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Revision as of 20:55, 16 March 2020
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Combat at Tailtean Plains is the battle map of the seventeenth chapter of the Crimson Flower route in Fire Emblem: Three Houses. In this map, the remaining Faerghus and Church of Seiros armies ride out to face the Black Eagle Strike Force on a historic battlefield during a rainstorm.
Map data
Normal Hard Maddening
Character data
Characters | |
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New units
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Available characters
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Item data
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Enemy data
Normal Hard Maddening
Reinforcements
- After reaching one of the shoals or bridges
- The eastern Paladin transforms into an Altered Demonic Beast
- Mercedes*/Kingdom General Bishop* and 2/4 Fortress Knights take position on the northwest platform
- Every second turn after triggering the first wave
- 1 Pegasus Knight from west of Mercedes*/the Kingdom General Bishop*
- 1 Falcon Knight from west of Mercedes*/the Kingdom General Bishop* (Maddening only)
- Note 1: These reinforcements can begin on turn 1 if the trigger is satisfied by that point. However, skipping the cutscene of a Paladin transforming into an Altered Demonic Beast will cause the reinforcements to be delayed to the next turn instead.
- Note 2: These reinforcements might be halted by defeating Mercedes*/the Kingdom General Bishop* and the Fortress Knights.
- One turn after the first wave (Hard/Maddening only)
- The northwestern Swordmaster transforms into an Altered Demonic Beast
- Two/One turn(s) after the first wave
- The northwestern Paladin transforms into an Altered Demonic Beast
- One turn after the previous wave
- The lower southeastern Swordmaster transforms into an Altered Demonic Beast
- One turn after the previous wave
- The northeastern Paladin transforms into an Altered Demonic Beast
- One turn after the previous wave
- The upper southeastern Swordmaster transforms into an Altered Demonic Beast
- One turn after the previous wave (Hard/Maddening only)
- The center-northern Swordmaster transforms into an Altered Demonic Beast
- One turn after the previous wave (Hard/Maddening only)
- The northeastern Swordmaster transforms into an Altered Demonic Beast
- Fifteen turns after the first wave, or if a unit is in range of Dedue's transformed range
- Dedue transforms into a Giant Demonic Beast
- 2 Paladins from northwest of Dimitri
- 2 Bow Knights from northwest of Dimitri (Maddening only)
- After reaching column 26, or if a unit approaches Dimitri's fortress, or if all potential Altered Demonic Beasts are defeated
- Rhea from the eastern forests
- 1/2 Falcon Knight(s) with battalion(s) from near the western ally starting positions
- 2 Holy Knights from the eastern forests
- 1 Gremory from the southeast corner of the map
- 2/3/4 Great Knights from near the eastern ally starting positions
- 1 Altered Golem from near the western ally starting positions
- 1 Altered Golem from near the eastern forests (Hard only)
Boss data
- Main article:
Dimitri
Normal Hard Maddening
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- Main article:
Dedue - Dedue
Normal Hard Maddening
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- Stone Demonic Beast
Normal Hard Maddening
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- Main article:
Sylvain
Normal Hard Maddening
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- Main article:
Mercedes
Normal Hard Maddening
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- Main article:
Rhea
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 three things to worry about at the start of the map: Sylvain's force, the enemies in the field on the west side of the map, and the Bolting mage and his friends. If you have any sort of flyer, it is highly recommended to eliminate the Bolting mage on turn 1; Warp/Dance/Rescue can all help get the flyer over for a Brave Lance/Axe hit, then Canto retreat back.
For the other two enemy sets, it's a race against time to kill as many of them as possible before they transform. Assuming you want to keep your own troops concentrated, you can choose between starting with Sylvain's group and rotating east-to-west, or crossing the shoals on the west before sweeping to the center of the map. Be careful; the threat ranges lie if an enemy is about to transform. Note that one minor thing in your favor is that if a soldier transforms but no Empire forces are in range, the Altered Demonic Beast will sit quietly in place until someone aggros it by moving into range or attacking it. So it's okay to let a few transform as long as you leave them be.
Sylvain (or the Kingdom General) is a Great Knight, so just like Gwendal in the previous chapter, his weakness is getting smashed by magic. He's got high attack power, but if you either bait him in to a tank or Warp / fly a unit with some magical offense near him, he should go down. Mercedes is a bit trickier, since she also has the constant stream of Pegasus reinforcements coming in near her. Since she has a Rafail Gem (occasionally halve damage), Miracle, and White Mag Avo +20, the only kill that is safe for Mercedes is overkill; she can take substantially less damage in practice than the combat prediction shows. However, you can sometimes lure her away from her starting defensive tile by wounding some Kingdom soldiers in the north-central section; she'll wander off to get in range to cast Fortify on them. This both reduces her impressive evade and leaves her defenseless, as she won't have Abraxas equipped. (If you recruited Mercedes, the replacement Kingdom General thankfully does not have a Rafail Gem, which renders attacking her safer.) Killing Mercedes will stop the reinforcements.
Dedue will transform into a giant Demonic Beast when you get too close to him. The correct answer to this problem is to go "nope" and drop a couple of Meteors on his head before he gets the chance. Just wandering over and doubling him with a Levin Sword works too. Killing Dedue while he's a Fortress Knight also has the benefit of not spawning the wave of reinforcements from his cutscene. Killing Dedue won't arouse the attention of Dimitri's guards, so is safe to do whenever you're in the area.
You have a few options for finishing up the map. You can charge Dimitri's fortress, trigger the Church of Seiros reinforcements, take out Dimitri, and then turn and face the Church. This has the advantage of not having to risk the reinforcements arriving then immediately attacking you, but you will probably have to fight through more of the Church forces afterward. Or you can take out Rhea first, which will cause all the non-Golem Church units to retreat. Killing all the Altered Demonic Beasts and potential beast units is a good way to trigger the Rhea-first style. Finally, if you really know what you're doing, you can prevent Rhea from appearing at all if you kill enough of the Kingdom generals simultaneously; even if you've triggered the Church reinforcements, if you can finish off the Kingdom Commanders on the same Player/Enemy Phase, it won't matter and you'll still win the mission.
There are many options for the order all these objectives can be achieved. One example style: take out the Bolting mage with a flyer, send everyone to the west side of the map across the Shoal, and ignore Sylvain's group and the transformed Demonic Beast near there. Sweep through all the west and central Kingdom soldiers as quickly as possible, using Warp / Dance / Raging Storm, and bait some of Mercedes's Fortress Knight guards toward you. Take them out, and bait Mercedes herself either with a magic tank or by getting her to use Fortify. After defeating Mercedes, kill Dedue with a mage. The central and western part of the map should be cleaned out, and Sylvain (/Great General) likely has 2-3 Demonic Beasts for company. You can slow down a bit now; lure out the beasts one at a time and defeat them and Sylvain. On the turn that the final Demonic Beast perishes, you'll be positioned to fight Rhea the very next turn. Stay away from the southern edge where a Bolting mage Church reinforcement will rudely pop out. You will get to greet Rhea and her 2 Holy Knights the next turn - ideally with the Gambit Impregnable Wall up to tank them, but sufficiently evasive characters on defensive terrain can manage it as well. Throw everything you have against Rhea afterward, which will cause the rest of the Church to retreat. After that, clean up the Golem, then settle things with Dimitri at his fortress.
Trivia
- Dimitri has a unique battle model and set of portraits for this chapter; these depict him without an eyepatch he has in all other routes.
- Unusually, though there are sprites in the game's files which also depict him without an eyepatch, in-game these are not used for unknown reasons.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Combat at Tailtean Plains |
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
Dimitri's unused sprite, which depicts him without an eyepatch.
← The Siege of Arianrhod • | Combat at Tailtean Plains | • The Fight for Fhirdiad → |
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