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The Goddess's Rite of Rebirth/Assault at the Rite of Rebirth
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Assault at the Rite of Rebirth (Japanese: 女神再誕の儀襲撃戦 Raid of the Rite of the Goddess's Resurrection) is the main battle map of the fourth chapter in Fire Emblem: Three Houses. In this map, Byleth and their students stop Western Church assailants from infiltrating the Holy Mausoleum.
Beginning log
While the plot to assassinate the archbishop shakes the monastery to its core, you suspect the enemy may have a different motivation. Anxiety abounds as the Goddess's Rite of Rebirth commences.
Map data
Normal Hard/Maddening
Character data
Black Eagles Blue Lions
Golden Deer
Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- At the start of player phase on turn 7 (if the quest Know Your Enemy was completed) or turn 5 (if the quest Know Your Enemy was not completed)
Boss data
- Mysterious Mage
Normal Hard Maddening
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Sub-boss
- Main article:
Death Knight
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. |
There are three big things to note when challenging this map. First is the turn limit. 25 turns is pretty forgiving as long as you don't squander it, but don't dally too much. Second are the chests on either side of the map. Enemies drop enough Chest Keys to unlock them both, so you shouldn't have any problems unlocking them. If you really want to be a cheapskate, though, Ashe comes with Locktouch as a personal skill (under the name Lockpick) and his services can be borrowed for the month for any players not part of the Blue Lions. Third is the scary Death Knight hanging around the center of the map. The bad news is that he is easily capable of slaughtering anyone in your party not lucky enough to dodge him. The good news is that he'll just sit there and mind his own business unless you actively pick a fight with him. The really bad news on Maddening is that he actually will hunt you down if get in his range. If you really want to get that Dark Seal he's carrying, he's not invincible, but you need to take extreme care not to get yourself killed. He has 14/15/17 attack speed, so you need 11/12/14 attack speed in order to avoid being doubled by him. You should also bring several Seiros Archers with you, since their gambit Fusillade hits from two range, and the Seiros Holy Monks for Stride to safely approach him. If you grinded a bit in the previous chapter or two, you could bring a Thief along and steal the Dark Seal from him so long as the Thief's AS is higher than the Death Knight's. Strategies to defeat the Death Knight are further down.
Start by splitting your team up into three groups and make your way up the left, right, and center. Do not engage the Death Knight even if you plan on getting the Dark Seal. We'll save him for the end of the map. On turn 7, a trio of mages will show up at the bottom end of the map. You shouldn't have too much trouble bopping these louts on the head. Given that the enemy again refuses to swarm, a basic grasp of tactics is all that you need to clean out the enemies and reach the top half of the map at a decent clip. If you're not interested in the Death Knight or simply want to use a Thief to steal the Dark Seal, you've pretty much won the map.
In order to defeat the Death Knight, you want either a character with at least 14 Attack Speed to safely aggro him (the Black Eagles' Petra, the Blue Lions' Felix, the Golden Deer's Leonie, and the DLC character Yuri have the best shot at achieving this; you may need to unequip weapons and pump them full of Miracle Beans and Goddess Icons to succeed) or the Stride gambit provided by the Seiros Holy Monks to approach him from outside his range. You also need someone to actually do him in. The Black Eagles' and Blue Lions' best options are a lance unit wielding a Steel Lance and using either the Knightkneeler combat art learned by any unit at lance level C or the Vengeance combat art learned by Bernadetta and Dedue at lance level C+. Ferdinand and Dimitri both possess lance boons and beneficial Crest effects, making them solid choices to use Knightkneeler. The Golden Deer's best option is undoubtedly Dark Spikes Τ, learned by Lysithea at black magic level B. When you're ready, either have your high Attack Speed unit pull the Death Knight or trigger Stride and charge in. Pepper him with gambits and finish him off with your strongest attack. You may need to reset and try this several times but this strategy does work.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Assault at the Rite of Rebirth |
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Japanese |
女神再誕の儀襲撃戦 |
Raid of the Rite of the Goddess's Resurrection |
Spanish |
Asalto en el Mausoleo |
Assault on the Mausoleum |
French |
La cérémonie perturbée |
The disturbed ceremony |
German |
Wiedergeburtszeremonie |
Rebirth Ceremony |
Italian |
Il Rito della Rinascita |
The Rite of Rebirth |
Korean |
여신재림 의식 습격전 |
Goddess rebirth ceremony surprise attack |
Simplified Chinese |
女神再生仪式袭击战 |
Goddess rebirth ceremony raid |
Traditional Chinese |
女神再生儀式襲擊戰 |
Goddess rebirth ceremony raid |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← The Magdred Ambush • | Assault at the Rite of Rebirth | • The Gautier Inheritance → |
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