War for the Weak
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Location
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Mountains
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Boss(es)
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Warrior
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War for the Weak is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 6 to Chapter 11. In order to attempt this paralogue, the player must have recruited Dedue and he must not have fallen in battle previously; by extension, this paralogue is exclusive to the Blue Lions route. In this chapter, Byleth assists Dedue and Dimitri in quelling a Duscur rebellion before the Kingdom Army can overpower the Duscur.
Plot
- Main article: War for the Weak/Script
Byleth finds Dedue lost in thought. Dimitri approaches and reports that the people of Duscur have launched an uprising against Faerghus in their historical homeland. Dedue explains that the people of Duscur were scapegoated and genocided for the assassination of King Lambert in the Tragedy of Duscur four years prior; if the Kingdom forces sent to suppress the rebellion and the Duscur rebels clash, there will almost certainly be another massacre. Having received permission from the Church of Seiros to intervene and peacefully stop the uprising, Dimitri and Dedue convince Byleth to aid them.
The Blue Lions reach Duscur just before the main army arrives. Racing against the Kingdom forces, Byleth and their students manage to defeat the general in charge of the uprising and end the battle. Afterwards, Dedue insists that the general flee with his life and expresses his faith that Dimitri will mend the relationship between Faerghus and Duscur. The general remains skeptical, but agrees to depart, declaring that the people of Duscur never forget their grudges or their debts.
Beginning log
Dedue receives a concerning missive about his people, who continue to bear the burden of oppression based on blame for the Tragedy of Duscur.
Chapter data
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Victory: Defeat the boss Warrior
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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*, Dedue dies, ally units defeat the enemy commander, or 15 turns pass
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8
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{{{partner}}}
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7
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32
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{{{third}}}
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Victory: Defeat the boss Warrior
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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*, Dedue dies, ally units defeat the enemy commander, or 15 turns pass
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8
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{{{partner}}}
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7
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33
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{{{third}}}
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Victory: Defeat the boss Warrior
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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*, Dedue dies, ally units defeat the enemy commander, or 15 turns pass
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8
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{{{partner}}}
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7
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34
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{{{third}}}
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Character data
- Other characters may be available if the paralogue is attempted later.
Item data
Enemy data
- Note: The following enemies' levels are those assuming the player plays this paralogue during Chapter 6. On Maddening, their levels are 1 higher starting from Chapter 7.
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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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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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NPC data
- Note: The following NPC's levels are those assuming the player plays this paralogue during Chapter 6. On Maddening, their levels are 1 higher starting from Chapter 7.
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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
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken during Chapter 6, the earliest possible point where this chapter may be undertaken; the figures to the right of the ~ are taken from Chapter 7, the point where this boss gains a level and stops scaling.
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Skill Levels
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E
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E
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A
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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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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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A
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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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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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A
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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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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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You have 15 turns to rush down the mountainside and clobber the Duscur general before the main army arrives and causes another genocide. You don't have many deployment slots, and the terrain is very rocky; bring plenty of Pegasus Knights and Wyvern Riders so you can fly over the mountains and Archers so you can pick off enemies on the west side of the map from long-distance. It's also a good idea to forge the Armorslayer you found in Conand Tower into an Armorslayer+ for this map, since the Duscur like to field Armored Knights. Finally, this paralogue introduces enemy Grapplers; their Strength is a little shaky, but they are fast as lightning and tend to quad everything. They are very dangerous, and should be handled extremely cautiously.
Send someone with the Armorslayer+ immediately down the left side to take on the two Armored Knights. Dimitri in particular makes a good pathfinder due to his generally high stats. You also want to leave someone on the north side to take out the group of enemies stationed there. If Dedue has made it to Armored Knight himself by this point, he should be laughing at physical damage, and only the Mages can give him pause. Make a mad rush south down the mountain to beat the Kingdom forces to the Duscur general. If you take out each batch of enemies, the Kingdom forces will actually retreat, which is good for both you and your rewards. It also helps if your Archer can use Curved Shot to pick off any Duscur soldiers that survive combat against the Kingdom army on the west side. If you can reach the general with two turns to spare, you've pretty much won the map; he has no ability to fight at range, so he shouldn't pose much of a threat.
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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War for the Weak
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References