To the End of a Dream The Fight for Fhirdiad
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“
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When humanity stands strong and people reach out for each other... there's no need for gods.
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”
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— Edelgard
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To the End of a Dream (Japanese: 想いの果て The End of Heart) is the eighteenth and final chapter of Fire Emblem: Three Houses in Crimson Flower. It is not possible to return to Garreg Mach Monastery during this chapter; the previous chapter and this one must be completed consecutively. This chapter consists solely of a mission, The Fight for Fhirdiad (Japanese: フェルディアの戦い Battle of Ferdia).
Plot
- Main article: To the End of a Dream/Script
Lord Arundel meets the Adrestians on the road to Fhirdiad, ostensibly to watch humanity take back Fódlan with his own two eyes. Afterwards, Edelgard reveals to Byleth that they and Rhea share a bloodline with the goddess, likely through Byleth's mother, and that they hold a special place in her heart. The Black Eagle Strike Force arrives in Fhirdiad, and Edelgard offers the members of the Church of Seiros a chance to surrender. Meanwhile, Rhea orders Catherine to set fire to Fhirdiad, much to the latter's shock, and transforms into the Immaculate One. Edelgard rallies her friends and companions one last time, and the final showdown begins. The Adrestians engage Rhea in a tumultuous battle, and finally slay her. Byleth temporarily drops dead as the power of Sothis leaves them, but the Crest Stone implanted in their heart disintegrates and they return to life. As narrated by Jeralt, having united Fódlan, Edelgard begins her campaign to tear down the Crest system and wage a silent war against those who slither in the dark.
Chapter data
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Victory: Defeat the Immaculate One
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Edelgard dies* or the player's army is routed*
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12
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{{{partner}}}
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{{{other}}}
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38+4
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{{{third}}}
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Victory: Defeat the Immaculate One
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Edelgard dies* or the player's army is routed*
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12
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{{{partner}}}
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{{{other}}}
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45+10
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{{{third}}}
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Victory: Defeat the Immaculate One
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Edelgard dies* or the player's army is routed*
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12
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{{{partner}}}
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{{{other}}}
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49+12
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{{{third}}}
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Character data
Item data
Enemy data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Church Soldier
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Great Knight
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37
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1
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Tomahawk • Silver Axe Canto • Lancefaire • Axefaire
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Begins moving if the nearby Holy Knight is provoked.
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Church Soldier
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Holy Knight
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37
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1
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Aura • Fortify Canto • White Tomefaire • Terrain Resistance Holy Knights of Seiros Lv 5: Assault Troop
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Begins moving if the nearby Great Knight is provoked.
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Church Soldier
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Fortress Knight
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37
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1
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Killer Axe Axefaire • Weight -5
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Begins moving if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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37
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1
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Silver Axe Axefaire • Weight -5 Kingdom Heavy Soldiers Lv 5: Group Lance Attack
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--
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Kingdom Soldier
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Fortress Knight
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37
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1
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Silver Axe Axefaire • Weight -5
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--
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Kingdom Soldier
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Fortress Knight
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37
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1
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Tomahawk • Silver Axe Canto • Lancefaire • Axefaire
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--
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Kingdom Soldier
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Fortress Knight
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37
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1
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Killer Axe Axefaire • Weight -5
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--
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Church Soldier
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Fortress Knight
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37
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1
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Tomahawk • Silver Axe Canto • Lancefaire • Axefaire
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Immobile; stands on a heal tile +.
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Church Soldier
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Paladin
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37
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1
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Spear • Silver Lance Canto • Lancefaire • Terrain Resistance
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Begins moving if the female Warlock is provoked.
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Church Soldier
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Paladin
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37
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1
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Silver Lance Canto • Lancefaire • Terrain Resistance
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--
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Church Soldier
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Warlock
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37
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1
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2
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Begins moving if the nearby Paladin is provoked.
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Kingdom Soldier
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Paladin
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37
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2
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Silver Lance Canto • Lancefaire • Terrain Resistance
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Both begin moving if either of them or a nearby Sniper is provoked.
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Kingdom Soldier
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Great Knight
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37
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1
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Brave Axe Canto • Lancefaire • Axefaire Blue Lion Knights Lv 5: Linked Horses
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--
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Kingdom Soldier
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Paladin
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37
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1
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Spear • Brave Lance Canto • Lancefaire • Terrain Resistance
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--
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Church Soldier
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Holy Knight
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37
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1
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Aura • Silver Lance • Fortify Canto • White Tomefaire • Terrain Resistance Holy Knights of Seiros Lv 5: Assault Troop
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--
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Kingdom Soldier
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Sniper
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37
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2
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Silver Bow Bowfaire • Bowrange +1
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Both begin moving if either of them or a nearby Paladin is provoked.
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Luca
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Altered Golem
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37
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Strength • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +2 defense every time the Immaculate One roars.
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Iris
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Altered Golem
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37
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Resistance • Barrier Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 defense every time the Immaculate One roars.
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Bernhard
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Altered Golem
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37
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Warding Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +5 dexterity, +3 speed, and +2 resistance every time the Immaculate One roars.
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Gajus
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Altered Golem
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37
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Armored Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +3 speed every time the Immaculate One roars.
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Chevalier
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Altered Golem
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37
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Speed • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 resistance every time the Immaculate One roars.
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Wilhelm
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Altered Golem
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37
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Movement • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +2 magic, +2 defense, and +2 resistance every time the Immaculate One roars.
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Church Soldier
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Falcon Knight
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37
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2
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Silver Lance Canto • Lancefaire • Avo +10 Seiros Pegasus Co. Lv 5: Assembly
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--
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Kingdom Soldier
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Great Knight
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37
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1
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Tomahawk Canto • Lancefaire • Axefaire
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--
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Kingdom Soldier
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Fortress Knight
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37
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1
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Tomahawk • Silver Axe Axefaire • Weight -5
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Begins moving if the Immaculate One is fought.
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Kingdom Soldier
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Great Knight
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37
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1
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Silver Axe Canto • Lancefaire • Axefaire
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Begins moving if the Immaculate One is fought.
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Church Soldier
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Warlock
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37
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1
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Fimbulvetr • Excalibur Black Tomefaire • Black Magic Uses x2
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--
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Church Soldier
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Bishop
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37
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1
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Nosferatu • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance
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--
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Church Soldier
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Bishop
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37
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1
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Abraxas • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance
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--
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Catherine
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Swordmaster
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38
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1
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Thunderbrand Fighting Spirit • Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Death Blow • Sword Avo +20 Foudroyant Strike Indech Sword Fighters Lv 5: Retribution
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• Starts on a heal tile +. • Begins moving if the Immaculate One is fought.
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Gilbert
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Fortress Knight
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38
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1
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Tomahawk • Silver Axe Veteran Knight • Axefaire • Weight -5 • Pavise • Aegis • Keen Intuition • Armored Effect Null • Axe Prowess Lv 5 Knights of Seiros Lv 5: Blaze
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• Starts on a heal tile +. • Immobile until Annette is defeated or the Immaculate One is fought, at which point he begins moving unprovoked.
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Annette
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Warlock
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38
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1
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Crusher • Training Axe • Wind • Cutting Gale • Excalibur Perseverance • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Axe Prowess Lv 5 • Black Magic Range +1 • Seal Speed • Hit +20 Dust School of Sorcery Soldiers Lv 5: Resonant Flames
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• Begins moving if Gilbert is defeated, or if the Immaculate One is fought. • Replaced by a Kingdom General Warlock with Kingdom Magic Users instead of School of Sorcery Soldiers, and without Crests, Crusher, a Training Axe, Wind, Perseverance, Axe Prowess Lv 5, or Black Magic Range +1 if she was recruited.
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Ashe
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Sniper
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38
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1
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Brave Bow • Vulnerary Lockpick • Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Close Counter • Defiant Avo • Seal Movement Gaspard Knights Lv 5: Assault Troop
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• Starts on a heal tile +. • Immobile until The Immaculate One is fought, at which point he begins moving unprovoked. • Replaced by a non-immobile Kingdom General Sniper with a Silver Bow and Kingdom Snipers instead of a Brave Bow and Gaspard Knights, and without a Vulnerary, Lockpick, Close Counter, or Defiant Avo if he was recruited.
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Cyril
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Wyvern Lord
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38
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1
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Brave Axe Aptitude • Canto • Axefaire • Avo +10 • Keen Intuition • Axe Prowess Lv 5 • Axe Crit +10 • Axe Avo +20 Seiros Pegasus Co. Lv 5: Assembly
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--
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The Immaculate One
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The Immaculate One
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39
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1
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Crest Stone of Seiros Sacred Power • Ancient Dragon Wrath • Ancient Dragonskin • Counterattack • Dragon-Scale Wall • Vital Defense • Giant Wings • Death Blow • Magic Bind • Wrath Aurora Breath
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• Immobile. • Roars to grant permanent stat boosts to enemy Altered Golems every 3 turns.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Church Soldier
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Fortress Knight
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38
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3
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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• The northern one begins moving if the Immaculate One is fought. • The southern two begin moving if the nearby Holy Knight is provoked, or three turns after a Falcon Knight is provoked.
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Church Soldier
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Great Knight
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38
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1
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Tomahawk • Silver Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 3
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Begins moving if the nearby Holy Knight is provoked.
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Church Soldier
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Holy Knight
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38
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1
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Aura • Fortify Canto • White Tomefaire • Terrain Resistance • Faith Lv 3 Holy Knights of Seiros Lv 5: Assault Troop
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Begins moving if the nearby Great Knight is provoked.
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Church Soldier
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Fortress Knight
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38
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1
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Killer Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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Begins moving if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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38
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1
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3 Kingdom Heavy Soldiers Lv 5: Group Lance Attack
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--
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Kingdom Soldier
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Fortress Knight
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38
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2
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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The southern one begins moving if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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38
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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--
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Kingdom Soldier
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Fortress Knight
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38
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1
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Killer Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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Begins moving two turns after a western Falcon Knight is provoked.
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Church Soldier
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Fortress Knight
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38
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3 Church of Seiros Soldiers Lv 5: Disturbance
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Immobile; stands on a heal tile +.
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Church Soldier
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Paladin
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38
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1
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Spear • Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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Begins moving if the female Warlock is provoked.
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Church Soldier
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Paladin
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38
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1
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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--
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Church Soldier
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Warlock
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38
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1
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2 • Reason Lv 3
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Begins moving if the nearby Paladin is provoked.
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Kingdom Soldier
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Paladin
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38
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2
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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Both begin moving if either of them or a nearby Sniper is provoked.
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Kingdom Soldier
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Great Knight
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38
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1
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Brave Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 3 Blue Lion Knights Lv 5: Linked Horses
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--
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Kingdom Soldier
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Paladin
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38
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1
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Spear • Brave Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 3
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Begins moving two turns after a western Falcon Knight is provoked.
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Church Soldier
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Holy Knight
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38
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1
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Aura • Silver Lance • Fortify Canto • White Tomefaire • Terrain Resistance • Faith Lv 3 Holy Knights of Seiros Lv 5: Assault Troop
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Begins moving if a nearby Fortress Knight is provoked, or three turns after a Falcon Knight is provoked.
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Kingdom Soldier
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Sniper
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38
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2
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3
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Both begin moving if either of them or a nearby Paladin provoked.
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Luca
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Altered Golem
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38
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Strength • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +2 defense every time the Immaculate One roars.
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Iris
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Altered Golem
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38
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Resistance • Barrier Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 defense every time the Immaculate One roars.
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Bernhard
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Altered Golem
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38
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Warding Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +5 dexterity, +3 speed, and +2 resistance every time the Immaculate One roars.
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Gajus
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Altered Golem
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38
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Armored Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +3 speed every time the Immaculate One roars.
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Chevalier
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Altered Golem
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38
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Speed • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 resistance every time the Immaculate One roars.
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Wilhelm
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Altered Golem
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38
|
1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Movement • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +2 magic, +2 defense, and +2 resistance every time the Immaculate One roars.
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Church Soldier
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Falcon Knight
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38
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4
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Silver Lance Canto • Lancefaire • Avo +10 • Lance Prowess Lv 3 Seiros Pegasus Co. Lv 5: Assembly
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The northern ones begin moving if the Falcon Knight south of them is provoked.
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Kingdom Soldier
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Great Knight
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38
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2
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Tomahawk Canto • Lancefaire • Axefaire • Axe Prowess Lv 3
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The eastern one begins moving three turns after a western Falcon Knight is provoked, or if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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38
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 3
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Begins moving if the Immaculate One is fought.
|
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Kingdom Soldier
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Great Knight
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38
|
1
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Silver Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 3
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Begins moving three turns after a western Falcon Knight is provoked, or if the Immaculate One is fought.
|
|
Church Soldier
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Warlock
|
38
|
1
|
Fimbulvetr • Excalibur Black Tomefaire • Black Magic Uses x2 • Reason Lv 3
|
--
|
|
Church Soldier
|
Bishop
|
38
|
1
|
Nosferatu • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 3
|
--
|
|
Church Soldier
|
Bishop
|
38
|
1
|
Abraxas • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 3
|
--
|
|
Catherine
|
Swordmaster
|
39
|
1
|
Thunderbrand Fighting Spirit • Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Death Blow • Sword Avo +20 Foudroyant Strike Indech Sword Fighters Lv 5: Retribution
|
• Starts on a heal tile +. • Begins moving if the Immaculate One is fought.
|
|
Gilbert
|
Fortress Knight
|
39
|
1
|
Tomahawk • Silver Axe Veteran Knight • Axefaire • Weight -5 • Pavise • Aegis • Keen Intuition • Armored Effect Null • Axe Prowess Lv 5 Knights of Seiros Lv 5: Blaze
|
• Starts on a heal tile +. • Immobile until Annette is defeated or if the Immaculate One is fought, at which point he begins moving unprovoked.
|
|
Annette
|
Warlock
|
39
|
1
|
Crusher • Training Axe • Wind • Cutting Gale • Excalibur Perseverance • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Axe Prowess Lv 5 • Black Magic Range +1 • Seal Speed • Hit +20 Dust School of Sorcery Soldiers Lv 5: Resonant Flames
|
• Begins moving if Gilbert is defeated, or if the Immaculate One is fought. • Replaced by a Kingdom General Warlock with Kingdom Magic Users instead of School of Sorcery Soldiers, and without Crests, Crusher, a Training Axe, Wind, Perseverance, Axe Prowess Lv 5, or Black Magic Range +1 if she was recruited.
|
|
Ashe
|
Sniper
|
39
|
1
|
Brave Bow • Vulnerary Lockpick • Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Close Counter • Defiant Avo • Seal Movement Gaspard Knights Lv 5: Assault Troop
|
• Starts on a heal tile +. • Immobile until The Immaculate One is fought, at which point he begins moving unprovoked. • Replaced by a non-immobile Kingdom General Sniper with a Silver Bow and Kingdom Snipers instead of a Brave Bow and Gaspard Knights, and without a Vulnerary, Lockpick, Close Counter, or Defiant Avo if he was recruited.
|
|
Cyril
|
Wyvern Lord
|
39
|
1
|
Brave Axe Aptitude • Canto • Axefaire • Avo +10 • Keen Intuition • Axe Prowess Lv 5 • Axe Crit +10 • Axe Avo +20 Seiros Pegasus Co. Lv 5: Assembly
|
--
|
|
The Immaculate One
|
The Immaculate One
|
40
|
1
|
Crest Stone of Seiros Sacred Power • Ancient Dragon Wrath • Ancient Dragonskin • Counterattack • Dragon-Scale Wall • Vital Defense • Giant Wings • Death Blow • Magic Bind • Wrath Aurora Breath
|
• Immobile. • Roars to grant permanent stat boosts to enemy Altered Golems every 3 turns.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Church Soldier
|
Fortress Knight
|
45
|
3
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
|
• The northern one begins moving if the Immaculate One is fought. • The southern two begin moving if the nearby Holy Knight is provoked, or three turns after a Falcon Knight is provoked.
|
|
Church Soldier
|
Great Knight
|
45
|
1
|
Tomahawk • Silver Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 5 • Defiant Def
|
Begins moving if the nearby Holy Knight or Warlock is provoked.
|
|
Church Soldier
|
Holy Knight
|
45
|
1
|
Aura • Fortify Canto • White Tomefaire • Terrain Resistance • Faith Lv 5 • Defiant Res Holy Knights of Seiros Lv 5: Assault Troop
|
Begins moving if the nearby Great Knight or Warlock is provoked.
|
|
Church Soldier
|
Fortress Knight
|
45
|
1
|
Killer Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
|
Begins moving if the Immaculate One is fought.
|
|
Kingdom Soldier
|
Fortress Knight
|
45
|
1
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Kingdom Heavy Soldiers Lv 5: Group Lance Attack
|
--
|
|
Kingdom Soldier
|
Fortress Knight
|
45
|
2
|
Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
|
The southern one begins moving if Ashe*/the Kingdom General Sniper* or the nearby Fortress Knight is provoked, or if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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45
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
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--
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Kingdom Soldier
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Fortress Knight
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45
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1
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Killer Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
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Begins moving two turns after a western Falcon Knight is provoked.
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Church Soldier
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Fortress Knight
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45
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Church of Seiros Soldiers Lv 5: Disturbance
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Immobile; stands on a heal tile +.
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Church Soldier
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Paladin
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45
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1
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Spear • Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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Begins moving if the female Warlock is provoked.
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Church Soldier
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Paladin
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45
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1
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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--
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Church Soldier
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Warlock
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45
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1
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense
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Begins moving if the nearby Paladin is provoked.
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Kingdom Soldier
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Paladin
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45
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2
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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Both begin moving if either of them or a nearby Sniper is provoked.
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Kingdom Soldier
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Great Knight
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45
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1
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Brave Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 5 • Defiant Def Blue Lion Knights Lv 5: Linked Horses
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--
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Kingdom Soldier
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Paladin
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45
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1
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Spear • Brave Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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Begins moving two turns after a western Falcon Knight is provoked.
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Church Soldier
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Holy Knight
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45
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1
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Aura • Silver Lance • Fortify Canto • White Tomefaire • Terrain Resistance • Faith Lv 5 • Defiant Res Holy Knights of Seiros Lv 5: Assault Troop
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Begins moving if a nearby Fortress Knight is provoked, or three turns after a Falcon Knight is provoked.
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Kingdom Soldier
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Sniper
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45
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2
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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Both begin moving if either of them or a nearby Paladin is provoked.
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Luca
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Altered Golem
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45
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Strength • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +2 defense every time the Immaculate One roars.
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Iris
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Altered Golem
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45
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Resistance • Barrier Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Axes. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 defense every time the Immaculate One roars.
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Bernhard
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Altered Golem
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45
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1
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Throwing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Warding Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +5 dexterity, +3 speed, and +2 resistance every time the Immaculate One roars.
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Gajus
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Altered Golem
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45
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Armored Blow • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +5 dexterity, and +3 speed every time the Immaculate One roars.
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Chevalier
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Altered Golem
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45
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Speed • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Lances. • Bears the Minor Crest of Seiros. • Gains +2 magic, +3 speed, and +2 resistance every time the Immaculate One roars.
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Wilhelm
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Altered Golem
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45
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1
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Piercing Light Lance Terrain Resistance • Lance Prowess Lv 3 • Seal Movement • Barrier • Vital Defense • Anti-Magic Armor • Swordbreaker+ • Lancefaire Light-Lance Barrage
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• Weak to Swords. • Bears the Minor Crest of Seiros. • Gains +2 magic, +2 defense, and +2 resistance every time the Immaculate One roars.
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Church Soldier
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Falcon Knight
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45
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4
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Silver Lance Canto • Lancefaire • Avo +10 • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3 Seiros Pegasus Co. Lv 5: Assembly
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The northern ones begin moving if the Falcon Knight south of them is provoked.
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Kingdom Soldier
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Great Knight
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45
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2
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Tomahawk Canto • Lancefaire • Axefaire • Axe Prowess Lv 5 • Defiant Def
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The eastern one begins moving three turns after a western Falcon Knight is provoked, or if the Immaculate One is fought.
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Kingdom Soldier
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Fortress Knight
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45
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1
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
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Begins moving if Ashe*/the Kingdom General Sniper* or the nearby Fortress Knight is provoked, or if the Immaculate One is fought.
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Kingdom Soldier
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Great Knight
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45
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1
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Silver Axe Canto • Lancefaire • Axefaire • Axe Prowess Lv 5 • Defiant Def
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Begins moving three turns after a western Falcon Knight is provoked, or if the Immaculate One is fought.
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Church Soldier
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Warlock
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45
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1
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Fimbulvetr • Excalibur Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense
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--
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Church Soldier
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Bishop
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45
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1
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Nosferatu • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle
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--
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Church Soldier
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Bishop
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45
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1
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Abraxas • Fortify White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle
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--
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Kingdom Soldier
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Sniper
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45
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1
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage Kingdom Snipers Lv 5: Fusillade
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Had a Spear instead of a Silver Bow prior to update 1.1.0.
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Kingdom Soldier
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Paladin
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45
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1
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3 Blue Lion Knights Lv 5: Linked Horses
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--
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Kingdom Soldier
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Warlock
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45
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1
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Ragnarok • Bolting Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense Kingdom Magic Users Lv 5: Resonant Ice
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Begins moving if the nearby Great Knight or Holy Knight is provoked.
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Kingdom Soldier
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Fortress Knight
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45
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1
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Church of Seiros Soldiers Lv 5: Disturbance
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--
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Catherine
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Swordmaster
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46
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1
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Thunderbrand Fighting Spirit • Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Death Blow • Sword Avo +20 Foudroyant Strike Indech Sword Fighters Lv 5: Retribution
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• Starts on a heal tile +. • Begins moving if the Immaculate One is fought.
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Gilbert
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Fortress Knight
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46
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1
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Tomahawk • Silver Axe Veteran Knight • Axefaire • Weight -5 • Pavise • Aegis • Keen Intuition • Armored Effect Null • Axe Prowess Lv 5 Knights of Seiros Lv 5: Blaze
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• Starts on a heal tile +. • Immobile until Annette is defeated or the Immaculate One is fought, at which point he begins moving unprovoked.
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Annette
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Warlock
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46
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1
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Crusher • Training Axe • Wind • Cutting Gale • Excalibur Perseverance • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Axe Prowess Lv 5 • Black Magic Range +1 • Seal Speed • Hit +20 Dust School of Sorcery Soldiers Lv 5: Resonant Flames
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• Begins moving if Gilbert is defeated, or if the Immaculate One is fought. • Replaced by a Kingdom General Warlock with Kingdom Magic Users instead of School of Sorcery Soldiers, and without Crests, Crusher, a Training Axe, Wind, Perseverance, Axe Prowess Lv 5, or Black Magic Range +1 if she was recruited.
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Ashe
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Sniper
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46
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1
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Brave Bow • Vulnerary Lockpick • Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Close Counter • Defiant Avo • Seal Movement Gaspard Knights Lv 5: Assault Troop
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• Starts on a heal tile +. • Immobile until The Immaculate One is fought, at which point he begins moving unprovoked. • Replaced by a non-immobile Kingdom General Sniper with a Silver Bow and Kingdom Snipers instead of a Brave Bow and Gaspard Knights, and without a Vulnerary, Lockpick, Close Counter, or Defiant Avo if he was recruited.
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Cyril
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Wyvern Lord
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46
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1
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Brave Axe Aptitude • Canto • Axefaire • Avo +10 • Keen Intuition • Axe Prowess Lv 5 • Axe Crit +10 • Axe Avo +20 Seiros Pegasus Co. Lv 5: Assembly
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--
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The Immaculate One
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The Immaculate One
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47
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1
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Crest Stone of Seiros Sacred Power • Ancient Dragon Wrath • Ancient Dragonskin • Counterattack • Dragon-Scale Wall • Vital Defense • Giant Wings • Death Blow • Magic Bind • Wrath Aurora Breath
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• Immobile. • Roars to grant permanent stat boosts to enemy Altered Golems every 3 turns.
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Reinforcements
- After Ashe*/Kingdom General Sniper* is defeated
- After Gilbert is defeated
- After reaching the stairs that lead to the Immaculate One (reaching row 15) (Hard/Maddening only)
Boss data
Main boss
- Main article: The Immaculate One
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Skill Levels
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Sub-bosses
- Main article: Catherine
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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A
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E
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E
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E
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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A
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E
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E
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E
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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A
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E
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E
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E
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- Main article: Gilbert
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Skill Levels
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E
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E
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B
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E
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E
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E
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E
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C
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B
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E
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E
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Skill Levels
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E
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E
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B
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E
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E
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E
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E
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C
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B
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E
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E
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Skill Levels
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E
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E
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B
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E
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E
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E
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E
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C
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B
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E
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E
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- Main article: Annette
Annette does not appear if she was recruited and is replaced by a Kingdom General Warlock.
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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- Main article: Ashe
Ashe does not appear if he was recruited and is replaced by a Kingdom General Sniper.
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Skill Levels
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E
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E
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E
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A
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E
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E
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E
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B
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E
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E
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E
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Skill Levels
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E
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E
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E
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A
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E
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E
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E
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B
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E
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E
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E
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Skill Levels
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E
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E
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E
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A
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E
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E
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B
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E
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E
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- Main article: Cyril
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Skill Levels
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E
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C
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A
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E
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E
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E
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E
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D
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E
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E
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A
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Skill Levels
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E
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C
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A
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E
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E
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E
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D
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E
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Skill Levels
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E
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C
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A
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E
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E
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E
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D
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A
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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Maddening strategy:
Recommended personnel: Byleth (default), Edelgard (default), Jeritza (Mastered Death Knight class), Dancer x1, Long-range mage x2, Sniper x2, Healer x1, War Master or Grappler x1, Assassin x1, Multiple secondary healers
Recommended equipment: Sword of the Creator (fully repaired), Dragon Claws, Evasion Rings, Critical Rings, Accuracy Rings, Legendary Equipment (Mercurius, Parthia, Gradavius, Hauteclere – if available), Scythe of Sariel (fully repaired), Aymr (fully repaired), The Inexhaustible (Brave Bows and Hunter’s Volley also works), Spear of Assal, Cadeceus Staff, Blessed Bow, Blessed Lance, Pure Water
Recommended abilities/combat arts/gambits: Counterattack (Jeritza – if unavailable, Retribution gambit), Impregnable Wall, Monster Breaker combat arts (equip all that are available), Lancebreaker, Tomebreaker, Warp, Reposition/Draw Back/Swap movement combat arts, War Master’s Strike, Fierce Iron Fist/Bombard, Dark Magic Range +1/Black Magic Range +1, Restore
Tip: Use all remaining stat boosting items prior to the battle
This map will try to force you into a panic with the fiery floor covering a good portion of it. Just accept that a lot of your units will be taking periodic damage throughout and heal as necessary. Many of the recommend weapons above heal after every turn when equipped and if you still have Dorothea around then you are aware of her ability to heal adjacent allies at the start of turns. Remember these tactics even when you are advancing your team but not taking any actions. You likely also have equipment like Goddess Rings, Prayer Rings, and abilities like Renewal to counteract the periodic damage. Lastly, some strategies discourage the use of cavalry units as their movement range is limited due to the fiery floor. You can still use cavalry units, but you can use the Dismount command to increase their movement range. Most of your units will have decreased movement range regardless.
The map lays out three paths to Rhea. The recommended route is directly up the middle as there is no benefit to defeating additional enemies on the other routes with this being the last battle.
Similar to the last battle, your team is split into two. Have your group nearest to the Snipers and Paladins aggro the group to your team and defeat them while you reunite your team on the right with the ones in the center. As you approach the first Golem that only has an attack range of one, aggro the Sniper and the two Great Knights to the left. The Sniper will likely use its Fusillade gambit so have Restore ability ready. Take these enemies out after.
Before you begin attacking the Golem, notice the four Pegasus Knights to the north of it overlap the area of attack for the Golem. Also, notate the two Mages with Bolting (one to the slight northeast, the other to the northwest). We will deal with the mages shortly, but first move a few characters within the range of the Pegasus Knights and use the Impregnable Wall gambit. Make sure to have your Snipers, Dancer, and other long-range attackers nearby. Beware that one of the Pegasus Knights may use the Assembly gambit when attacking. Again, have your Restore unit nearby to cancel this out during your next turn. Use abilities like Hunter’s Volley, Deadeye, Encloser, and equipment like Parthia, Killer Bow+, Iron Bow+ (higher accuracy) to take out the Pegasus Knight when they are within range. After they are defeated, take out the Golem. Try to limit your use of attack gambits as we will need them for the Immaculate One.
Once the Pegasus Knights and the Golem are dealt with, we will work on the enemies surrounding Gilbert, Ashe/Sniper, and the two Bolting mages. If Jeritza is high level and has the Counterattack ability from mastering the Death Knight class, move him to the right within the range of one of the Great Knights and the Bolting range to the northeast, equip the Scythe of Sariel, and use a Pure Water. He should be strong enough to withstand a tomahawk attack from the Great Knight and then use his Counterattack ability to kill the mage that will use Bolting. Meanwhile, have your other personnel take out the two Fortress Knights surrounding Ashe/Sniper. Do not kill Ashe/Sniper or Gilbert yet and do not ascend the steps behind either one.
At this point, you need to decide whether you want to kill Ashe/Sniper and Gilbert. For the purposes of this strategy guide I will proceed in that both will be defeated but know that this can be skipped. Only defeat one of them per turn. Killing either one will bring three Pegasus Knight reinforcements for each one. So if you kill Gilbert, three Pegasus Knights will emerge from the east side of the map, and for Ashe, three more will appear on the western part of the map. Focus on killing one, wait for the reinforcements to arrive, then take out the Pegasus Knights with your Snipers, long-range attackers, etc. Repeat this process for the other side. Note that when Gilbert is killed, Annette/Warlock to the northwest will automatically aggro along with a few surrounding enemies.
Once this is finished, use our Jeritza/Counterattack/Scythe/Pure Water combo within the range of the last Bolting mage on the western part of the map. Beware the Golems on both the western and eastern parts of the map that have an attack range of three spaces when doing this.
At this point, the path will look almost clear to the Immaculate One but we have one more wave of reinforcements to deal with. If any of your characters ascent the stairs that are directly behind Ashe and Gilbert, a final wave of reinforcements will arrive during the enemy turn to the south. This will consist of four Pegasus Knights and two Holy Knights. To prepare for this, have one of your weaker characters ascend the stairs and have the rest of your team near the central area where you fought the Golem. This may be the one instance where you consider using a gambit as the Pegasus Knights have a high avoid rate. The Holy Knights should be little threat to a Grappler/War Master with Tomebreaker equipped.
Next we’re going to work on dealing with the two Golems in the central area along with Cyril and any remaining cavalry units. The Golem on the right is the closest of the two to aggro towards your group. Take it out but do not waste gambits on it when doing so. Use Impregnable Wall (try to keep at least two uses of it to deal with Catherine and Cyril) if needed to withstand its attacks as it has a high critical hit rate. Ignore the left Golem in the central area for now.
Continue moving your group north but stay outside of the range of Cyril and Rhea for now. Once you begin attacking the Immaculate One, all remaining enemies become aggro, including Cyril and Catherine. Therefore, its better to deal with Cyril and Catherine before attacking the Immaculate One. Use Impregnable Wall on the unit that will take the attack from both to draw each one out. Cyril has extremely high avoid so linked attacks and a gambit from a high charm character might be needed. Giving a high dexterity Sniper an Accuracy Ring can also help. When dealing with Catherine, the surrounding Bishop and Fortress Knights will also aggro. Take them out too.
Once all aggro enemies, Cyril, and Catherine are dealt with its time to approach the Immaculate One. Gambits like Stride and Impregnable Wall can help you get your team closer with the limited movement range from the fiery floor tiles. If you have been hanging on to a fully repaired Aymr with Edelgard, it is nearly time to unleash it.
Rather than use all of your characters on breaking the Immaculate One’s armor in a single turn, use several area of effect gambits to break most of the tiles then end the turn with a strong character using a gambit (like Jeritza or Byleth). This will turn the Immaculate One’s attention to this character during its turn and a strong character should be able to withstand a blow from her. Once you have the Immaculate One’s attention directed to this strong character, you can safely move the rest of your group as close you like without fear of being attack or killed.
After the armor break, use the Aymr combat art, Raging Storm, until the weapon is exhausted. This will give Edelgard an amazing six hits during a single turn of fighting the Immaculate One and additionally Raging Storm has additional might against dragons. Keep at it, use Divine Pulse as needed, combat arts like Windsweep, and unleash your strongest attacks. Once done, congratulations! You have beaten the Crimson Flower play through on maddening!
Trivia
Etymology and other languages
To the End of a Dream
Names, etymology, and in other regions
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Language
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Name
|
Definition, etymology, and notes
|
English
|
To the End of a Dream
|
--
|
Spanish
|
El fin de un sueño
|
The end of a dream
|
French
|
La fin d'un rêve
|
The end of a dream
|
German
|
Das Ende eines Traums
|
The End of a Dream
|
Italian
|
La fine di un sogno
|
The end of a dream
|
Korean
|
염원의 끝
|
End of a wish
|
Simplified Chinese
|
回忆的尽头
|
End of a memory
|
Traditional Chinese
|
回憶的盡頭
|
End of a memory
|
|
The Fight for Fhirdiad
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
The Fight for Fhirdiad
|
--
|
Spanish
|
La batalla de Fhirdiad
|
The battle of Fhirdiad
|
French
|
Pour Fhirdiad
|
For Fhirdiad
|
German
|
Kampf um Fhirdiad
|
Fight for Fhirdiad
|
Italian
|
Lotta per Fhirdiad
|
Fight for Fhirdiad
|
Korean
|
페르디아의 전투
|
Battle for Ferdia
|
Simplified Chinese
|
菲尔帝亚之战
|
Battle for Ferdia
|
Traditional Chinese
|
菲爾帝亞之戰
|
Battle for Ferdia
|
|
Gallery
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References