowess Lv 3  Weight -3  Anchor  Defense +2  Defiant Def
  Alliance Veteran Duelists Lv 5:   Absorption
Replaces Hilda if she was recruited.
  Alliance Soldier Sniper 37 1 45 24 17 33 23 13 21 8 19+5 -   Silver Bow
  Bowfaire  Bowrange +1
  Alliance Snipers Lv 3:   Fusillade
--
  Alliance Soldier Priest 37 1 38 16 19 18 23 12 10 24 21+7 4   Nosferatu  Heal  Physic
  Heal  White Magic Heal +5
  Alliance Physicians Lv 3:   Resonant White Magic
--

Boss data

Main article: Lord Arundel

Normal Hard Maddening

Strategy

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

On Maddening and without the player's interaction, Judith will likely die on turn 3 or 4. The Alliance Priest will eventually run out of Physic uses, and if Hilda survives to turn 7, her battalion will run out of endurance and she will die afterward. Claude will likely die around turn 12. On Hard and Normal, the NPCs can survive longer, and on Normal, Claude is unlikely to die until his weapons break.

Hilda is the most durable of the Alliance soldiers, but will be surrounded on turn 1. She will always be attacked by a Fortress Knight and two Heroes, as well as the second Fortress Knight with a Tomahawk on Hard and Maddening; the Fortress Knights are fairly inaccurate, but the Heroes carry Venin Edges that poison her upon making contact, and none of her allies can restore her condition—on Maddening, every Hero has Axebreaker+, bringing their accuracy against her to 100 and significantly reducing hers. Hilda can kill any enemy attacking her with a critical hit, but this is unreliable; she has enough HP and defense to withstand the enemies attacking her if she is healed by the Priest—and Bishop on Maddening—but she may be killed by a crit from an enemy, especially if she was poisoned. If Hilda was recruited in Part I, she will be replaced by a War Master, though the differences in stats are mostly insignificant; the War Master has less attack with a weaker battalion and without Freikugel, but she is more likely to crit with Crit +20—additionally, the Alliance Sniper deals slightly less damage with Hilda's replacement than he would with Hilda, as she lacks Advocate. She will survive about as long as Hilda would.

Judith initially moves towards Claude; her path will cross multiple Heroes, Mortal Savants, Fortress Knights, and Snipers, including those that attack Hilda. Judith will not be doubled by the Heroes, can double the Mortal Savants, and can take four hits from either on Maddening before she dies. While she does have healing items, they do not greatly strengthen her survivability, and they are of little use if she is surrounded. Claude can double every enemy present, can deal decent damage, has a fairly high chance to crit each one, and has decent avoid. However, most enemies will have around 50 hit against him, and he may open himself up to more enemies in a turn as he defeats them. Claude has less HP than Hilda or Judith, but about as much protection and significantly more avoid.

The enemies east of the player's starting location each drop a rare item; one Paladin drops a Magic Bow, the other an Axe of Zoltan, and the Pegasus Knight an Aurora Shield. The Pegasus Knight will begin moving on turn 2, but the Paladins will only move once provoked. The closest of the three enemies is the Paladin with the Magic Bow; he can deal little damage to a unit with a high-resistance unit—his magic is much lower than his strength—but as the Magic Bow deals magic damage, the nearby forest terrain will not provide any avoid bonus. Alternately, the Paladins cannot move onto the sea tiles to their north, and a flier can take advantage of that; a flier three tiles north of the Magic Bow Paladin would be completely out of his range, and could move from there to 1 range where he could not retaliate, then back out with Canto. The Paladins both a have weakness to weaponry effective against cavalry, but the Pegasus Knight's Aurora Shield negates her flier weakness.

This map can be cleared in one turn, as it only requires defeating Arundel, who starts fairly close to the player's start location. Arundel starts 23 tiles away from Dimitri's starting location over terrain—to reach one-range, Dimitri would need to move over 22 tiles, or two full moves of a 6-move flier with Stride. Dimitri only has access to the Wyvern Rider and Wyvern Lord flying classes which both have more than 6 move, but both require that he train in axes, in which he has a bane. While it does not have to be Dimitri, having a strong flier makes clearing this map in one turn much easier, as it would otherwise require clearing a way through up to three enemies before fighting Arundel. Without a flier, a sufficiently long Warp and potentially a Dancer can enable a one-turn clear. The closest tile to Arundel that a non-flier can access without the need to fight any other enemies is 17 tiles from a Warp-user adjacent to Dimitri's starting position, requiring a 68 magic; alternately, two units could be warped—two warp users send a strong unit and the Dancer, or the Dancer dances for the warp-user to send two units—at a significantly closer range, there would be at least one enemy between the unit and Arundel. Manuela is unlikely to have the magic for a Warp range required for a one-turn, but the other Warp users—Lysithea, Linhardt, and Hapi—are much more likely to.

Alternately, a unit with A authority can equip the Blue Lion Dancers to use the Dance of the Goddess gambit and move four units closer to Arundel, possibly within range of attacking him if they have sufficiently high movement; Dance of the Goddess may be used to accomplish a one-turn without Warp—which requires a number of movement combat arts and potentially a strong ranged combat unit—or to aid one with Warp if the maximum range is too short or there are not enough strong units to defeat Arundel or clear a path to him. Even if a one-turn is unwanted or infeasible, faster clears on later turns have similar structures; using Stride, Warp, Dance of the Goddess, etc. on a strong combat unit to move them in range of Arundel and defeat him. Additionally defeating Arundel quickly is the most reliable way of ensuring the safety of the Alliance army, as they cannot be attacked once the map is over.

Defeating Arundel in one hit requires (on Normal/Hard/Maddening) 79/91/109 physical attack or 89/95/111 magical attack. Defeating Arundel in two hits requires 54/63/75 physical attack or 64/67/77 magical attack, and 8/15/26 attack speed when he has Hades Ω equipped or 17/24/34 with Thoron equipped. Arundel has relatively low speed, and Hades Ω—which he starts equipped with—has high weight and low hit; as such, Arundel has fairly low avoid, low attack speed, and relatively decent hit—most fliers will likely have enough avoid to make Arundel unreliably miss, as will Dimitri and Ferdinand through their personal abilities. However, Arundel can deal high damage, has high resistance—and high defense on Maddening—and has Pavise, potentially halving damage from most physical weapons; additionally, he has Cavalry Effect Null, negating any bonus damage from being a Dark Knight.

Cavalry Effect Null does not negate bonus damage from Atrocity; Dimitri will have 53 attack before accounting for anything other than Atrocity and the might of Areadbhar when using the art—given Dimitri's high strength growth and base, he may be strong enough to one-shot Arundel on Maddening with Atrocity. Alternately, with Dimitri's good speed growth and Areadbhar's relatively high crit, it may be better to simply attack without using a combat art, so as to maximize the chance of getting at least one crit and minimizing the chance for Pavise to completely stop a one-round. The Lance of Ruin could be used in a similar way, as it has higher might and crit than Areadbhar, or Sylvain could use Ruined Sky to maximize a single hit's damage and crit chance. If Lysithea was recruited, she could learn Luna Λ at C reason, which would completely ignore Arundel's resilience; while Lysithea is unlikely to have the magic required to one-shot Arundel with Luna Λ, she may have the magic to two-shot him—especially if she mastered Mage for Fiendish Blow—and may have the attack speed to with her high speed growth and Luna Λ's low weight. If the Land of the Golden Deer or An Ocean View paralogues were completed, Lysithea will have access to two staves—Thyrsus and the Caduceus Staff respectively—that extend her range, causing her to outrange Arundel with Hades Ω; however, Lysithea is one of the few Warp users, and it may be impossible for her to defeat Arundel on turn 1.

Arundel also only has 2 shots of Hades Ω and 4 shots of Thoron. Using Impregnable Wall and some broken/rusted weapons (to ensure you get doubled and make Arundel drain his spells twice as fast), it's fairly easy to run Arundel out of spells, at which point he can be kept alive or executed with zero difficulty. This makes it much easier to rout everyone but Arundel and farm the infinitely spawning reinforcements for EXP if it is desired.

Trivia

  • If Hilda was recruited, she is replaced in this battle by a female War Master—a class that is exclusively male—using a female Myrmidon model, portrait, and class sprite.

Etymology and other languages

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

Saving Derdriu

--

Japanese

デアドラ救援戦

Diadora relief

Spanish

Al auxilio de Derdriu

To the aid of Derdriu

French

Derdriu en danger

Derdriu in danger

German

Die Rettung Derdrius

The Salvation of Derdriu

Italian

In soccorso di Derdriu

To the aid of Derdriu

Korean

디아도라 구원전

Saving Diadora

Simplified Chinese

迪亚朵拉救援战

Diadora saving battle

Traditional Chinese

迪亞朵拉救援戰

Diadora saving battle

Gallery

 

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← Reclaiming the Capital • Saving Derdriu • Taking Fort Merceus →
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