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| |return22=leonie 02 | | |return22=leonie 02 |
| |return22article=Leonie | | |return22article=Leonie |
| |return23=catherine | | |return23=anna |
| |return24=shamir | | |return24=catherine |
| |return25=cyril 02 | | |return25=shamir |
| |return25article=Cyril | | |return26=cyril 02 |
| |return26=flayn | | |return26article=Cyril |
| |return27=hanneman | | |return27=flayn |
| |return28=manuela | | |return28=hanneman |
| |return29=alois | | |return29=manuela |
| |return30=seteth | | |return30=alois |
| |return31=gilbert | | |return31=seteth |
| | |return32=gilbert |
| }} | | }} |
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Revision as of 21:08, 5 January 2020
This article is about the paralogue chapter in Fire Emblem: Three Houses. For the character referred to as the Silver-Haired Maiden, see Micaiah.
This page has been marked as a stub. Please help improve the page by adding information.
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The Silver Maiden
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“
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But I am sure the Empire has no plans to relinquish the Fortress City, given its strategic position on the front lines of their war with the Kingdom. Unless we can take back Arianrhod, the Kingdom will continually be attacked at its weakest points.
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”
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— Dimitri
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The Silver Maiden (Japanese: 白銀の乙女 Silver Maiden) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 19 to Chapter 21 of the Azure Moon route. In this chapter, Dimitri sets out to reclaim the Fortress City of Arianrhod from the Empire.
Plot
- Main article: The Silver Maiden/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
Arianrhod, the Fortress City, lies on what was once the border between the Kingdom and the Empire and is a valuable strategic asset. Dimitri intends to reclaim it.
Chapter data
This section has been marked as a stub. Please help improve the page by adding information.
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Victory: Defeat Hubert
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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 Dimitri dies
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11
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{{{partner}}}
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{{{other}}}
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30
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{{{third}}}
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Victory: Defeat Hubert
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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 Dimitri dies
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11
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{{{partner}}}
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{{{other}}}
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35
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{{{third}}}
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Victory: Defeat Hubert
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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 Dimitri dies
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11
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{{{partner}}}
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{{{other}}}
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{{{third}}}
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Character data
Item data
Enemy data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Imperial Soldier
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Fortress Knight
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37
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5
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Tomahawk • Silver Axe Axefaire • Weight -5
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• The western two begin moving if either is provoked. • The southern one begins moving if the nearby Fortress Knight is provoked or any player unit enters the center-south region. • The central two begin moving if either is provoked or Hanneman* is defeated.
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Imperial Soldier
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Fortress Knight
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37
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1
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Tomahawk • Silver Axe • Goddess Icon Axefaire • Weight -5
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Begins moving if the nearby Fortress Knight is provoked or any player unit enters the center-south region.
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Imperial Soldier
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Paladin
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37
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4
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Silver Lance Canto • Lancefaire • Terrain Resistance
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• The central one begins moving if the nearby Paladin or Holy Knight is provoked. • The southern two begin moving if either is provoked.
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Imperial Soldier
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Paladin
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37
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1
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Horseslayer Canto • Lancefaire • Terrain Resistance
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Begins moving if the nearby Paladin or Holy Knight is provoked.
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Imperial Soldier
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Bow Knight
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37
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1
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Silver Bow Canto • Bowfaire • Bowrange +2 Black Eagle Cavalry Lv 5: Linked Horses
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Begins moving if Hanneman* is defeated.
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Imperial Soldier
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Paladin
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37
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1
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Horseslayer • Energy Drop Canto • Lancefaire • Terrain Resistance
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--
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Imperial Soldier
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Holy Knight
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37
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1
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Aura • Fortify Canto • White Tomefaire • Terrain Resistance • White Magic Uses x2 Black Eagle Cavalry Lv 5: Linked Horses
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Begins moving if a nearby Paladin is provoked.
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Imperial Soldier
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War Master
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37
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2
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Silver Axe Fistfaire • Axefaire • Crit +20
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• The northern one begins moving if the nearby War Master is provoked or Hanneman* is defeated. • The central one begins moving if Hanneman* is defeated.
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Imperial Soldier
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War Master
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37
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3
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Silver Gauntlets Fistfaire • Axefaire • Crit +20
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• The northwest one begins moving if the nearby War Master is provoked or Hanneman* is defeated. • The central one begins moving if Hanneman* is defeated. • The northeast one begins moving if the nearby War Master is provoked.
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Imperial Soldier
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War Master
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37
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1
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Tomahawk Fistfaire • Axefaire • Crit +20
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Begins moving if Hanneman* is defeated.
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Imperial Soldier
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War Master
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37
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1
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Silver Axe • Seraph Robe Fistfaire • Axefaire • Crit +20
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Begins moving if the nearby War Master is provoked.
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Imperial Soldier
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Warlock
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37
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2
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2 • Hit +20
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--
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Imperial Soldier
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Bow Knight
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37
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2
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Silver Bow Canto • Bowfaire • Bowrange +2
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Both begin moving if either is provoked of any player unit enters the raised regions to their north or south.
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Imperial Soldier
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Sniper
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37
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2
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Silver Bow Bowfaire • Bowrange +1
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Both begin moving if either is provoked or if the Holy Knight is defeated.
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Hanneman
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Warlock
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38
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1
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Agnea's Arrow • Elixir • Bolting • Wind • Sagittae Crest Scholar • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Fiendish Blow • Seal Resistance • Unsealable Magic Seiros Magic Corps Lv 5: Group Flames
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• Immobile; stands on a heal tile +. • Defeating Hanneman causes all the floor traps to become floor terrain. • Replaced by an Imperial General Warlock without Crests, an Elixir, Wind, Sagittae, Crest Scholar, Fiendish Blow, or Seal Resistance if he was recruited.
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Manuela
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Assassin
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38
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1
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Wo Dao • Elixir • Advanced Seal • Heal • Physic • Nosferatu • Ward Infirmary Master • Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Magic Bind • Darting Blow • Axebreaker Seiros Sacred Monks Lv 5: Resonant White Magic
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• Immobile until any player unit enters the raised regions to her north or south. • Replaced by an Imperial General Assassin without an Elixir, spells, Infirmary Master, Darting Blow, or Axebreaker if she was recruited.
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Hubert
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Dark Bishop
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39
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1
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Meteor • Elixir • Miasma Δ • Luna Λ Officer Duty • Miasma Δ • Fiendish Blow • Heartseeker • Commander • Paragon • Reason Lv 5 • Authority Lv 4 • Dark Magic Uses x4 Vestra Sorcery Engineers Lv 5: Resonant Lightning
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Immobile.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Imperial Soldier
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Fortress Knight
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38
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5
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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• The western two begin moving if either is provoked. • The southern one begins moving if the nearby Fortress Knight is provoked or any player unit enters the center-south region. • The central two begin moving if either is provoked or Hanneman* is defeated.
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Imperial Soldier
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Fortress Knight
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38
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5
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Tomahawk • Silver Axe • Goddess Icon Axefaire • Weight -5 • Axe Prowess Lv 3
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Begins moving if the nearby Fortress Knight is provoked or any player unit enters the center-south region.
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Imperial Soldier
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Paladin
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38
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4
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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• The western two begin moving if either is provoked. • The central one begins moving if the nearby Paladin or Holy Knight is provoked. • The eastern one begins moving if the nearby Paladin is provoked.
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Imperial Soldier
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Paladin
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38
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1
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Horseslayer Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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Begins moving if the nearby Paladin or Holy Knight is provoked.
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Imperial Soldier
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Paladin
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38
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2
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3 Black Eagle Cavalry Lv 5: Linked Horses
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Begins moving if the nearby Paladin is provoked.
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Imperial Soldier
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Bow Knight
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38
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3
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Silver Bow Canto • Bowfaire • Bowrange +2 • Bow Prowess Lv 3 Black Eagle Cavalry Lv 5: Linked Horses
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• The central one begins moving if Hanneman* is defeated. • The eastern two begin moving if either is provoked or any player unit enters the raised regions to their north or south
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Imperial Soldier
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Paladin
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38
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1
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Horseslayer • Energy Drop Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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Both begin moving if either is provoked.
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Imperial Soldier
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Holy Knight
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38
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1
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Aura • Fortify Canto • White Tomefaire • Terrain Resistance • White Magic Uses x2 Black Eagle Cavalry Lv 5: Linked Horses
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Begins moving if an adjacent Paladin is provoked.
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Imperial Soldier
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War Master
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38
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1
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Silver Axe Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3 Black Eagle Heavy Axes Lv 5: Onslaught
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Begins moving if the nearby War Master is provoked or if Hanneman* is defeated.
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Imperial Soldier
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War Master
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38
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4
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Silver Gauntlets Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3
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• The northwest one begins moving if the nearby War Master is provoked or if Hanneman* is defeated. • The central two begin moving if Hanneman* is defeated. • The northeast one begins moving if the nearby War Master is provoked.
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Imperial Soldier
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War Master
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38
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1
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Silver Axe Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3
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Begins moving if Hanneman* is defeated.
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Imperial Soldier
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War Master
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38
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1
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Hammer Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3
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Begins moving if Hanneman* is defeated.
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Imperial Soldier
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War Master
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38
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2
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Tomahawk Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3
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Both begin moving if either is provoked or Hanneman* is defeated.
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Imperial Soldier
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War Master
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38
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1
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Silver Axe • Seraph Robe Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 3 • Brawling Prowess Lv 3
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Begins moving if the nearby War Master is provoked.
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Imperial Soldier
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Warlock
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2
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2
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2 • Hit +20
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--
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Imperial Soldier
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Sniper
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38
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2
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3
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Both begin moving if either is provoked or the Holy Knight is defeated.
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Hanneman
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Warlock
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39
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1
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Agnea's Arrow • Elixir • Bolting • Wind • Sagittae Crest Scholar • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Fiendish Blow • Seal Resistance • Unsealable Magic Seiros Magic Corps Lv 5: Group Flames
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• Immobile; stands on a heal tile +. • Defeating Hanneman causes all the floor traps to become floor terrain. • Replaced by an Imperial General Warlock without Crests, an Elixir, Wind, Sagittae, Crest Scholar, Fiendish Blow, or Seal Resistance if he was recruited.
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Manuela
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Assassin
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39
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1
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Wo Dao • Elixir • Advanced Seal • Heal • Physic • Nosferatu • Ward Infirmary Master • Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Magic Bind • Darting Blow • Axebreaker Seiros Sacred Monks Lv 5: Resonant White Magic
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• Immobile until any player unit enters the raised regions to her north or south. • Replaced by an Imperial General Assassin without an Elixir, spells, Infirmary Master, Darting Blow, or Axebreaker if she was recruited.
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Hubert
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Dark Bishop
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40
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1
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Meteor • Elixir • Miasma Δ • Luna Λ Officer Duty • Miasma Δ • Fiendish Blow • Heartseeker • Commander • Paragon • Reason Lv 5 • Authority Lv 4 • Dark Magic Uses x4 Vestra Sorcery Engineers Lv 5: Resonant Lightning
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Immobile.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Reinforcements
- Upon nearing the west border
- Every third turn, starting turn 1, and turn 2; halted when Manuela* is defeated
- Immediately upon entering the center-south region, the following enemy phase, and every third turn afterward
Boss data
- Main article: Hubert
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
WARNING! There is a bug in the original launch of the game that causes the game to crash if you attempt to load a save from the battle preparations screen in this chapter. Keep a couple of backup save files just in case when you play this chapter.
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
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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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The Silver Maiden
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A reference to Micaiah, one of the main characters of Fire Emblem: Radiant Dawn, who also goes by a similar title as the "Silver Haired Maiden".
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Spanish
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La Dama de Plata
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The Silver Lady
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French
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La Madone d'Argent
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The Silver Siren
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German
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Die Silberne Jungfer
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The Silver Maiden
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Italian
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La Donzella Argentea
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The Silver Damsel
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
Crossing the red line triggers the east reinforcements' movement, entering the yellow area triggers the southern reinforcements, entering either blue area triggers Manuela's movement, entering the orange area triggers the Fortress Knight reinforcements
References