The Gautier Inheritance
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Location
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Conand Tower
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Boss(es)
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Miklan
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The Gautier Inheritance is the main battle map of the fifth chapter in Fire Emblem: Three Houses. In this map, the Church of Seiros discharges Byleth and company to neutralize Miklan's threats.
Map data
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Victory: Defeat Miklan
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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 Edelgard*/Dimitri*/Claude* dies* or the player's army is routed*
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10
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{{{partner}}}
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1
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18+8
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{{{third}}}
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Victory: Defeat Miklan
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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 Edelgard*/Dimitri*/Claude* dies* or the player's army is routed*
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10
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{{{partner}}}
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1
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19+10
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{{{third}}}
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Character data
Black Eagles Blue Lions Golden Deer
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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Rogue
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Fighter
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9
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3
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Iron Axe
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--
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Rogue
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Thief
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9
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1
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Iron Sword • Vulnerary • Chest Key Steal • Locktouch Miklan Private Militia Lv. 3: Assault Troop
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--
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Rogue
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Mage
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9
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1
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Fire Fire
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--
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Rogue
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Fortress Knight
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9
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1
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Steel Axe • Accuracy Ring Axefaire • Weight -5 • Axe Prowess Lv 2 • Defense +2 • Resistance +2 Helm Splitter Miklan Private Militia Lv. 3: Assault Troop
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--
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Rogue
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Mage
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9
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1
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Fire Fire
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Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Thief
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9
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1
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Iron Sword Steal • Locktouch
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Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Thief
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9
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2
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Iron Sword • Vulnerary Steal • Locktouch
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Armored Knight, Thief, or Fighter is provoked; if the western Fighters aren't provoked, the right Thief doesn't move until turn 3.
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Rogue
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Armored Knight
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9
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1
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Iron Axe • Vulnerary Miklan Private Militia Lv. 3: Assault Troop
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Thief or Fighter is provoked.
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Rogue
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Archer
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9
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1
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Iron Bow Bowrange +1
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--
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Rogue
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Archer
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9
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3
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Iron Bow Bowrange +1
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• The two in Miklan's chamber begin moving if either is provoked. • The southwestern one begins moving three turns after the Archers or two turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Fighter
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9
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2
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Iron Axe • Vulnerary Miklan Private Militia Lv. 3: Assault Troop
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Thief, Armored Knight, or Fighter is provoked; if the western Fighters aren't provoked, the left Fighter doesn't move until turn 3 and the right until turn 4.
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Miklan
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Armored Knight
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11
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1
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Lance of Ruin Steal • Lance Prowess Lv 3 Miklan Private Militia Lv. 3: Assault Troop
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Immobile; stands on a heal tile+.
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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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Rogue
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Fighter
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10
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3
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Iron Axe Axe Prowess Lv 1
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--
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Rogue
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Thief
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10
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1
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Iron Sword • Vulnerary • Chest Key Steal • Locktouch • Sword Prowess Lv 2 Miklan Private Militia Lv. 3: Assault Troop
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--
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Rogue
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Mage
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10
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1
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Fire Fire • Reason Lv 2
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--
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Rogue
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Fortress Knight
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9
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1
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Steel Axe • Accuracy Ring Axefaire • Weight -5 • Axe Prowess Lv 2 • Defense +2 • Resistance +2 Helm Splitter Miklan Private Militia Lv. 3: Assault Troop
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--
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Rogue
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Mage
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10
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1
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Fire Fire • Reason Lv 2
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Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Thief
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10
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1
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Iron Sword Steal • Locktouch • Sword Prowess Lv 2
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Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Thief
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10
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2
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Iron Sword • Vulnerary Steal • Locktouch • Sword Prowess Lv 2
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Armored Knight, Thief, or Fighter is provoked; if the western Fighters aren't provoked, the right Thief doesn't move until turn 3.
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Rogue
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Armored Knight
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10
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1
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Iron Axe • Vulnerary Axe Prowess Lv 2 Miklan Private Militia Lv. 3: Assault Troop
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Thief or Fighter is provoked.
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Rogue
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Archer
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10
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1
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Iron Bow Bowrange +1 • Bow Prowess Lv 2
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--
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Rogue
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Archer
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10
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3
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Iron Bow Bowrange +1 • Bow Prowess Lv 2
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• The two in Miklan's chamber begin moving if either is provoked. • The southwestern one begins moving three turns after the Archers or two turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Rogue
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Fighter
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10
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2
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Iron Axe • Vulnerary Axe Prowess Lv 1 Miklan Private Militia Lv. 3: Assault Troop
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Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Thief, Armored Knight, or Fighter is provoked; if the western Fighters aren't provoked, the left Fighter doesn't move until turn 3 and the right until turn 4.
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Rogue
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Armored Knight
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10
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1
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Iron Axe Axe Prowess Lv 2 Miklan Private Militia Lv. 3: Assault Troop
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Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
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Miklan
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Armored Knight
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12
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1
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Lance of Ruin Steal • Lance Prowess Lv 3 Miklan Private Militia Lv. 3: Assault Troop
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Starts on a heal tile+.
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Reinforcements
- Turn 2
- Turn 6; on Hard, these can act on the turn they appear
- 2 Thieves from west of ally starting positions
- 2 Mages from west of ally starting positions
- For 2 turns after passing the broken northeastern pillar (reaching column 13 from the north)
- 2 Thieves from the northeast corner of the map
- After Miklan is defeated once
- Miklan transforms into the Black Beast, and all playable and NPC units are moved to the central chamber's entrance
NPC 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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Boss data
- Main article: Miklan
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.
Trivia
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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The Gautier Inheritance
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Gallery
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