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Tower of Black Winds/The Gautier Inheritance

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

Cm fe16 5.png

Location

Conand Tower

Boss(es)

Miklan

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

Normal Hard

Chapter Data
Conditions
Unit Data
Victory: Defeat Miklan Player Partner Other Enemy
Defeat: Byleth or Edelgard*/Dimitri*/Claude* dies* or the player's army is routed* 10 {{{partner}}} 1 18+8
Cm fe16 5.png

Character data

Black Eagles Blue Lions Golden Deer

Characters
New units

None

Available characters
Byleth m ​Edelgard ​Hubert ​Ferdinand ​Linhardt ​Caspar ​Bernadetta ​Dorothea ​Petra ​Felix ​Ashe ​Sylvain ​Mercedes ​Annette ​Ingrid ​Lorenz ​Raphael ​Ignatz ​Lysithea ​Marianne ​Leonie ​

Item data

Items
Name Obtainment Method
Is ns01 key.png Chest Key Dropped by enemy Thief
Is ns01 ring.png Accuracy Ring Dropped by enemy Fortress Knight
Is ns01 potion.png Vulnerary Dropped by enemy Thief
Is ns01 potion.png Vulnerary Dropped by enemy Thief
Is ns01 potion.png Vulnerary Dropped by enemy Armored Knight
Is ns01 potion.png Vulnerary Dropped by enemy Fighter
Is ns01 potion.png Vulnerary Dropped by enemy Fighter
Is ns01 sword.png Armorslayer Open the chest
Is ns01 lance relic.png Lance of Ruin If Sylvain is recruited, refuse to relinquish it at the end of the chapter

Enemy data

Normal Hard

Enemy Units
Name Class Lv # Inventory and Skills Notes
Ma ns01 fighter enemy.gif
Rogue Fighter 9 3 Iron Axe --
Ma ns01 thief enemy.gif
Rogue Thief 9 1 Iron Sword Vulnerary Chest KeyThis item is dropped upon this unit's defeat.
Steal Locktouch
Miklan Private Militia Lv. 3: Assault Troop
--
Ma ns01 mage female enemy.gif
Rogue Mage 9 1 Fire
Fire
--
Ma ns01 fortress knight enemy.gif
Rogue Fortress Knight 9 1 Steel Axe Accuracy RingThis item is dropped upon this unit's defeat.
Axefaire Weight -5 Axe Prowess Lv 2 Defense +2 Resistance +2
Helm Splitter
Miklan Private Militia Lv. 3: Assault Troop
--
Ma ns01 mage enemy.gif
Rogue Mage 9 1 Fire
Fire
Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked, or after passing the northeast broken pillar.
Ma ns01 thief enemy.gif
Rogue Thief 9 1 Iron Sword
Steal Locktouch
Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked, or after passing the northeast broken pillar.
Ma ns01 thief female enemy.gif
Rogue Thief 9 2 Iron Sword VulneraryThis item is dropped upon this unit's defeat.
Steal Locktouch
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 eastern Fighters aren't provoked, the right Thief doesn't move until turn 3.
Ma ns01 armored knight enemy.gif
Rogue Armored Knight 9 1 Iron Axe VulneraryThis item is dropped upon this unit's defeat.
Miklan Private Militia Lv. 3: Assault Troop
Begins moving one turn after the Archers in Miklan's chamber are provoked, or if a nearby Thief or Fighter is provoked.
Ma ns01 archer female enemy.gif
Rogue Archer 9 1 Iron Bow
Bowrange +1
--
Ma ns01 archer enemy.gif
Rogue Archer 9 3 Iron Bow
Bowrange +1
• 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.
Ma ns01 fighter enemy.gif
Rogue Fighter 9 2 Iron Axe VulneraryThis item is dropped upon this unit's defeat.
Miklan Private Militia Lv. 3: Assault Troop
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 eastern Fighters aren't provoked, the left Fighter doesn't move until turn 3 and the right until turn 4.
Ma ns01 armored knight enemy.gif
Miklan Armored Knight 11 1 Lance of Ruin
Steal Lance Prowess Lv 3
Miklan Private Militia Lv. 3: Assault Troop
Immobile; stands on a heal tile+.
Reinforcements
Name Class Lv # Inventory and Skills Notes
Ma ns01 thief enemy.gif
Rogue Thief 9 8 Iron Sword
Steal Locktouch
--
Ma ns01 black beast enemy.gif
Black Beast Black Beast 11 1 Crest Stone (Gautier)
Barrier Vital Defense Magic Bind* Death Blow*
Thorns of Ruin
Begins moving when provoked.

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

NPC Units
Name Class Lv # Inventory and Skills Notes
Ma ns01 fortress knight gilbert other.gif
Gilbert Fortress Knight 10/11 1 Steel Axe
Axefaire Weight -5
Knights of Seiros Lv. 3: Blaze
Moves to fight Miklan, fighting any enemies along the way.
Reinforcements
Name Class Lv # Inventory and Skills Notes

Boss data

Main article: Miklan

Miklan, Normal Black Beast, Normal Miklan, Hard Black Beast, Hard

Small portrait miklan fe16.png
Armored Knight
Level 11
Movement -
Crest --
Stats
Max HP 36 Luck 9
Strength 13 Defense 16
Magic 6 Resistance 3
Dexterity 7 Charm 9+1
Speed 5
Inventory Abilities
Lance of Ruin Steal
Lance Prowess Lv 3
Combat arts Spells Battalion
-- -- Miklan Private Militia Lv. 3
Assault Troop
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Ma
E E C E E E E E D E E FE16ClassMasteryEmpty.png

Strategy

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

Your first objective is to make your way through the tower, get to Miklan, and take him out. You are accompanied by Gilbert for this battle; he's tough, but he's not invincible, and can suffer death by a thousand cuts if left to his own devices. His accuracy is also fairly sketchy, typically managing hit rates in the 60s against the Thieves that dominate this chapter. Several thugs will outflank you on turns 2 and 6, so make sure to pick them off before advancing. In addition, make sure to nick the Armorslayer in the chest in the southeast corner. Keep an eye on the Archers on the top level, who can chip you if you blunder into their range. If you have your own 3-range units (ex. Archers, Longbows, Thoron), you can dispose of them as you make the trip around the center. When you get to the north side of the map, you'll be outflanked by a pair of guys from the northeast corner. Watch your back here. In the northwest corner, there's a particularly nasty Fortress Knight lurking about. Make sure to sic your mages on him, or you're gonna have a bad time. By the time you circle around to the left side of the map, Miklan's goons followed by the man himself will be upon you. Make sure that Gilbert is healed before you take out Miklan - there's no specific reward for keeping him intact, but your pride will thank you. Also, note that since Miklan doesn't have a Crest, the Lance of Ruin deals 10 damage to him automatically after all combat he is involved in. After Miklan goes down, instead of winning the mission, you win nightmares for the next week.

Upon defeating Miklan and him transforming into the Black Beast, all charges of Divine Pulse are restored. Using Divine Pulse to defeat Miklan again will restore them again, and can be done an infinite number of times. Pay very close attention to the following, since Demonic Beasts are a new type of enemy that requires new tactics to exploit their weaknesses and gain the maximum reward. When you move your cursor over Miklan, you'll notice that the tiles he occupies glow yellow. These are his barriers. Destroy all of them to stun him for one enemy phase and gain a rare crafting material (five Umbral Steels in this case, which can repair the Hero's Relics). You want to get into the habit of doing this since Demonic Beasts will be your main source of such materials. Effective damage and gambits will deal double damage to the barriers, and using a gambit will force the monster to attack whoever last hit him with a gambit. For this specific fight, you also want to use a movement combat art to move Gilbert to safety since he tends to suicide against Miklan. Fight smart, fight hard, and you can overcome this.

At the end of this map, all of your units should be past level 10 and ready to promote into intermediate classes. You can also stay in beginner classes until you master them and get the basic stat +2 skills and movement arts - your call.

Trivia

Etymology and other languages

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

The Gautier Inheritance

--

Gallery


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←  Assault at the Rite of Rebirth • The Gautier Inheritance •  The Underground Chamber →
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
White Clouds
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 Black Eagles, if Byleth sides against EdelgardBlue LionsGolden Deer / Outset of a Power Struggle Black Eagles, if Byleth sides with Edelgard
Part II Silver Snow
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
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
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
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 Paralogues Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World Black Eagles, if Byleth sides against EdelgardBlue LionsGolden DeerFalling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC Blue LionsGolden DeerSword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak Blue Lions
Part II Darkness Beneath the Earth Crimson FlowerDividing the World Silver SnowAzure MoonVerdant WindEternal Guardian Silver SnowAzure MoonVerdant WindThe Face Beneath Silver SnowAzure MoonVerdant WindForeign Land and SkyForgotten HeroInsurmountable Crimson FlowerLegend of the LakeRetribution Silver SnowAzure MoonVerdant WindThe Secret MerchantDLC Crimson FlowerThe Silver Maiden Azure MoonThe Sleeping Sand Legend Verdant WindWeathervanes of Fódlan Azure Moon
Cindered Shadows
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