Table of Contents
Chapter 18: The Golden Scheme
Walkthrough: Garreg Mach (Harpstring Moon)
|1||Talk to Claude|
|4||Finish seminars and side missions before the last day of the month.|
|5||Do the “Taking Fort Merceus” main mission.|
Mission Battle: Taking Fort Merceus
|Victory Condition||Defeat the enemy commander.|
|Defeat Condition||All of your units fall in battle.|
|Ally Unit||Battalion Used|
|Enemy Unit||Battalion Used|
|Imperial Soldiers (Fortress)|
|Imperial Soldiers (Paladin)|
|Imperial Soldiers (Sniper)|
|Imperial Soldiers (Bishop)|
|Imperial Soldiers (Warlock)|
|Imperial Soldiers (Sword Master)|
|Dark Seal||Drop from the Death Knight|
Taking Fort Merceus Strategy
1) Defeat the Death Knight as fast as possible
As the battle progresses, more enemy units will spawn on the blue tiles. It is recommended that you focus on getting to the center of the battlefield and defeat the Death Knight swiftly before the enemies can overwhelm your units.
You should have at least two flying units and one or two cavalry magic users in your party to quickly maneuver around the map. Advance your units to the left and defeat the fortress enemy units to the north using your best magic users. Quickly march toward the center and fight the Death Knight using Byleth.
Get Claude closer to the Death Knight, but don’t go near him if your other units aren’t nearby. Claude should deal the final blow if Death Knight survives Byleth’s attack.
|← Chapter 17: Blood of the Eagle and Lion||Chapter 19: The Chaos of War →|
|Character Base Stats||Character Base Skill Levels||Class Base Stats|
|Character Stat Growth Rates||Class Stat Growth Rates||Skill Level Experience Bonuses|
|Hero's Relic & Sacred Weapons||Items||Merchant Shop Items|
|Pagan Altar Items||-||-|
|Combat Arts||Spells||Class Combat Arts|
|Class Abilities||Learned Combat Arts||Learned Spells|
|Learned Authority Abilities||Personal Abilities||Gambits|
|Monastery Map||Abyss Map||Mission Battles|
|Paralogue Battles||Auxiliary Battles||Quest Battles|
|Enemy Units||Monsters||Maddening Enemy Unit Skills|
|Monster Attacks and Skills||-||-|
IF you don’t have warp by this point you have fucked up.
Go north immediately, kill the ballista user, warp your ballista user there, make claude regroup with the squad, the ally units can take care of themselves, bang left and chop that fuccboi Death Knight.
Turn 5 victory is assured through two warp uses, and gambits.
If your Raph isn’t slaying the death knight by now you gots problems fam.