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Tower of Black Winds/The Gautier Inheritance

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The Gautier Inheritance (Japanese: ゴーティエ家督争乱 Gautier Inheritance Conflict) 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.

The Gautier Inheritance

Cm fe16 5.png

Location

Conand Tower

Boss(es)

Miklan

Previous chapter(s)

Assault at the Rite of Rebirth

Next chapter(s)

The Underground Chamber

Beginning log

A group of thieves led by a disowned son of House Gautier has stolen a Hero's Relic and begun to run amok. Seeking to neutralize this threat, the church is sending your house there to settle the matter.

Map data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat the Black Beast Player Partner Other Enemy
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies* or the player's army is routed* 1–10 {{{partner}}} 1 18+9
 
Map dimensions:
21 columns by 25 rows

Character data

Black Eagles   Blue Lions   Golden Deer  

Characters
New units

None

Required characters
 
Available characters
                         

Item data

Items
Name Obtainment Method
  Chest Key Dropped by enemy Thief
  Accuracy Ring Dropped by enemy Fortress Knight
  Vulnerary Dropped by enemy Thief
  Vulnerary Dropped by enemy Thief
  Vulnerary Dropped by enemy Armored Knight
  Vulnerary Dropped by enemy Fighter
  Vulnerary Dropped by enemy Fighter
  Armorslayer Open the chest
  Vulnerary Steal from enemy Thief
  Lance of Ruin If Sylvain is recruited, refuse to relinquish it at the end of the chapter

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Miklan Armored Knight 11 1 36 13 6 7 5 9 16 3 9+1 -   Lance of Ruin
  Steal  Lance Prowess Lv 3
  Miklan Private Militia Lv 3:   Assault Troop
Stands on a heal tile +.
  Rogue Fighter 9 3 28 10 3 6 9 4 6 2 6 4   Iron Axe
--
  Rogue Thief 9 1 28 9 6 13 13 8 7 2 6+1 5   Iron Sword  Vulnerary  Chest Key 
  Steal  Locktouch
  Miklan Private Militia Lv 3:   Assault Troop
--
  Rogue Mage 9 1 28 8 11 8 9 8 5 7 6 5   Fire
  Fire
--
  Rogue Fortress Knight 9 1 40 14 8 12 2 10 15+2 7+2 5+1 4   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 28 8 11 8 9 8 5 7 6 5   Fire
  Fire
Begins moving if a player unit passes the northeast broken pillar.
  Rogue Thief 9 1 28 9 6 13 13 8 7 2 6 5   Iron Sword
  Steal  Locktouch
Begins moving if a player unit passes the northeast broken pillar.
  Rogue Thief 9 2 28 9 6 13 13 8 7 2 6+1 5   Iron Sword  Vulnerary 
  Steal  Locktouch
Begins moving if they or a nearby Armored Knight or Fighter is provoked; the right one does not move until a player unit leaves the starting area.
  Rogue Armored Knight 9 1 33 9 6 7 4 8 16 0 6+1 4   Iron Axe  Vulnerary 
  Miklan Private Militia Lv 3:   Assault Troop
Begins moving if a nearby Thief or Fighter is provoked.
  Rogue Archer 9 1 28 9 6 10 9 10 6 2 6 5   Iron Bow
  Bowrange +1
--
  Rogue Archer 9 3 28 9 6 10 9 10 6 2 6 5   Iron Bow
  Bowrange +1
The two in Miklan's chamber both begin moving if either is provoked.
  Rogue Fighter 9 2 28 10 3 6 9 4 6 2 6+1 4   Iron Axe  Vulnerary 
  Miklan Private Militia Lv 3:   Assault Troop
Begins moving if they or a nearby Thief or Armored Knight is provoked; the left one does not move until a player unit leaves the starting area, the right one does not move until a player unit enters the easternmost Fighter's initial range.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Black Beast Black Beast 11 1 43
43
65
15 6 10 4 0 11 9 0 4   Crest Stone (Gautier)
  Barrier  Vital Defense  Magic Bind    Death Blow  
  Thorns of Ruin
• Starts on a heal tile +.
• Will not move until provoked.
  Rogue Thief 9 2 27 9 6 13 13 8 7 3 6 5   Iron Sword
  Steal  Locktouch
--
  Rogue Thief 9 6 28 9 6 13 13 8 7 2 6 5   Iron Sword
  Steal  Locktouch
--

Reinforcements

  • Turn 2; on Maddening, these can act the turn they appear
  • For 2 turns after a player unit passes the broken northeastern pillar (reaching column 13 from the north)
  • After Miklan is defeated once
  • Turn 6; on Hard and above, these can act on the turn they appear

NPC data

Normal Hard Maddening

NPC Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Gilbert Fortress Knight 10 1 43 15 8 12 2 10 15 7 9+5 4   Steel Axe
  Axefaire  Weight -5
  Knights of Seiros Lv 3:   Blaze
Moves to fight Miklan, fighting any enemies along the way.

Boss data

Main article: Miklan
Miklan

Normal Hard Maddening

 
  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
                       
E E C E E E E E D E E  
Black Beast

Normal Hard Maddening

 
  Black Beast
Level 11
Movement 4
Crest --
Stats
Max HP 43/43/65 Luck 0
Strength 15 Defense 11
Magic 6 Resistance 9
Dexterity 10 Charm 0
Speed 4
Inventory Abilities
  Crest Stone (Gautier)   Barrier
  Vital Defense
  Magic Bind  
  Death Blow  
Staggering Blow Spells Battalion
  Thorns of Ruin -- --
Skill Levels
                       
E E E E E E E E E E E  

Strategy

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

Before you even start this map—do you have any spare cash? There's a limit on the number of Intermediate Seals you can purchase from the Item Store each month of 3. Even if you don't need any at the moment, consider purchasing a few spare ones now for the next month from the pre-battle Marketplace, money permitting. You will need them shortly.

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 50s/60s against the Thieves that dominate this chapter. There's no reward for Gilbert surviving the map (don't worry, he won't "really" die and is still usable later for the Blue Lions on Classic), although it's good for your pride. Note that if Gilbert hugs the wall, he will aggro Miklan and his archer friends to come charging across the map at you in a giant mob which will make the map dramatically tougher, so it's not completely crazy to intentionally let Gilbert die against the mages that show up from the starting position.

Your first objective is to make your way through the tower, get to Miklan, and take him out. It is highly recommended to not sit in range of the archers "above" the starting position at the higher level, especially on Maddening where they pack Poison Strike, although if you really feel frisky you can use 3-range attacks like Curved Shot or Thoron to fight back. Several thugs will outflank you on turns 2 and 6, which encourages you to either play very quickly and never let them catch up, or slowly and carefully where you pick them all off before advancing to the upper right of the map. Note that there's an Armorslayer in the chest in the southeast corner if you want it. Keep an eye on the Archers on the top level, who can chip you if you blunder into their range. If you did set them off, you'll face the bulk of Miklan's army at the north end of the map crashing into you, so enjoy. Note that you can use movement skills to pull Gilbert back if you want to save him. If you avoided that, or set them off but defeated them but not Miklan himself, there are ambush spawns in the northeast corner. On Maddening, they are rather fast and have Pass to slip past your defenses and pick off your squishy units. Best to keep all of your squishy units safely far away, and only have your most mobile and tanky units move up to the pillar to set off the Thief reinforcements. 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. Against Miklan, note that since he doesn't have a Crest, the Lance of Ruin deals 10 damage to him automatically after all combat he is involved in, so even single digit bow plinks are quite effective at whittling his health away. After Miklan goes down, instead of winning the mission, you win nightmares for the next week.

Upon Miklan transforming into the Black Beast, all charges of Divine Pulse are restored. Using Divine Pulse to back up and 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 one, and he won't counterattack the next attack. Destroy all of them to stun him for the entire phase (no more counterattacks this player phase) + next enemy phase and gain a rare crafting material (five Umbral Steels in this case, which can repair the Heroes' Relics). You want to get into the habit of doing this since Demonic Beasts will be your main source of such materials. Effective damage (such as Sword of the Creator's Ruptured Sky, or Bane of Monsters, Monster Piercer and the like) will deal double damage to the barriers, and using a gambit will force the monster to attack whoever last hit him with a gambit, as well as potentially damage multiple barriers at once. If you're trying to save Gilbert and he's still alive, you also want to use a movement combat art to move him 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

  • During this mission, Gilbert lacks his personal ability Veteran Knight and, in earlier versions, his map sprite used the body of a generic Fortress Knight rather than his own unique sprite. This is because this mission uses a NPC duplicate of the character which lacks substantial character data compared to his playable counterpart.[1]

Etymology and other languages

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

The Gautier Inheritance

--

Japanese

ゴーティエ家督争乱

Gautier Inheritance Conflict

Spanish

La herencia de los Gautier

The heritage of the Gautier

French

Le conflit des Gautier

The conflict of the Gautier

German

Das Erbe von Gautier

The Heritage of Gautier

Italian

L'eredità dei Gautier

The heritage of the Gautier

Korean

고티에 가문 승계의 난

The gautier inheritance revolt

Simplified Chinese

戈迪耶家督之乱

The Gautier home supervisor revolt

Traditional Chinese

戈迪耶家督之亂

The Gautier home supervisor revolt

Gallery

References

  1. The Gautier Inheritance. Mission - Chapter 5, fedatamine.com, Retrieved: February 25, 2021
← 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
 
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     / Outset of a Power Struggle  
Part II 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
 
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
 
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
 
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   Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret MerchantDLC  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
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