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Eternal Guardian
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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 /Chapter 21
/Chapter 19
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
Character data
Silver Snow Azure Moon
Verdant Wind
- Other characters may be available if the paralogue is attempted later.
Item data
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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
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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
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- Phantom General Fortress Knight
Normal Hard Maddening
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- Phantom General Paladin x2
Normal Hard Maddening
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- 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 | ||
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Language | Name | Definition, etymology, and notes |
English |
Eternal Guardian |
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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 |
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