Fire Emblem: Three Houses Playthrough 14 (Golden Deer): The Gautier Inheritance

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Fire Emblem: Three Houses
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Let's Play
Duration: 55:54
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It is time to take on Miklan and the thieves and take back the Lance of Ruin, and Gilbert of the Knights of Seiros is our guide for this mission. We must get prepared for what is to come, as Miklan and his band of thieves are tough opponents, and there is a very tough fight that we must prepare for when we get to the end.

As for the rest of the description, I recommend watching the full video before reading past this point of the description

This chapter takes place in Conand Tower, and our opponent is Miklan, who has stolen the Lance of Ruin, and he uses it as his weapon for this battle. Gilbert is our guide for this mission, and he is not that helpful, while he does have good Defense and he is a Fortress Knight, his Res is not that good, so Mages can easily take him down, and he does not have a good hit rate with his Steel Axe.
I would recommend that some of your units have Combat Arts that deal extra damage to Monster units, and try to save some Gambits for the end of the battle. When you start the map, there is a chest that contains an Armorslayer, a sword that deals extra damage to Armored units, and Miklan is an Armored Knight, so that will deal bonus damage against him if you equip it to your sword-wielding units. A Thief near the chest has a Chest Key, which you can obtain after defeating him.
Some of the enemy Archers have Bowrange +1, and Gilbert tends to be near the wall, and that can draw in the Archer's attention, and that does cause most of Miklan's entire forces to charge in at your forces, and unlike with Catherine in Chapter 3, you don't get any reward if Gilbert survives this map. As for reinforcements, at turn 2, two Thieves show up at the starting position, and on Maddening, there would be two Mages as well. On the 6th turn, two Thieves and two Mages appear at the starting position, and when you pass the broken pillar on the northern side of the map, two Thieves will spawn, and if you defeat both of them, two more appear.
For items, one of the Rogues has an Accuracy Ring, which increases the hit rate of all attacks, including Gambits, so this can be good for Axe units like Hilda, as axes tend to not have the best hit rate. As the Rogue is a Fortress Knight, sending a Mage to defeat it helps, as they have low Resistance. Some of the Rogues have Battalions called Miklan Private Militia, which is exclusive to enemies on this map, Miklan himself has that Battalion as well.
Then for the fight against Miklan, and he does have unique dialogue if you let Sylvain fight him. Miklan has the Lance of Ruin, a Hero's Relic that requires the wielder to have the Crest of Gautier to use it, and because Miklan does not have a Crest, he will always take 10 damage after initiating combat, and while this may seem to be an easy battle, he is a tough opponent, as he has good Strength and Defense, and the Lance of Ruin is a powerful weapon. If you have any magic users of equipped Byleth with the Armorslayer, those can help, or you can have your Archers weaken Miklan a bit so you can finish him off.
After defeating Miklan, we get a cutscene where he tries to use the Lance of Ruin to great power, only to get turned into a Demonic Beast, and Sothis gives us a tutorial on how to fight Demonic Beasts, and this does restore all of your Divine Pulses, and all of your units will be moved to the center of the map.
Monster units have barriers around them, and you have to destroy as many as you can, so if you have any Combat Arts, like Monster Breaker, Bane of Monsters, or Monster Piercer, those can break the barriers with one attack. If you have saved Gambits, those can break barriers easily, and Gambits draw in the Monster's attention, so it's best to have your most defensive unit distract the monster, and when all barriers break, that will stun them for that turn, and you will earn Umbral Steel, which can be used to repair Heroes' Relics.
If Gilbert survived until then, he will try to attack Miklan in his Black Beast form, it has Crest Stone of Gautier, and after the Black Beast attacks on the first turn, he will charge up a Staggering Blow for the next turn, he can use Thorns of Ruin, a wide range attack that reduces the Speed of anyone affected by it, and any broken barriers will regenerate.
The Black Beast has Vital Defense, which protects it from critical hits, Magic Bind inflicts silence status to targets, preventing them from using magic attacks, and Death Blow boosts Strength by 6.
After the Black Beast is defeated, the chapter is completed, and you get a choice of whether you want the Lance of Ruin or not, but only if you have Sylvain recruited. If you accept the Lance of Ruin, this does decrease support from Rhea, but you do get another chance of getting the Lance of Ruin later in the game, but if you accept, this will give Sylvain a powerful weapon for this early on, of if you are doing New Game +, you can equip it to a unit that has the Crest item for Gautier.







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