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Tower of Black Winds/The Gautier Inheritance

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
The Gautier Inheritance

Cm fe16 5.png

Location

Conand Tower

Boss(es)

Miklan

The Gautier Inheritance (Japanese: ゴーティエ家督争乱 Gautier Inheritance Conflict) is the main battle map of the fifth chapter in Fire Emblem: Three Houses. In this map, the Church of Seiros discharges Byleth and company to neutralize Miklan's threats.

Beginning log

A group of thieves led by a disowned son of House Gautier has stolen a Hero's Relic and begun to run amok. Seeking to neutralize this threat, the church is sending your house there to settle the matter.

Map data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat the Black Beast Player Partner Other Enemy Third
Defeat: Byleth or Edelgard Black Eagles/Dimitri Blue Lions/Claude Golden Deer dies* or the player's army is routed* 10 {{{partner}}} 1 18+9 {{{third}}}
Cm fe16 5.png

Character data

Black Eagles Black Eagles Blue Lions Blue Lions Golden Deer Golden Deer

Characters
New Units

None

Returning Characters

Small portrait byleth f fe16.pngSmall portrait edelgard fe16.pngSmall portrait hubert fe16.pngSmall portrait ferdinand fe16.pngSmall portrait linhardt fe16.pngSmall portrait caspar fe16.pngSmall portrait bernadetta fe16.pngSmall portrait dorothea fe16.pngSmall portrait petra fe16.pngSmall portrait felix fe16.pngSmall portrait ashe fe16.pngSmall portrait sylvain fe16.pngSmall portrait mercedes fe16.pngSmall portrait annette fe16.pngSmall portrait ingrid fe16.pngSmall portrait lorenz fe16.pngSmall portrait raphael fe16.pngSmall portrait ignatz fe16.pngSmall portrait lysithea fe16.pngSmall portrait marianne fe16.pngSmall portrait leonie fe16.pngSmall portrait constance fe16.pngSmall portrait balthus fe16.pngSmall portrait hapi fe16.pngSmall portrait yuri fe16.pngSmall portrait anna fe16.png

Item data

Items
Name Obtainment Method
Is ns01 key.png Chest Key Dropped by enemy Thief
Is ns01 ring.png Accuracy Ring Dropped by enemy Fortress Knight
Is ns01 potion.png Vulnerary Dropped by enemy Thief
Is ns01 potion.png Vulnerary Dropped by enemy Thief
Is ns01 potion.png Vulnerary Dropped by enemy Armored Knight
Is ns01 potion.png Vulnerary Dropped by enemy Fighter
Is ns01 potion.png Vulnerary Dropped by enemy Fighter
Is ns01 sword.png Armorslayer Open the chest
Is ns01 potion.png Vulnerary Steal from enemy Thief
Is ns01 lance relic.png Lance of Ruin If Sylvain is recruited, refuse to relinquish it at the end of the chapter

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ns01 fighter enemy.gif Rogue Fighter 9 3 28 10 3 6 9 4 6 2 6 4 Iron Axe
--
Ma ns01 thief enemy.gif Rogue Thief 9 1 28 9 6 13 13 8 7 2 6+1 5 Iron Sword Vulnerary Chest KeyThis item is dropped upon this unit's defeat.
Steal Locktouch
Miklan Private Militia Lv 3: Assault Troop
--
Ma ns01 mage female enemy.gif Rogue Mage 9 1 28 8 11 8 9 8 5 7 6 5 Fire
Fire
--
Ma ns01 fortress knight enemy.gif Rogue Fortress Knight 9 1 40 14 8 12 2 10 15+2 7+2 5+1 4 Steel Axe Accuracy RingThis item is dropped upon this unit's defeat.
Axefaire Weight -5 Axe Prowess Lv 2 Defense +2 Resistance +2
Helm Splitter
Miklan Private Militia Lv 3: Assault Troop
--
Ma ns01 mage enemy.gif Rogue Mage 9 1 28 8 11 8 9 8 5 7 6 5 Fire
Fire
Begins moving if a player unit passes the northeast broken pillar.
Ma ns01 thief enemy.gif Rogue Thief 9 1 28 9 6 13 13 8 7 2 6 5 Iron Sword
Steal Locktouch
Begins moving if a player unit passes the northeast broken pillar.
Ma ns01 thief female enemy.gif Rogue Thief 9 2 28 9 6 13 13 8 7 2 6+1 5 Iron Sword VulneraryThis item is dropped upon this unit's defeat.
Steal Locktouch
Begins moving if they or a nearby Armored Knight or Fighter is provoked; the right one does not move until a player unit leaves the starting area.
Ma ns01 armored knight enemy.gif Rogue Armored Knight 9 1 33 9 6 7 4 8 16 0 6+1 4 Iron Axe VulneraryThis item is dropped upon this unit's defeat.
Miklan Private Militia Lv 3: Assault Troop
Begins moving if a nearby Thief or Fighter is provoked.
Ma ns01 archer female enemy.gif Rogue Archer 9 1 28 9 6 10 9 10 6 2 6 5 Iron Bow
Bowrange +1
--
Ma ns01 archer enemy.gif Rogue Archer 9 3 28 9 6 10 9 10 6 2 6 5 Iron Bow
Bowrange +1
The two in Miklan's chamber both begin moving if either is provoked.
Ma ns01 fighter enemy.gif Rogue Fighter 9 2 28 10 3 6 9 4 6 2 6+1 4 Iron Axe VulneraryThis item is dropped upon this unit's defeat.
Miklan Private Militia Lv 3: Assault Troop
Begins moving if they or a nearby Thief or Armored Knight is provoked; the left one does not move until a player unit leaves the starting area, the right one does not move until a player unit enters the easternmost Fighter's initial range.
Ma ns01 armored knight enemy.gif Miklan Armored Knight 11 1 36 13 6 7 5 9 16 3 9+1 - Lance of Ruin
Steal Lance Prowess Lv 3
Miklan Private Militia Lv 3: Assault Troop
Stands on a heal tile +.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ns01 thief enemy.gif Rogue Thief 9 2 27 9 6 13 13 8 7 3 6 5 Iron Sword
Steal Locktouch
--
Ma ns01 thief enemy.gif Rogue Thief 9 6 28 9 6 13 13 8 7 2 6 5 Iron Sword
Steal Locktouch
--
Ma ns01 experimental demonic beast enemy.gif Black Beast Black Beast 11 1 43
43
65
15 6 10 4 0 11 9 0 4 Crest Stone (Gautier)
Barrier Vital Defense Magic Bind Latent; active starting from health bar 2 Death Blow Latent; active starting from health bar 3
Thorns of Ruin
• Starts on a heal tile +.
• Will not move until provoked.

Reinforcements

  • Turn 2; on Maddening, these can act the turn they appear
  • For 2 turns after a player unit passes the broken northeastern pillar (reaching column 13 from the north)
  • After Miklan is defeated once
  • Turn 6; on Hard and above, these can act on the turn they appear

NPC data

Normal Hard Maddening

NPC Units
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
Ma ns01 fortress knight gilbert other.gif Gilbert Fortress Knight 10 1 43 15 8 12 2 10 15 7 9+5 4 Steel Axe
Axefaire Weight -5
Knights of Seiros Lv 3: Blaze
Moves to fight Miklan, fighting any enemies along the way.

Boss data

Main article: Miklan
Miklan

Normal Hard Maddening

Small portrait miklan fe16.png
Ma ns01 armored knight enemy.gif Armored Knight
Level 11
Movement -
Crest --
Stats
Max HP 36 Luck 9
Strength 13 Defense 16
Magic 6 Resistance 3
Dexterity 7 Charm 9+1
Speed 5
Inventory Abilities
Lance of Ruin Steal
Lance Prowess Lv 3
Combat arts Spells Battalion
-- -- Miklan Private Militia Lv 3
Assault Troop
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E C E E E E E D E E FE16ClassMasteryEmpty.png
Black Beast

Normal Hard Maddening

Small portrait black beast fe16.png
Ma ns01 experimental demonic beast enemy.gif Black Beast
Level 11
Movement 4
Crest --
Stats
Max HP 43/43/65 Luck 0
Strength 15 Defense 11
Magic 6 Resistance 9
Dexterity 10 Charm 0
Speed 4
Inventory Abilities
Crest Stone (Gautier) Barrier
Vital Defense
Magic Bind Latent; active starting from health bar 2
Death Blow Latent; active starting from health bar 3
Staggering Blow Spells Battalion
Thorns of Ruin -- --
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E E E E E E E E E E FE16ClassMasteryEmpty.png

Strategy

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

Before you even start this map—do you have any spare cash? There's a limit on the number of Intermediate Seals you can purchase from the Item Store each month of 3. Even if you don't need any at the moment, consider purchasing a few spare ones now for the next month from the pre-battle Marketplace, money permitting. You will need them shortly.

You are accompanied by Gilbert for this battle; he's tough, but he's not invincible, and can suffer death by a thousand cuts if left to his own devices. His accuracy is also fairly sketchy, typically managing hit rates in the 50s/60s against the Thieves that dominate this chapter. There's no reward for Gilbert surviving the map (don't worry, he won't "really" die and is still usable later for the Blue Lions on Classic), although it's good for your pride. Note that if Gilbert hugs the wall, he will aggro Miklan and his archer friends to come charging across the map at you in a giant mob which will make the map dramatically tougher, so it's not completely crazy to intentionally let Gilbert die against the mages that show up from the starting position.

Your first objective is to make your way through the tower, get to Miklan, and take him out. It is highly recommended to not sit in range of the archers "above" the starting position at the higher level, especially on Maddening where they pack Poison Strike, although if you really feel frisky you can use 3-range attacks like Curved Shot or Thoron to fight back. Several thugs will outflank you on turns 2 and 6, which encourages you to either play very quickly and never let them catch up, or slowly and carefully where you pick them all off before advancing to the upper right of the map. Note that there's an Armorslayer in the chest in the southeast corner if you want it. Keep an eye on the Archers on the top level, who can chip you if you blunder into their range. If you did set them off, you'll face the bulk of Miklan's army at the north end of the map crashing into you, so enjoy. Note that you can use movement skills to pull Gilbert back if you want to save him. If you avoided that, or set them off but defeated them but not Miklan himself, there are ambush spawns in the northeast corner. On Maddening, they are rather fast and have Pass to slip past your defenses and pick off your squishy units. Best to keep all of your squishy units safely far away, and only have your most mobile and tanky units move up to the pillar to set off the Thief reinforcements. In the northwest corner, there's a particularly nasty Fortress Knight lurking about. Make sure to sic your mages on him, or you're gonna have a bad time. Against Miklan, note that since he doesn't have a Crest, the Lance of Ruin deals 10 damage to him automatically after all combat he is involved in, so even single digit bow plinks are quite effective at whittling his health away. After Miklan goes down, instead of winning the mission, you win nightmares for the next week.

Upon Miklan transforming into the Black Beast, all charges of Divine Pulse are restored. Using Divine Pulse to back up and defeat Miklan again will restore them again, and can be done an infinite number of times. Pay very close attention to the following, since Demonic Beasts are a new type of enemy that requires new tactics to exploit their weaknesses and gain the maximum reward. When you move your cursor over Miklan, you'll notice that the tiles he occupies glow yellow. These are his barriers. Destroy one, and he won't counterattack the next attack. Destroy all of them to stun him for the entire phase (no more counterattacks this player phase) + next enemy phase and gain a rare crafting material (five Umbral Steels in this case, which can repair the Heroes' Relics). You want to get into the habit of doing this since Demonic Beasts will be your main source of such materials. Effective damage (such as Sword of the Creator's Ruptured Sky, or Bane of Monsters, Monster Piercer and the like) will deal double damage to the barriers, and using a gambit will force the monster to attack whoever last hit him with a gambit, as well as potentially damage multiple barriers at once. If you're trying to save Gilbert and he's still alive, you also want to use a movement combat art to move him to safety since he tends to suicide against Miklan. Fight smart, fight hard, and you can overcome this.

At the end of this map, all of your units should be past level 10 and ready to promote into intermediate classes. You can also stay in beginner classes until you master them and get the basic stat +2 skills and movement arts—your call.

Trivia

  • During this mission, Gilbert lacks his personal ability Veteran Knight and, in earlier versions, his map sprite used the body of a generic Fortress Knight rather than his own unique sprite. This is because this mission uses a NPC duplicate of the character which lacks substancial character data compared to his playable counterpart.[1]

Etymology and other languages

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

The Gautier Inheritance

--

Japanese

ゴーティエ家督争乱

Gautier Inheritance Conflict

Spanish

La herencia de los Gautier

The heritage of the Gautier

French

Le conflit des Gautier

The conflict of the Gautier

German

Das Erbe von Gautier

The Heritage of Gautier

Italian

L'eredità dei Gautier

The heritage of the Gautier

Korean

고티에 가문 승계의 난

The gautier inheritance revolt

Simplified Chinese

戈迪耶家督之乱

The gautier family revolt

Traditional Chinese

戈迪耶家督之亂

The gautier family revolt

Gallery

References

  1. The Gautier Inheritance. Mission - Chapter 5, fedatamine.com, Retrieved: February 25, 2021
Assault at the Rite of Rebirth The Gautier Inheritance The Underground Chamber
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
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