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Eternal Guardian

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Eternal Guardian

Cm fe16 eternal guardian.png

Location

Holy Tomb

Boss(es)

Phantom General Dark Bishop, Fortress Knight, Paladin (×2)

Eternal Guardian (Japanese: 不朽の守護者 Eternal Guardian) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 16 to Chapter 18 Silver Snow/Chapter 21 Azure Moon/Chapter 19 Verdant Wind on all routes except the Crimson Flower route. In order to attempt this paralogue, Byleth must have reached a C-rank support or higher with Rhea. In this chapter, Byleth investigates the Holy Tomb in order to retrieve a treasure that Rhea had left for them.

Plot

Main article: Eternal Guardian/Script

Byleth receives a letter from Rhea bidding them to head to the Holy Tomb to claim a treasure she left behind for them, but warning them that she also booby-trapped the tomb to ward off thieves. They gather their comrades, enter the tomb, and battle their way through an army of phantom soldiers. Emerging victorious, Byleth claims their prize: Rhea's favored shield, the Seiros Shield.

Beginning log

Five years after Rhea's disappearance, a letter that she wrote prior to that battle has surfaced. The mysterious message raises more questions than it answers.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat all four Phantom Generals Player Partner Other Enemy Third
Defeat: Byleth or Dimitri Azure Moon/Claude Verdant Wind dies* or the player's army is routed* 12 {{{partner}}} {{{other}}} 26 {{{third}}}
Cm fe16 eternal guardian.png

Character data

Silver Snow Silver Snow Azure Moon Azure Moon Verdant Wind Verdant Wind

Characters
New Units

None

Returning Characters

Small portrait byleth f 02 fe16.pngSmall portrait ferdinand 02 fe16.pngSmall portrait linhardt 02 fe16.pngSmall portrait caspar 02 fe16.pngSmall portrait bernadetta 02 fe16.pngSmall portrait dorothea 02 fe16.pngSmall portrait petra 02 fe16.pngSmall portrait felix 02 fe16.pngSmall portrait sylvain 02 fe16.pngSmall portrait mercedes 02 fe16.pngSmall portrait annette 02 fe16.pngSmall portrait ingrid 02 fe16.pngSmall portrait raphael 02 fe16.pngSmall portrait ignatz 02 fe16.pngSmall portrait lysithea 02 fe16.pngSmall portrait marianne 02 fe16.pngSmall portrait leonie 02 fe16.pngSmall portrait yuri 02 fe16.pngSmall portrait balthus 02 fe16.pngSmall portrait constance 03 fe16.pngSmall portrait hapi 02 fe16.pngSmall portrait anna fe16.pngSmall portrait shamir fe16.pngSmall portrait hanneman fe16.pngSmall portrait manuela fe16.pngSmall portrait alois fe16.pngSmall portrait flayn fe16.pngSmall portrait seteth fe16.pngSmall portrait catherine fe16.pngSmall portrait cyril 02 fe16.pngSmall portrait hilda 02 fe16.pngSmall portrait ashe 02 fe16.png

Other characters may be available if the paralogue is attempted later.

Item data

Items
Name Obtainment Method
Is ns01 stat booster.png Spirit Dust Dropped by the boss Fortress Knight
Is ns01 shield silver.png Seiros Shield Automatically at the end of the chapter

Enemy data

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 16, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 17 and later, at which point the enemies gain two levels.

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ns01 warlock enemy.gif Phantom Soldier Warlock 31 1 37 11 20 13 16 10 12 24 14 4 Ragnarok Cutting Gale
Black Tomefaire Black Magic Uses x2
Begins moving if the nearby Sniper is provoked.
Ma ns01 warlock enemy.gif Phantom Soldier Warlock 31 1 37 11 20 13 16 10 12 24 14 4 Ragnarok
Black Tomefaire Black Magic Uses x2
Begins moving if the nearby Bow Knight is provoked.
Ma ns01 warlock enemy.gif Phantom Soldier Warlock 31 1 37 11 20 13 16 10 12 24 14 4 Excalibur Bolganone
Black Tomefaire Black Magic Uses x2
Begins moving if the nearby Sniper is provoked.
Ma ns01 warlock enemy.gif Phantom Soldier Warlock 31 1 37 11 20 13 16 10 12 24 14+1 4 Bolting Blizzard
Black Tomefaire Black Magic Uses x2
Phantasmal Magic Corps Lv 5: Resonant Flames
Begins moving if the nearby Bow Knight is provoked.
Ma ns01 dark bishop enemy.gif Phantom Soldier Dark Bishop 31 1 37 11 21 14 15 10 12 23 13 4 Thoron Sagittae Miasma Δ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 dark bishop enemy.gif Phantom Soldier Dark Bishop 31 1 37 11 21 14 15 10 12 23 13 4 Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 dark bishop enemy.gif Phantom Soldier Dark Bishop 31 1 37 11 21 14 15 10 12 23 13 4 Bolganone Thunder Miasma Δ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 dark bishop enemy.gif Phantom Soldier Dark Bishop 31 1 37 11 21 14 15 10 12 23 13 4 Fimbulvetr Wind Miasma Δ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 bishop enemy.gif Phantom Soldier Bishop 31 1 38 11 17 13 15 13 12 25 16+1 4 Abraxas Physic
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
Phantasmal Magic Corps Lv 5: Resonant Flames
--
Ma ns01 sniper enemy.gif Phantom Soldier Sniper 31 2 37 18 10 26 15 13 13 8 14 5 Silver Bow
Bowfaire Bowrange +1
Begins moving if the nearest Warlock is provoked.
Ma ns01 bow knight enemy.gif Phantom Soldier Bow Knight 31 2 42 18 10 18 17 13 1 10 14 8 Silver Bow
Canto Bowfaire Bowrange +2
Begins moving if the nearest Warlock is provoked.
Ma ns01 altered golem enemy.gif Golem Altered Golem 31 1 48
48
72
13 23 16+10 5+6 0 18 6+4 0 4 Lance of Light+
Terrain Resistance Lance Prowess Lv 3 Barrier Vital Defense Anti-Magic Armor Swordbreaker+ Latent; active starting from health bar 2 Lancefaire Latent; active starting from health bar 3
Light-Lance Barrage
Is ns01 weakness sword.png Weak to Swords.
• Reinforcement removed when all Phantom Soldiers are defeated.
• Patrols up and down the northwest corner of the central hallway.
• Will not attack until fought, or unless provoked from within the direction it will move to next.
Ma ns01 altered golem enemy.gif Golem Altered Golem 31 1 48
48
72
13 23 16+10 5+6 0 18 6+4 0 4 Lance of Light+
Terrain Resistance Lance Prowess Lv 3 Barrier Vital Defense Anti-Magic Armor Swordbreaker+ Latent; active starting from health bar 2 Lancefaire Latent; active starting from health bar 3
Light-Lance Barrage
Is ns01 weakness lance.png Weak to Lances.
• Reinforcement removed when all Phantom Soldiers are defeated.
• Patrols up and down the northeast corner of the central hallway.
• Will not attack until fought, or unless provoked from within the direction it will move to next.
Ma ns01 altered golem enemy.gif Golem Altered Golem 31 1 48
48
72
13 23 16+10 5+6 0 18 6+4 0 4 Lance of Light+
Terrain Resistance Lance Prowess Lv 3 Barrier Vital Defense Anti-Magic Armor Swordbreaker+ Latent; active starting from health bar 2 Lancefaire Latent; active starting from health bar 3
Light-Lance Barrage
Is ns01 weakness axe.png Weak to Axes.
• Reinforcement removed when all Phantom Soldiers are defeated.
• Patrols the southern half of the central hallway in a clockwise square motion.
• Will not attack until fought, or unless provoked from within the direction it will move to next.
Ma ns01 warrior enemy.gif Phantom Soldier Warrior 31 2 46 23 10 12 16 11 16 8 14+1 5 Silver Axe
Axefaire Axe Crit +10
Phantasmal Infantry Lv 5: Disturbance
Begins moving if their adjacent Warrior is provoked.
Ma ns01 warrior enemy.gif Phantom Soldier Warrior 31 2 46 23 10 12 16 11 16 8 14 5 Silver Axe
Axefaire Axe Crit +10
Begins moving if their adjacent Warrior is provoked.
Ma ns01 grappler enemy.gif Phantom Soldier Grappler 31 2 45 18 10 15 18 10 16 6 14 6 Silver Gauntlets Unarmed
Fistfaire Unarmed Combat
--
Ma ns01 dark bishop enemy.gif Phantom General Dark Bishop 33 1 40 11 21 14 17 10 12 24 15+1 - Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Phantasmal Magic Corps Lv 5: Resonant Flames
--
Ma ns01 fortress knight enemy.gif Phantom General Fortress Knight 33 1 51 18 10 12 2 10 34 7 17+1 - Silver Axe Spirit DustThis item is dropped upon this unit's defeat.
Axefaire Weight -5
Phantasmal Infantry Lv 5: Disturbance
--
Ma ns01 paladin enemy.gif Phantom General Paladin 33 2 45 19 10 14 16 11 23 10 17+1 - Silver Lance
Canto Lancefaire Terrain Resistance
Phantasmal Cavalry Lv 5: Assault Troop
--

Boss data

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 16, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 17 and later, at which point these bosses gain two levels.
Phantom General Dark Bishop

Normal Hard Maddening

Generic small portrait dark bishop fe16.png
Ma ns01 dark bishop enemy.gif Dark Bishop
Level 33
Movement -
Crest --
Stats
Max HP 40 Luck 10
Strength 11 Defense 12
Magic 21 Resistance 24
Dexterity 14 Charm 15+1
Speed 17
Inventory Abilities
-- Miasma Δ
Fiendish Blow
Heartseeker
Combat arts Spells Battalion
-- Banshee Θ
Miasma Δ
Death Γ
Phantasmal Magic Corps Lv 5
Resonant Flames
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E E E E A E E E E E FE16ClassMasteryEmpty.png

Phantom General Fortress Knight

Normal Hard Maddening

Generic small portrait fortress knight fe16.png
Ma ns01 fortress knight enemy.gif Fortress Knight
Level 33
Movement -
Crest --
Stats
Max HP 51 Luck 10
Strength 18 Defense 34
Magic 10 Resistance 7
Dexterity 12 Charm 17+1
Speed 2
Inventory Abilities
Silver Axe
Spirit DustThis item is dropped upon this unit's defeat.
Axefaire
Weight -5
Combat arts Spells Battalion
-- -- Phantasmal Infantry Lv 5
Disturbance
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E B E E E E E B E E FE16ClassMasteryEmpty.png

Phantom General Paladin x2

Normal Hard Maddening

Generic small portrait paladin fe16.png
Ma ns01 paladin enemy.gif Paladin
Level 33
Movement -
Crest --
Stats
Max HP 45 Luck 11
Strength 19 Defense 23
Magic 10 Resistance 10
Dexterity 14 Charm 17+1
Speed 16
Inventory Abilities
Silver Lance Canto
Lancefaire
Terrain Resistance
Combat arts Spells Battalion
-- -- Phantasmal Cavalry Lv 5
Assault Troop
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E B E E E E E E E B E FE16ClassMasteryEmpty.png
Note: Both Phantom General Paladins have identical stats and inventories.

Strategy

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

The Altered Golems in this chapter act in a different manner than a typical enemy or monster would, as they patrol set areas. They will only notice a unit if they are in the range the Golem will move next. Be aware that the Golems follow set routes, and that the direction they face is not necessarily the direction they will move; e.g., if a northern Golem is at the furthest southern point in their patrol route, they will turn to face north during their phase, and check there for units. In essence, this creates a stealth mechanic, allowing for confrontation with the Golems to be avoided. Breaking the Golems' barriers grants Mythril, a rather rare ore and useful for forging and repairing sacred relics; it cannot be obtained without engaging the Golems, but their unique movement pattern can be taken advantage of to make fighting them easier.

The enemies near the player's starting location are spread out in small groups, and units with bows or Canto can generally attack one without provoking any more enemies. The enemies further north, however, are more densely spaced, making it difficult to attack one enemy without being attack by others. The Warlocks with Bolting are particularly threatening due to their long range; particularly on Maddening where they have Seal Defense, weakening any unit they attack. Gambits with long areas of affect, such as Assault Troop or Blaze, can weaken the closer-packed enemies and allow for more flexibility dealing with the other units.

This paralogue can be cleared in one turn, but it requires multiple strong high-move units, multiple Warp users, the Stride gambit, and a Dancer. In Azure Moon, a unit with A authority can equip the Blue Lion Dancers battalion with the Dance of the Goddess gambit, making a one-turn easier; a New Game + file may have access to the Blue Lion Dancers outside of Azure Moon, or may have the Opera Co. Volunteers, which has the same gambit but is not usually available until after this paralogue expires. The closest of the bosses is the Fortress Knight, who starts 12 tiles away from Byleth, or 11 from the closest starting position, though there is a Sniper in the way on Hard and Maddening; a flyer with Stride can reach him from most starting positions, and a short-range warp can get most units over the trench to reach him. The Dark Bishop is 26 tiles away from Byleth's starting location—25 from the closest position, the Paladins are one closer—including the obstructions for the grave in the center, which cannot be flown over; a Paladin, Falcon Knight, or Wyvern Lord boosted by Stride will have 13 move, and would need a 10-range warp—requiring 40 magic—from the closest starting position to attack the Dark Bishop at 1 range; the Paladins are the same distance from the starting position second-closest to them—the positions closest to the Paladins are also the positions closest to the Dark Bishop, and the requirements are one shorter from there.

Defeating the bosses is potentially easier than reaching them. The Fortress Knight has low speed and resistance; a fast enough magic-user can attack from 2 range and defeat him, or using a combat art such as Lightning Axe with an effective weapon like the Hammer can deal effective damage while attacking resistance. The Paladins have a cavalry weakness, making effective damage sources such as the Spear of Assal, Dark Spikes Τ, or Knightkneeler particularly useful. The Dark Bishop has no option for bonus damage—aside from the universally effective combat arts Atrocity and War Master's Strike—and while he has lower defense, his defense is not as low as the Fortress Knight's resistance. Combat arts that automatically follow up, such as Hunter's Volley or Swift Strikes, are generally useful.

Etymology and other languages

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

Eternal Guardian

--

Japanese

不朽の守護者

Eternal Guardian

Spanish

El guardián eterno

The eternal guardian

French

La protectrice éternelle

The eternal protector

German

Ewiger Beschützer

Eternal Protector

Italian

Il guardiano eterno

The eternal guardian

Korean

불후의 수호자

Immortal guardian

Simplified Chinese

不朽之守护者

Immortal guardian

Traditional Chinese

不朽之守護者

Immortal guardian

Gallery


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References

Eternal Guardian
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnna*BylethCatherineCyrilFlaynGilbertHannemanJeritza*ManuelaSetethShamir
Ashen Wolves* BalthusConstanceHapiYuri
Non-playable characters Abysskeeper*Duke AegirDuke GerthFlecheGatekeeperGlennHolstIonius IXJeraltJudithLadislavaLambertLord ArundelMonicaNaderPatriciaRandolphRheaRodrigueRufusSeirosSitriSothisTomasTiana
Bosses AcheronAelfric*AloisBaron DominicBaron Ochs*BiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLord ArundelLorenzMercedesMetodeyMiklanMysonNaderNemesisOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
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
Prologue: 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 A Cursed Relic*An Ocean ViewBlack Market Scheme*Death TollDividing the World Black Eagles, if Byleth sides against EdelgardBlue LionsGolden DeerFalling Short of HeavenThe ForgottenLand of the Golden DeerOil and WaterRumored NuptialsThe Secret Merchant* 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 Merchant* Crimson FlowerThe Silver Maiden Azure MoonThe Sleeping Sand Legend Verdant WindWeathervanes of Fódlan Azure Moon
Cindered Shadows
(DLC side story)
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 Fódlan (AbyssAdrestiaFaerghusGarreg Mach MonasteryLeicester) • AlmyraBrigidDagdaSreng
Groups, objects and concepts 10 ElitesAshen WolvesBlack EaglesBlue 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
Related topics Music LibraryName chartPre-release informationUnused content