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Oath of the Dagger

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Oath of the Dagger
Clash at the Imperial Capital

Cm fe16am 22.png

Location

Enbarr (Imperial palace)

Boss(es)

Hegemon Edelgard

So...that grotesque creature was Edelgard... If she is prepared to transform her very body to fight for this future of hers... Then I have no choice but to defeat her, even if it costs me my life! We must defend the present... After all, it is all that we truly have.
— Dimitri

Oath of the Dagger (Japanese: 短剣の誓い Dagger's Oath) is the twenty-second and final chapter of Fire Emblem: Three Houses in the Azure Moon route. It is not possible to return to Garreg Mach Monastery during this chapter; the previous chapter and this one must be completed consecutively. The chapter consists solely of a mission, Clash at the Imperial Capital (Japanese: 帝都決戦 Imperial Capital Decisive Battle).

Plot

Main article: Oath of the Dagger/Script

Dimitri and his forces storm the Imperial palace and face Edelgard in a climatic final battle. Her most elite forces and her newfound demonic power prove no match for Dimitri, and she is defeated and reverted to human form. Dimitri offers her hand in reconciliation one last time, but she throws his old dagger into his shoulder, forcing him to execute her. Afterwards, as narrated by Jeralt, Dimitri unites Fódlan under his prosperous rule as king of Faerghus. Rhea is rescued and retires from her role as Archbishop of the Church of Seiros, passing her role onto Byleth.

Beginning log

After tearing through Enbarr, you proceed to storm the Imperial palace. The time has finally come for Dimitri to confront Edelgard.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Edelgard Player Partner Other Enemy Third
Defeat: Byleth or Dimitri dies* or the player's army is routed* 12 {{{partner}}} {{{other}}} 48-8+∞ {{{third}}}
Cm fe16am 22.png

Character data

Characters
New Units
None

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Returning Characters

Small portrait byleth f 02 fe16.pngSmall portrait dimitri 02 fe16.pngSmall portrait dedue 02 fe16.pngSmall portrait felix 02 fe16.pngSmall portrait ashe 02 fe16.pngSmall portrait sylvain 02 fe16.pngSmall portrait mercedes 02 fe16.pngSmall portrait annette 02 fe16.pngSmall portrait ingrid 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 lorenz 02 fe16.pngSmall portrait raphael 02 fe16.pngSmall portrait ignatz 02 fe16.pngSmall portrait lysithea 02 fe16.pngSmall portrait marianne 02 fe16.pngSmall portrait hilda 02 fe16.pngSmall portrait leonie 02 fe16.pngSmall portrait anna fe16.pngSmall portrait catherine fe16.pngSmall portrait shamir fe16.pngSmall portrait cyril 02 fe16.pngSmall portrait flayn fe16.pngSmall portrait hanneman fe16.pngSmall portrait manuela fe16.pngSmall portrait alois fe16.pngSmall portrait seteth fe16.pngSmall portrait gilbert fe16.pngSmall portrait yuri 02 fe16.pngSmall portrait balthus 02 fe16.pngSmall portrait constance 03 fe16.pngSmall portrait hapi 02 fe16.png

Item data

Items
Name Obtainment Method
Is ns01 stat booster.png Talisman Open the bottom right chest
Is ns01 potion.png Elixir Open the bottom left chest
Is ns01 stat booster.png Energy Drop Open the top chest
Is ns01 shield.png Silver Shield Steal from enemy Fortress Knight (Maddening only)
Is ns01 shield.png Hexlock Shield Steal from Myson

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # Inventory and Skills Notes
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 2 Brave Axe
Fistfaire Axefaire Crit +20
The center-south one begins moving if any player unit enters the throne room, or if the central Mortal Savant or a nearby Grappler or Gremory is provoked.
Ma ns01 mortal savant enemy.gif
Imperial Soldier Mortal Savant 42 3 Bolganone Brave Sword
Swordfaire Black Tomefaire
Empire Holy Magic Users Lv 5: Blessing
The central one begins moving if any player unit enters the throne room, or if the center-south War Master or a nearby Grappler or Gremory is provoked.
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 3 Silver Gauntlets
Fistfaire Axefaire Crit +20
The central one begins moving if any player unit enters the throne room, or if the nearby War Master is provoked.
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 2 Silver Axe
Fistfaire Axefaire Crit +20
The central one begins moving if any player unit enters the throne room, or if the nearby War Master is provoked.
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 1 Killer Knuckles
Fistfaire Axefaire Crit +20
Begins moving if a nearby Mortal Savant or Bishop is provoked.
Ma ns01 mortal savant enemy.gif
Imperial Soldier Mortal Savant 42 2 Bolganone Silver Sword
Swordfaire Black Tomefaire
Empire Holy Magic Users Lv 5: Blessing
Both begin moving if any player unit enters the throne room, or if either is provoked.
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 1 Tomahawk
Fistfaire Axefaire Crit +20
Black Eagle Heavy Axes Lv 5: Onslaught
Begins moving if any player unit enters the throne room, or if the adjacent War Master is provoked.
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 1 Silver Gauntlets
Fistfaire Axefaire Crit +20
Black Eagle Heavy Axes Lv 5: Onslaught
Begins moving if any player unit enters the throne room, or if the adjacent War Master is provoked.
Ma ns01 gremory enemy.gif
Imperial Soldier Gremory 42 1 Abraxas Physic
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2
Empire Holy Magic Users Lv 5: Blessing
--
Ma ns01 grappler enemy.gif
Imperial Soldier Grappler 42 2 Silver Gauntlets Unarmed
Fistfaire Unarmed Combat
Both begin moving if any player unit enters the throne room, or if they, the central Mortal Savant, or the nearby War Master or Gremory is provoked.
Ma ns01 assassin enemy.gif
Mysterious Soldier Assassin 42 2 Wo Dao
Swordfaire Locktouch Stealth
• Both begin moving if either of them or the nearby Altered Demonic Beast is provoked.
• Leaves the map if Myson is defeated.
Ma ns01 warlock enemy.gif
Mysterious Soldier Warlock 42 1 Ragnarok Bolganone
Black Tomefaire Black Magic Uses x2
Mysterious Magic Users Lv 5: Resonant Flames
Leaves the map if Myson is defeated.
Ma ns01 dark bishop enemy.gif
Mysterious Soldier Dark Bishop 42 2 Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Mysterious Magic Users Lv 5: Resonant Flames
• Begins moving if the adjacent Altered Demonic Beast is provoked.
• Leaves the map if Myson is defeated.
Ma ns01 altered demonic beast enemy.gif
Demonic Beast Altered Demonic Beast 42 1 Artificial Crest Stone L
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness axe.png Weak to Axes.
• Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 altered demonic beast enemy.gif
Demonic Beast Altered Demonic Beast 42 1 Artificial Crest Stone L
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness lance.png Weak to Lances.
• Begins moving if a nearby Assassin is provoked.
Ma ns01 altered demonic beast enemy.gif
Demonic Beast Altered Demonic Beast 42 1 Artificial Crest Stone L
Renewal Heartseeker Seal Strength Barrier Vital Defense Anti-Magic Armor Vantage Latent; active starting from health bar 2 Seal Defense Latent; active starting from health bar 3
Brimstone Breath
Is ns01 weakness sword.png Weak to Swords.
• Begins moving if the nearby Dark Bishop is provoked.
Ma ns01 mortal savant female enemy.gif
Imperial Soldier Mortal Savant 42 1 Ragnarok Wo Dao
Swordfaire Black Tomefaire
Begins moving if the nearby War Master, Mortal Savant, or Bishop is provoked.
Ma ns01 mortal savant enemy.gif
Imperial Soldier Mortal Savant 42 1 Ragnarok Wo Dao
Swordfaire Black Tomefaire
Begins moving if the nearby War Master, Mortal Savant, or Bishop is provoked.
Ma ns01 mortal savant enemy.gif
Imperial Soldier Mortal Savant 42 1 Ragnarok Wo Dao
Swordfaire Black Tomefaire
Empire Holy Magic Users Lv 5: Blessing
Begins moving if the adjacent Sniper is provoked.
Ma ns01 mortal savant female enemy.gif
Imperial Soldier Mortal Savant 42 1 Ragnarok Silver Sword
Swordfaire Black Tomefaire
Begins moving if the nearby Mortal Savant or Gremory is provoked.
Ma ns01 mortal savant enemy.gif
Imperial Soldier Mortal Savant 42 1 Ragnarok Armorslayer
Swordfaire Black Tomefaire
Begins moving if the nearby Mortal Savant or Gremory is provoked.
Ma ns01 bishop female enemy.gif
Imperial Soldier Bishop 42 1 Abraxas Fortify
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
Empire Holy Magic Users Lv 5: Blessing
Begins moving if an adjacent War Master or Mortal Savant is provoked.
Ma ns01 sniper enemy.gif
Imperial Soldier Sniper 42 1 Silver Bow
Bowfaire Bowrange +1
Empire Snipers Lv 5: Flash-Fire Arrows
• Immobile.
• Mans a Ballista.
Ma ns01 sniper enemy.gif
Imperial Soldier Sniper 42 1 Brave Bow
Bowfaire Bowrange +1
Begins moving if the nearby Mortal Savant is provoked.
Ma ns01 gremory enemy.gif
Imperial Soldier Gremory 42 2 Ragnarok Physic
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2
Empire Holy Magic Users Lv 5: Blessing
• The western one is immobile and mans a Fire Orb.
• The southwest one begins moving if a nearby Mortal Savant is provoked.
Ma ns01 gremory enemy.gif
Imperial Soldier Gremory 42 1 Abraxas Fortify
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2
Empire Holy Magic Users Lv 5: Blessing
Begins moving if any player unit enters the throne room, or if the central Mortal Savant or a nearby War Master or Grappler is provoked.
Ma ns01 gremory enemy.gif
Imperial Soldier Gremory 42 4 Ragnarok Silence
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2 Hit +20
Empire Holy Magic Users Lv 5: Blessing
• The upper-left one begins moving if the closest Gremory is provoked.
• The upper-right one begins moving if the closest Gremory is provoked.
Ma ns01 gremory enemy.gif
Imperial Soldier Gremory 42 2 Ragnarok Meteor
Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2 Reason Lv 3
Empire Holy Magic Users Lv 5: Blessing
• The left one begins moving if the Gremory to the upper-right is provoked.
• The right one begins moving if the Gremory to the upper-right is provoked.
Ma ns01 warlock enemy.gif
Mysterious Soldier Warlock 42 3 Ragnarok
Black Tomefaire Black Magic Uses x2
Mysterious Magic Users Lv 5: Resonant Flames
Leaves the map if Myson is defeated.
Ma ns01 warlock enemy.gif
Myson Warlock 43 1 Bohr Χ Hexlock Shield Death Γ
Agarthan Technology Black Tomefaire Black Magic Uses x2 Reason Lv 5 Immune Status Dark Magic Range +1 Infinite Magic Hit +20
Dark Magic Corps Lv 5: Resonant Lightning
Immobile.
Ma ns01 hegemon husk enemy.gif
Hegemon Edelgard Hegemon Husk 44 1 Crest of Flames Power Twin-Crest Power
Imperial Lineage+ Twin Crests Commander Monster Effect Null Counterattack Heavily Armored Wall Vital Defense Vantage Latent; active starting from health bar 2 Desperation Latent; active starting from health bar 3 Wrath Latent; active starting from health bar 4
Wilted Flower
• Immobile; stands on a throne.
• Always attacks Dimitri with her first move if he is in range.
• Will never attack the same unit twice in one turn.
• Switches to Twin-Crest Power when a unit ends their turn in the throne room.
Reinforcements
Name Class Lv # Inventory and Skills Notes
Ma ns01 war master enemy.gif
Imperial Soldier War Master 42 Silver Gauntlets
Fistfaire Axefaire Crit +20
--

Reinforcements

  • Beginning after entering the throne room, continuing until every enemy in the central and throne rooms except Edelgard and the Bishop are defeated
  • After any player unit ends their turn in the throne room (Maddening only)
  • The first three turns of five-turn cycles, starting one turn after any player unit ends their turn in the throne room, continuing until every enemy in the central and throne rooms except Edelgard and the Bishop are defeated (Maddening only)

Boss data

Main boss

Main article: Edelgard

Normal Hard Maddening

Sub-boss

Main article: Myson

Normal Hard Maddening

Strategy

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

This section has been marked as a stub. Please help improve the page by adding information.


This is it, your final battle. If you've been saving anything like stat boosters or relic weapons for a rainy day, it's time to take out your umbrella. Hegemon Edelgard's 30 range and two moves per turn are a lot more terrifying on paper than in practice; she always targets Dimitri with one of her attacks, who can more than take it, and she has an unfortunate tendency to attack your mages. Myson and his Bohr Χ spell and a Demonic Beast are on the right side, so the safest route to the throne room is up the left. The three chests are a waste of time, as two measly points of Strength and Resistance and one measly Elixir probably aren't going to help you much with three quarters of a chapter to go.

In Maddening difficulty however, Hegemon Edelgard's long range attacks are an actual threat by virtue being stronger and more accurate, meaning any physically frail units in her range are constantly in danger of losing a good chunk of their health and even get OHKO'd by a critical hit if their luck stat happens to be low enough. Likewise, War Masters and the Warlocks & Gremories with Meteor/Bolting can quickly put your best units down after they've been weakened by Edelgard and a ballista in the left and right rooms.

Battle suggestions: Combat Arts/Magic: Windsweep, Silence, Meteor, Bolting; Gambits: Impregnable Wall, Stride; Equipment: Seiros Shield. Try to keep at least one attack gambit use for Dimitri, Dedue, and Ingrid for the final confrontation with Edelgard. Make sure you have a fully repaired Arhedbar lance for Dimitri and try to hold off using it until you fight Edelgard as the Atrocity combat art is highly effective against her.

This battle requires patience as you slowly whittle down the number of enemies so take your time. Start by taking out the enemies closest to you in the room to the left using long-range attacks (Lysithea with the Thyrsus staff works great as does Hapi classed as a War Cleric). Subsequently, use a gambit like Impregnable Wall on at least one character and draw out some of the enemies in the middle room using the left entrance to the middle room. It is advised to avoid the right rooms for now as Myson will use Bohr, which completely ignores Impregnable Wall and will leave a character with only 1 HP.

After taking out these enemies, take a character with high avoid and resistance (Ingrid with Avoid+ works well) to begin drawing out the mages in the throne room by putting her in range of a mage that has the Meteor spell (you can also use Impregnable Wall again but it’s advised too many early uses of this gambit in case you’re in a pinch later). Be patient as these enemies draw near and take them out with your whole group when they’re within range. Note that the mage with Meteor can only use it twice and will then join the remaining enemies headed your way.

Once these enemies are dealt with, split your group into two and work on the demonic beast in the central room (weak to lances) while taking your second group to draw out the mages in the left central room (Ingrid with Avoid+ works well here again). The mage stationed at the ballista can be problematic so keep your low resistance personnel out of range until the mage is dealt with (if you have a mage with the Warp spell, consider warping someone who can finish the ballista mage off which will make dealing with these enemies much easier).

Once both demonic beasts and the mages are cleared out of the left central and central rooms, it’s time to draw out the remaining mages in the throne room to the central room that have the Meteor spell. Use a similar strategy as before by kiting a mage to attack someone with with high resistance and avoid and after the spell has been used up, safely finish off these enemies.

After this, use your group to finish off some straggler enemies (the mage and Mortal Savant in the upper left, the War Masters to the right while staying out of range of Myson).

While it’s not required to kill Myson, it will make finishing the battle easier so continue reading if you want to do this or skip to the next paragraph. Consider having someone in your group with their own long range spell (Dorothea has Meteor, Constance has Bolting) and use it on the mages, the demonic beast, or War Master near Myson. This will draw draw these enemies to you and once they’re safely outside of Myson’s Bohr spell range, finish them off. If you’ve been following the guide to this point, this will leave you with an archer at the ballista and Myson in the central right room. You can ignore the Fortress Knight that has zero movement range as well as the two demonic beats nearby. Due to Myson having Bohr equipped and it having a minimum range of three spaces, you can warp someone or use the Stride gambit to move someone in range to finish him off (try to use a brave sword or someone with high enough attack speed to land two hits) without fear of him counterattacking. At the same time, move someone else in to finish off the archer at the ballista. Be mindful of the War Master and the mage in the top right room and finish them off before proceeding to the throne room.

Once a single character enters the throne room, two mages will spawn in the top right and top left rooms (the ones on the left have Meteor and the ones of the right have Bolting). However, this will also cause Edelgard to stop her long-range attacks. Use the previous high avoid/resistance method and/or Impregnable Wall to get these enemies closer and finish them off.

At this point you can bring your team into the throne room, however, before you start attacking Edelgard, you should prevent enemy reinforcements that will spawn every turn at the top left and top right stairwells (Dark Knight with Death on the left, War Master on the right). Safely approach each room and then take two of your weaker, non-healer characters and plug each one on the stairs to prevent further reinforcements. This will help immensely when fighting Edelgard.

It’s time for the big confrontation. If you have someone with the Serios Shield, they should be your primary attacker as the shield will reduce the amount of damage dealt by Edelgard. Edelgard’s shield is unique in that it’s only one space but it will regenerate each turn. Note that Monster Breaker combat arts and abilities are not effective to her Monster Effect Null ability. However, her shield is still susceptible to Gambits and you can break her shield armor after only one gambit hit. The only personnel that should be attacking at this point are the character with the Seiros Shield, those with high avoid, and those with both high defense (30+) and high HP (60+). They’re the only ones who will be able to withstand Edelgard’s area effect attack. After the first health gauge is deputed, Edelgard will have Vantage, the second gauge gives her Desperation, and the last gauge gives her Wrath. Windsweep is a great option here due to preventing counterattacks.

Using Attrocity with Dimitri after an armor break will take out either most or all of a full health gauge. If you have someone that is a mastered War Master, the War Master’s Strike combat art (especially if they’re also holding the Seiros Shield) also works great after an armor break. The Cursed Ashiya Sword (especially paired with the combat art Sunder) is an almost 100% critical hit chance after an armor break. Bringing a dancer to give Dimitri or another strong character a second hit works great. If you obtained the Opera Co. Volunteers gambit from the last battle with either Dorothea or Manuela, this also works great here as you can give multiple characters a second turn. Keep at it using some of these suggested strategies and she’ll be dead in no time.

Trivia

  • This is the only final map which doesn't use the song "A Vow Remembered" for the Preparations Screen, choosing to reuse instead the theme used for the final map: "Apex of the World".

Etymology and other languages

Oath of the Dagger

Names, etymology and in other regions
Language Name Definition, etymology and notes
English Oath of the Dagger --
Japanese 短剣の誓い Dagger's oath
Spanish El juramento de la daga The oath of the dagger
French Le serment de la dague The oath of the dagger
German Eid des Dolches Oath of the Dagger
Italian La promessa del pugnale The promise of the dagger
Korean 단검의 맹세 Dagger's oath
Simplified Chinese 短剑的誓约 Dagger's oath
Traditional Chinese 短劍的誓約 Dagger's oath

Clash at the Imperial Capital

Names, etymology and in other regions
Language Name Definition, etymology and notes
English Clash at the Imperial Capital --
Japanese 帝都決戦 Imperial Capital Decisive Battle
Spanish Pugna en la capital imperial Battle in the imperial capital
French Bataille décisive à Enbarr Decisive battle at Enbarr
German Konfrontation in Enbarr Confrontation in Enbarr
Italian Sfida nella capitale imperial Challenge in the imperial capital
Korean 제도 결전 Decisive battle at the imperial capital
Simplified Chinese 帝都决战 Decisive battle at the imperial capital
Traditional Chinese 帝都決戰 Decisive battle at the imperial capital

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


References


Our Chosen Paths Oath of the Dagger
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 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 Exclusive
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 FódlanAbyssAdrestiaFaerghusGarreg Mach MonasteryLeicesterAlmyraBrigidDagdaSreng
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