The Gautier Inheritance
|
|
|
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
|
|
|
Victory: Defeat Miklan
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Byleth or Edelgard*/Dimitri*/Claude* dies* or the player's army is routed*
|
10
|
{{{partner}}}
|
1
|
18+8
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat Miklan
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Byleth or Edelgard*/Dimitri*/Claude* dies* or the player's army is routed*
|
10
|
{{{partner}}}
|
1
|
19+10
|
{{{third}}}
|
|
|
Character data
Black Eagles Blue Lions Golden Deer
Item data
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Rogue
|
Fighter
|
9
|
3
|
Iron Axe
|
--
|
|
Rogue
|
Thief
|
9
|
1
|
Iron Sword • Vulnerary • Chest Key Steal • Locktouch Miklan Private Militia Lv. 3: Assault Troop
|
--
|
|
Rogue
|
Mage
|
9
|
1
|
Fire Fire
|
--
|
|
Rogue
|
Fortress Knight
|
9
|
1
|
Steel Axe • Accuracy Ring Axefaire • Weight -5 • Axe Prowess Lv 2 • Defense +2 • Resistance +2 Helm Splitter Miklan Private Militia Lv. 3: Assault Troop
|
--
|
|
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.
|
|
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.
|
|
Rogue
|
Thief
|
9
|
2
|
Iron Sword • Vulnerary 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.
|
|
Rogue
|
Armored Knight
|
9
|
1
|
Iron Axe • Vulnerary 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.
|
|
Rogue
|
Archer
|
9
|
1
|
Iron Bow Bowrange +1
|
--
|
|
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.
|
|
Rogue
|
Fighter
|
9
|
2
|
Iron Axe • Vulnerary 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.
|
|
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+.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Rogue
|
Fighter
|
10
|
3
|
Iron Axe Axe Prowess Lv 1
|
--
|
|
Rogue
|
Thief
|
10
|
1
|
Iron Sword • Vulnerary • Chest Key Steal • Locktouch • Sword Prowess Lv 2 Miklan Private Militia Lv. 3: Assault Troop
|
--
|
|
Rogue
|
Mage
|
10
|
1
|
Fire Fire • Reason Lv 2
|
--
|
|
Rogue
|
Fortress Knight
|
9
|
1
|
Steel Axe • Accuracy Ring Axefaire • Weight -5 • Axe Prowess Lv 2 • Defense +2 • Resistance +2 Helm Splitter Miklan Private Militia Lv. 3: Assault Troop
|
--
|
|
Rogue
|
Mage
|
10
|
1
|
Fire Fire • Reason Lv 2
|
Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked, or after passing the northeast broken pillar.
|
|
Rogue
|
Thief
|
10
|
1
|
Iron Sword Steal • Locktouch • Sword Prowess Lv 2
|
Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked, or after passing the northeast broken pillar.
|
|
Rogue
|
Thief
|
10
|
2
|
Iron Sword • Vulnerary Steal • Locktouch • Sword Prowess Lv 2
|
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.
|
|
Rogue
|
Armored Knight
|
10
|
1
|
Iron Axe • Vulnerary Axe Prowess Lv 2 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.
|
|
Rogue
|
Archer
|
10
|
1
|
Iron Bow Bowrange +1 • Bow Prowess Lv 2
|
--
|
|
Rogue
|
Archer
|
10
|
3
|
Iron Bow Bowrange +1 • Bow Prowess Lv 2
|
• 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.
|
|
Rogue
|
Fighter
|
10
|
2
|
Iron Axe • Vulnerary Axe Prowess Lv 1 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.
|
|
Rogue
|
Armored Knight
|
10
|
1
|
Iron Axe Axe Prowess Lv 2 Miklan Private Militia Lv. 3: Assault Troop
|
Begins moving three turns after the Thieves, Armored Knight, and Fighters south of Miklan are provoked.
|
|
Miklan
|
Armored Knight
|
12
|
1
|
Lance of Ruin Steal • Lance Prowess Lv 3 Miklan Private Militia Lv. 3: Assault Troop
|
Starts on a heal tile+.
|
|
|
|
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
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
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.
|
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
This section has been marked as a stub. Please help improve the page by adding information.