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War for the Weak
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War for the Weak (Japanese: 弱き者の戦い Battle for the Weak) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 6 to Chapter 11. In order to attempt this paralogue, the player must have recruited Dedue and he must not have fallen in battle previously; by extension, this paralogue is exclusive to the Blue Lions route. In this chapter, Byleth assists Dedue and Dimitri in quelling a Duscur rebellion before the Kingdom Army can overpower the Duscur.
Plot
- Main article:
War for the Weak/Script
Byleth finds Dedue lost in thought. Dimitri approaches and reports that the people of Duscur have launched an uprising against Faerghus in their historical homeland. Dedue explains that the people of Duscur were scapegoated and genocided for the assassination of King Lambert in the Tragedy of Duscur four years prior; if the Kingdom forces sent to suppress the rebellion and the Duscur rebels clash, there will almost certainly be another massacre. Having received permission from the Church of Seiros to intervene and peacefully stop the uprising, Dimitri and Dedue convince Byleth to aid them.
The Blue Lions reach Duscur just before the main army arrives. Racing against the Kingdom forces, Byleth and their students manage to defeat the general in charge of the uprising and end the battle. Afterwards, Dedue insists that the general flee with his life and expresses his faith that Dimitri will mend the relationship between Faerghus and Duscur. The general remains skeptical, but agrees to depart, declaring that the people of Duscur never forget their grudges or their debts.
Beginning log
Dedue receives a concerning missive about his people, who continue to bear the burden of oppression based on blame for the Tragedy of Duscur.
Chapter data
Normal Hard Maddening
Character data
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New Units
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Required Characters
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Available Characters
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- 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 6, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 7 and later, at which point the enemies gain a level.
Normal Hard Maddening
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NPC data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 6, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 7 and later, at which point the NPCs gain a level.
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 6, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 7 and later, at which point this boss gains a level.
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. |
You have 15 turns to rush down the mountainside and clobber the Duscur general before the main army arrives and causes another genocide. You don't have many deployment slots, and the terrain is very rocky; bring plenty of Pegasus Knights and Wyvern Riders so you can fly over the mountains and Archers so you can pick off enemies on the west side of the map from long-distance. It's also a good idea to forge the Armorslayer you found in Conand Tower into an Armorslayer+ for this map, since the Duscur like to field Armored Knights. Finally, this paralogue introduces enemy Grapplers; their Strength is a little shaky, but they are fast as lightning and tend to quad everything. They are very dangerous, and should be handled extremely cautiously.
Send someone with the Armorslayer+ immediately down the left side to take on the two Armored Knights. Dimitri in particular makes a good pathfinder due to his generally high stats. You also want to leave someone on the north side to take out the group of enemies stationed there. If Dedue has made it to Armored Knight himself by this point, he should be laughing at physical damage, and only the Mages can give him pause. Make a mad rush south down the mountain to beat the Kingdom forces to the Duscur general. If you take out each batch of enemies, the Kingdom forces will actually retreat, which is good for both you and your rewards. It also helps if your Archer can use Curved Shot to pick off any Duscur soldiers that survive combat against the Kingdom army on the west side. If you can reach the general with two turns to spare, you've pretty much won the map; he has no ability to fight at range, so he shouldn't pose much of a threat.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
War for the Weak |
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Japanese |
弱き者の戦い |
Battle for the Weak |
Spanish |
Rebelión en Duscur |
Rebellion in Duscur |
French |
Pour protéger les faibles |
To protect the weak |
German |
Krieg der Schwachen |
War for the Weak |
Italian |
Guerra per i deboli |
War for the weak |
Korean |
약자들의 전투 |
Battle for the weak |
Simplified Chinese |
弱者之战 |
Battle for the weak |
Traditional Chinese |
弱者之戰 |
Battle for the weak |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
War for the Weak |
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