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Legend of the Lake
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Legend of the Lake (Japanese: 湖水の伝説 Legend of the Lake) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 15 to Chapter 21 /21
/22
/17
. In order to attempt this paralogue, the player must have recruited both Linhardt and Leonie, and both must not have fallen in battle previously; additionally, in the Crimson Flower route, Seteth and Flayn must not have been killed in the Chapter 15 mission. In this chapter, Linhardt and Leonie seek out a sacred weapon hidden in Lake Teutates.
Plot
- Main article:
Legend of the Lake/Script
Byleth and Linhardt find Leonie repairing a damaged bag of hers, and she explains that she was forced to borrow a significant amount of money from her home village of Sauin in order to afford tuition at the Officers Academy and is currently deep in debt. Linhardt recounts a legend that states that a holy weapon that does not require a Crest to wield is hidden at Lake Teutates. Leonie, intrigued, browbeats Byleth and Linhardt into accompanying her on an expedition to Lake Teutates. Once they arrive at the lake, the group is confronted by a gargantuan turtle creature called The Immovable, who challenges them to overcome its trial in order to earn the holy weapon. Byleth and their companions battle their way through a platoon of illusionary soldiers and defeat The Immovable, who grants them the sacred bow The Inexhaustible as a reward. Afterwards, Leonie decides she is not yet worthy of the bow and gives it to Byleth for safekeeping. Linhardt suspects that The Immovable may actually be Saint Indech.
Beginning log
Without a Crest or a family treasure, Leonie has a difficult time getting her hands on quality gear. Linhardt offers her a hint about a sacred weapon anyone can wield.
Chapter data
Normal Hard Maddening
Character data
Silver Snow Azure Moon
Verdant Wind
Crimson Flower
- 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 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point the enemies gain three levels. Note that the reinforcements do not receive any level increases.
Normal Hard Maddening
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- Every enemy other than the Immovable begins moving after any unit fights the Immovable.
Reinforcements
- Turn 2
- Turn 3
- 1 Mercenary*/Swordmaster* from the small pier north of the northeastern chest
- Turn 4
- The pattern above repeats infinitely.
Boss data
- Main article:
The Immovable - On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point this boss gains three levels.
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. |
This paralogue features fog of war, so a unit must find an enemy before another can attack it; torches are the only means of improving visibility. Wyvern Riders are north of the starting location, with gauntlet-wielders to the west and sword-wielders east; the promoted enemies are particularly strong on higher difficulties, and keeping all units to one path will make fighting them more manageable than attempting to split a force three ways. The chests contain fairly uncommon items, but nothing especially powerful or useful, and nothing that cannot be gained easier elsewhere. The reinforcements that appear every turn are significantly weaker than the other enemies; they arrive in a simple pattern and start relatively far from the start or encumbered by woods, so they are not much of a threat initially and can be easily planned around.
The Immovable is a monster with three additional health bars that each have a large amount of HP. In addition, the Immovable has barriers in a three-by-three square, making it more difficult to inflict armor break than it is against most monsters. Gambits that strike all tiles in a two-tile radius from the target and have a range greater than 1—gambits such as Resonant Ice or Ashes and Dust—are capable of damaging all of the Immovable's barriers at once. Ashes and Dust is particularly useful as it can be used twice per map, allowing a unit to inflict armor break in one turn with the aid of a Dancer; Ashes and Dust is only available on the Immortal Corps, the battalion equipped to Claude at the start of Chapter 13, only available on the Verdant Wind route or a New Game + file with Verdant Wind clear data.
The Immovable deals magic damage, has an incredible amount of health, and has the ability Quick Riposte as a latent ability; it may be beneficial to inflict armor break after exhausting his first few health bars to avoid having to engage him while Quick Riposte is active. Gambits additionally do not suffer counter attacks, as does the Windsweep combat art—learned by Yuri at C+ swords and Byleth at A. The Immovable's resistance is significantly lower than his defense, so it may be useful to use weapons and gambits that deal magic damage, even on units with relatively low magic.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Legend of the Lake |
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Japanese |
湖水の伝説 |
Legend of the Lake |
Spanish |
La leyenda del lago |
The legend of the lake |
French |
La légende du lac |
The legend of the lake |
German |
Die Legend vom See |
The Legend of the Lake |
Italian |
La leggenda del lago |
The legend of the lake |
Korean |
호수의 전설 |
Legend of the lake |
Simplified Chinese |
湖水的传说 |
Legend of the lake |
Traditional Chinese |
湖水的傳說 |
Legend of the lake |
Gallery
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References
Legend of the Lake |
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