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Beyond Escape/The Great Bridge Coup
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The Great Bridge Coup (Japanese: ミルディン大橋の戦い Battle of the Great Bridge of Myrddin) is the main battle map of the thirteenth chapter of the Crimson Flower route in Fire Emblem: Three Houses. In this map, the Adrestian Empire mounts an attack to seize the strategic location of the Great Bridge of Myrddin.
Beginning log
The Black Eagle Strike Force has an unexpected encounter with someone thought to have died years prior. Amidst the joy, your forces prepare to invade Alliance territory.
Map data
Normal Hard Maddening
Character data
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New units
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Required characters
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Available characters
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Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- At the start of the player phase after any player unit enters the area around Judith's fort or all of the Fortress Knights, Grapplers, Cavaliers, Brawlers (Hard/Maddening), and Warriors (Maddening) west of the fort are defeated.
- Leonie from the northwest corner of the map
- 1 (Normal)/2 (Hard/Maddening) Wyvern Rider(s) from the northwest corner of the map
- 2 (Normal)/3 (Hard/Maddening) Snipers from the northwest corner of the map
- Acheron from the northeast corner of the map
- 2 (Normal)/4 (Hard/Maddening) Cavaliers from the northeast corner of the map
- 2 Paladins from the northeast corner of the map (Maddening only)
Boss data
- Main article:
Judith
Normal Hard Maddening
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Sub-bosses
- Main article:
Ignatz
Ignatz does not appear if he was recruited and is replaced by an Alliance General Sniper.
Normal Hard Maddening
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- Main article:
Leonie
Leonie does not appear if she was recruited and is replaced by an Alliance General Paladin.
Normal Hard Maddening
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- Main article:
Acheron
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Edelgard has just been handed her personal weapon, Aymr. Its exclusive Combat Art, Raging Storm, is effectively an on-command Galeforce. However, unlike other Relic weapons, Aymr uses the rare Agarthium to repair, so don't go wasting it when you don't need to. Unless you've found some Giant Crawlers in auxiliary battles, Chapter 16 will be your ONLY opportunity to restock!
Can be completed on a normal play through without NG+:
Recommended personnel: Byleth (default), Edelgard (default), Jeritza, Hubert (Dark Bishop), Petra (Assassin), Linhardt, Casper (Grappler), Bernadetta (Sniper), Ferdinand (Paladin), Dancer, Lysithea (Gremory) or a high-movement range character
Recommended equipment/gambits/combat arts: Deadeye, Meteor/Bolting, Warp, Encloser, Sword of the Creator (fully repaired), Draw Back/Reposition/Swap/Smite (for two or three characters), Evasion Rings, Accuracy Rings, Chest Keys, March Ring, Stride gambit, Impenetrable Wall gambit
The first battle post-time skip is a great introduction to what can be expected for the remainder of the Black Eagles playthrough. Positioning on the map, using obstacles, and gambit/attack boosts are essential. You will also have future maps where your characters are 5-10 levels lower than the enemy.
Your team will be split into two and you will have approximately five turns to take out Judith before her reinforcements will appear and then attack (they will appear at the end of turn four and attack during the enemy portion of turn five). This can be done.
The north squad of four has only a few objectives: secure the ballista, raid the chest, and kill the two Grapplers as well as the two Paladins closest to the bridge. If you happen to have Lysithea and she has the Warp spell, you can use this to Warp a strong character to the nearest Grappler (such as Jeritza) and if he does not finish him off move Petra to the ballista to finish him off. Be careful not to have Jeritza within the attack range of too many enemies.
For your squad to the south, immediately use Stride and then focus on either the northern or the southern group of enemies (consisting of a Paladin, Warrior, and Grappler). Use the obstacle (rubble?) in the middle of these two groups as a wall to either the left or right of your team (for context, I went after the southernmost group first). Using the right combination of skills, you should be able to take out two of the three, use Encloser (Bernadetta) on the enemy you weren’t able to kill, and then use Impregnable Wall on the group near the rubble. If done correctly, the group you didn’t fight will have to travel around the middle obstacle to get to your squad while being outside of attack range for any of your personnel that does not have Impregnable Wall active. The Fortress Knights in the central area along with any enemies within range will attack the Impregnable Wall group while the remainder of your squad is out of range. This may take a few turns to get the positioning correct so use Divine Pulse as needed. This will complete turn one.
For the next two turns, continue to have the northern group take out the remaining Grappler and two Paladins (one of these Paladins may break off and head towards the group to the south) and if you have Lysithea on hand, keep her near Jeritza so you can use Warp soon. The group to the south should take out the remaining surrounding enemies while using Edelgard as a tank and/or Impregnable Wall to aggro the archers towards your squad. Stay out of range of Ignatz/Brave Bow Sniper for now unless an Impregnable Wall character can safely draw him out. Do not forget about attack gambits, Banshee (Hubert), and Encloser (Bernadetta) if you have an enemy that has too many hit points to finish off in one turn.
On turn four, its time to begin our approach towards Judith, Ignatz, and to claim the chest to the south. If you have still have some straggler enemies left on turn four and need another turn before approaching Judith, make sure you take them out on this turn or use Banshee and gambits while moving your squad closer to Judith. Igntaz/Brave Bow Sniper should be killed by the end of turn four. One hit from Sublime Heaven will usually do the trick but if not, you can use movement combat abilities (Reposition, Draw Back) to move Byleth back and bring in another character to finish Ignatz off. Beware Judith’s Rapier when doing this as it does bonus damage to heavy armor and cavalry units. Additionally on turn four, make sure to have the character with the chest key getting closer to the chest or at least be near the unit that has Stride or Warp (Linhardt most likely).
At the beginning of turn five, reinforcements will appear to the northwest and northeast. You can ignore them, loot the chest to the south for a Bow of Zoltan, move your characters within attack range of Judith for an attack/gambit boost, and then finish her off with a combo of Sublime Heaven and any bow attack from Bernadetta.
Five turns is tight but think of this map as a preview of the maps to come. The positioning of your army, the underrated movement Combat Arts, Warp, and Impregnable Wall will make victory possible.
A final tip for the remaining maps is to use stat boosting items on your character’s strengths with the exception of Luck boosting items as they should go to characters with low luck so as to reduce the chances of an unlucky critical hit.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Great Bridge Coup |
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Japanese |
ミルディン大橋の戦い |
Battle of the Great Bridge of Myrddin |
Spanish |
Batalla del Gran Puente |
Battle of the Great Bridge |
French |
En vue du grand pont |
In view of the great bridge |
German |
Bei der Großen Brücke |
At the Great Bridge |
Italian |
Battaglia al Gran Ponte |
Battle at the Grand Bridge |
Korean |
미르딘대교의 전투 |
Battle of the great bridge of myrddin |
Simplified Chinese |
密尔丁大桥之战 |
Great bridge myrddin battle |
Traditional Chinese |
密爾丁大橋之戰 |
Great bridge myrddin battle |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← The Battle of Garreg Mach • | The Great Bridge Coup | • Capturing Derdriu → |
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