Taking Fort Merceus
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Taking Fort Merceus (Japanese: メリセウス攻防戦 Meriseus battle) is the main battle map of the eighteenth chapter on the Verdant Wind route in Fire Emblem: Three Houses. In this map, Claude leads an sneak attack against Fort Merceus, bringing along Almyran allies to aid him.
Beginning log
Fort Merceus, said to be impregnable, lies between you and Enbarr, the Imperial Capital. Seizing the sturdy fortress will require a carefully devised strategy.
Map data
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Victory: Defeat the Death Knight or rout the enemy if he escapes
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Claude dies* or the player's army is routed*
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11
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{{{partner}}}
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0+5
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30+∞
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{{{third}}}
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Victory: Defeat the Death Knight or rout the enemy if he escapes
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Claude dies* or the player's army is routed*
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11
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{{{partner}}}
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0+5
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37+∞
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{{{third}}}
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Character data
Item data
Enemy data
Reinforcements
- Each of the following will appear in a given pattern, each starting turn 1; if a reinforcement is blocked by an enemy or NPC or there are three of the particular reinforcement present, they will appear on the next turn and the pattern will resume from there (e.g. if an Armored Knight is blocked from arriving on turn 3 but not turn 4, it will appear on turn 4 and the next on turn 6)
- 1 Paladin from the northwest corner of the map every third turn.
- 1 Armored Knight from the northern border of the map every second turn.
- 1 Dark Mage from the southwest corner of the map every second turn.
- 1 Fortress Knight from the southern border of the map every turn.
- Note: Reinforcements are halted if a player unit reaches the spaces where they come from.
NPC data
Reinforcements
- At the start of turn 1
- Nader and a group of four other units will appear nearby Claude in the northeast corner of the map
Boss data
- Main article: Death Knight
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Combat arts
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Spells
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Battalion
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Skill Levels
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B
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A
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C+
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D
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C+
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D
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E
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C
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E
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A
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E
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Skill Levels
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B
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A
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C+
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D
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C+
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D
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E
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C
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E
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A
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E
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Skill Levels
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B
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A
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C+
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D
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C+
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D
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E
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C
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E
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A
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E
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Sub-bosses
- Note: The sub-bosses become mandatory fights should the Death Knight escape.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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The goal of the map is to defeat the Death Knight and you start surprisingly close to him. If you attempt to approach him via conventional means without using Stride or Warp, the Death Knight will begin to flee to the Northwest exit; however, with properly trained units you should be able to take out the Death Knight in two turns. The first method is to use Lysithea's Dark Spikes Τ spell to one-shot the Death Knight. The minimum stats needed for Lysithea to exactly one-shot the Death Knight are 23/36/49 Magic plus Fiendish Blow and an equipped battalion bonus of +8 to magic which is granted by a max level Alliance Sages battalion from the Battalion Guild. To get Lysithea to the Death Knight, have a mounted unit use Stride on Lysithea, a Warp User, and a Dancer then move that unit to the left with Canto. Move Lysithea as far to the northwest as possible and take out the enemy Fortress Knight. Dance Lysithea and move her closer to the ballista directly to the north. Move your Warp user as close to Lysithea as possible then end your turn or move your other units however you like. On the next turn, use stride on Lysithea, and your Warp user if necessary, and Warp Lysithea as close to the Death Knight as possible. With Stride, and a magic-range increasing staff, either the Caduceus Staff or Thyrsus should do, Lysithea can reach the Death Knight and one-shot him, ending the chapter before he can even think of running away.
If your Lysithea is too weak to one-shot the Death Knight, there is an even easier method to kill him quickly. If you have the Lance of Ruin and a unit with Knightkneeler (preferrably a Wyvern Lord or Falcon Knight), as long as they have at least 14/26/35 Strength combined with Death Blow and a +8 bonus to strength granted by the Immortal Corps, they can one-shot the Death Knight on the first turn. Start by using Stride on your dancer and your flying Death Knight-killer. Move the flier as close to the Death Knight as possible but within your dancer's movement range then wait with that unit, dance them so they can move again, then have that unit one-shot the Death Knight. In addition to this method, there is an even easier method. If you have a Seteth, Sylvain or Ferdinand that has learned Swift Strikes and have the Spear of Assal, you essentially have a guaranteed one-round kill against the Death Knight. As long as those units have at least 1/7/11 (yes, the strength requirement is actually that low) Strength, or 13/19/23 if the unit in question lacks Death Blow, they one-round the Death Knight. You can use the same methods mentioned earlier if the Swift Strikes user is a flier; alternatively, if they are a Paladin without any flying class certifications, add a Warp user to the mix to warp them past the line of axe-users to the south of the Death Knight.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Taking Fort Merceus
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Spanish
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La toma de Fuerte Merceus
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The taking of Fort Merceus
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French
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L'inexpugnable fort Merceus
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The impregnable fort Merceus
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German
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Eroberung von Merceus
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Conquest of Merceus
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Italian
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La presa del forte Merceus
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The taking of fort Merceus
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Korean
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메리세우스 공방전
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Battle for Merceus
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Simplified Chinese
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梅利赛乌斯攻防战
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Merceus siege battle
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Traditional Chinese
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梅利賽烏斯攻防戰
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Merceus siege battle
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Gallery
Entering the area outlined in red will trigger the Death Knight's movement.