Fire Emblem: Three Houses - Chapter 18 – The Golden Scheme Story Walkthrough

A story walkthrough for Chapter 18 - The Golden Scheme in Fire Emblem: Three Houses, including a strategy guide for the mission battle Taking Fort Merceus.

Fire Emblem: Three Houses - Walkthrough and Strategy Guide

Chapter 18: The Golden Scheme


BylethByleth Death Knight

Character List

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

Battle Objectives

Victory Condition Defeat the enemy commander.
Defeat Condition All of your units fall in battle.

Player Units

Ally Unit Battalion Used

Enemy Units

Enemy Unit Battalion Used
Death Knight
Imperial Soldiers (Fortress)
Imperial Soldiers (Paladin)
Imperial Soldiers (Sniper)
Imperial Soldiers (Bishop)
Imperial Soldiers (Warlock)
Imperial Soldiers (Sword Master)

Obtainable Items

Item Location
Dark Seal Drop from the Death Knight

Taking Fort Merceus Strategy

1) Defeat the Death Knight as fast as possible

The Golden Scheme

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 →

Other Walkthroughs

Character, Classes, and Crests
Character Base Stats Character Base Skill Levels Class Base Stats
Character Stat Growth Rates Class Stat Growth Rates Skill Level Experience Bonuses
Tutoring Strengths Crests
Equipment and Items
Weapons Shields Accessories
Hero's Relic & Sacred Weapons Items Merchant Shop Items
Pagan Altar Items - -
Abilities, Arts, and Skills
Combat Arts Spells Class Combat Arts
Class Abilities Learned Combat Arts Learned Spells
Learned Authority Abilities Personal Abilities Gambits
Battles, Quests, and Locations
Monastery Map Abyss Map Mission Battles
Paralogue Battles Auxiliary Battles Quest Battles
Quests Terrains -
Enemy Units and Monsters
Enemy Units Monsters Maddening Enemy Unit Skills
Monster Attacks and Skills - -

Fire Emblem: Three Houses Recommended Article List

▼Top Page Articles
Walkthroughs Characters Classes
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Dialogue Choices Lecture Room Advice Box
Tea Party Topics Favorite Gifts Lost Items
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Claude Tea Party Guide Hilda Tea Party Guide Petra Tea Party Guide
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1 Comment

  1. 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.