Fire Emblem: Three Houses Playthrough 70 (Azure Moon): Taking Fort Merceus

Fire Emblem: Three Houses Playthrough 70 (Azure Moon): Taking Fort Merceus

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Fire Emblem: Three Houses
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Let's Play
Duration: 52:01
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Byleth and his forces invade Fort Merceus, which is where the Death Knight is waiting, and while he is an opponent we have fought many times during the adventure. This is the Impregnable Fortress, and there are forces that can fire projectiles at a very long range, so getting to the Death Knight is not going to be an easy objective.

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

This battle is affected by certain requirements, if you have played Caspar and Mercedes's paralogue, there are some differences, the Death Knight would have the Scythe of Sariel, but if Caspar defeats the Death Knight in the paralogue, he would instead have a Brave Lance.
Speaking of Caspar, if you didn't recruit him, he would appear in that scene alongside the Death Knight, and you would have to fight him on this map. Fort Merceus is a very large map and there are some Ballistae, Onagers, and Fire Orbs, and some units can attack from a long range, and there are some Demonic Beasts on this map.
If Caspar was recruited, you would instead fight an Imperal General War Master, and he has a Brave Axe, and with Crit +20, he has a higher chance of getting a crit, so he is a dangerous opponent.
There is another Imperal General, a Bishop is on the left side of the map, that would be Linhardt if you didn't recruit him, and both Linhardt and Caspar have special dialogue if you let the two fight. Linhardt has good Resistance, but his Defense is not that good, so physical weapons are good against him, he does have Nosferatu.
Starting from turn 3, there are some enemy reinforcements, on the left is a Dark Bishop, and on the right is a Paladin, and defeating the enemy of the same classes would halt the reinforcements.
For items, you can get a Black Pearl and an Extra Large Bullion from two different chests, defeating the Imperial General War Master, or Caspar, would give you a Brave Axe, and you can steal an Elixir from him, while Linhardt has an Elixir and Vulnerary which you can steal off him.
The Giant Demonic Beasts are very tough, they have Armored Blow and Death Blow, and their Staggering Blow is Arm Press, which has a 6x3 range, and inflicts a -5 speed debuff, so it would be best to save some Gambits for those Giant Demonic Beasts.
The Death Knight is here once again, and if you did The Face Beneath and you had Caspar deal the finishing blow, the Death Knight has a Brave Lance, so he's not too threatening, but the Brave Lance is a dangerous weapon, as that will let the Death Knight strike twice, he does have Glowing Ember for a Combat Art, which adds Defense to Might, and as the Death Knight has high Defense, that can hurt if you let him use that. He does have a lot of Attack, if you have some powerful Combat Arts, like Knightkneeler, or weapon that deal extra damage to Cavalry units, like a Horseslayer, or the infamous Dark Spikes Τ, those can help defeat the Death Knight, watch out for his Counterattack.
The Death Knight does have special quotes if you battle him with many different units, like Byleth, Dimitri, Mercedes, Flayn, and Seteth, and the Death Knight's dialogue is different if you did the paralogue.
There is a scene that plays if you have completed The Face Beneath, which also means you need to have recruited Caspar, and you need to have Mercedes and Annette on that map, and both need to have survived this chapter, and we have taken the Imperial Fortress, and a Kingdom Soldiers tells us about Margrave Gautier and the Alliance sending troops and supplies to the Monastery, and we never get to see Sylvain's father at any point in this game.







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