Fire Emblem: Three Houses - Cindered Shadows DLC Chapter 4: Danger in the Dark Story Walkthrough

A complete walkthrough for Chapter 4: Danger in the Dark in Fire Emblem: Three Houses' Cindered Shadows DLC. Included are all obtainable items, enemies, encountered, and side story mission strategy.

Fire Emblem: Three Houses - Cindered Shadows DLC Chapter 4: Danger in the Dark Walkthrough

Cindered Shadows DLC Chapter 4: Danger in the Dark

Storyline Characters

Characters
BylethByleth
EdelgardEdelgard LinhardtLinhardt
DimitriDimitri AsheAshe
ClaudeClaude HildaHilda
Fire Emblem Three Houses - YuriYuri Fire Emblem Three Houses - ConstanceConstance
Fire Emblem Three Houses - BalthusBalthus Fire Emblem Three Houses - HapiHapi

Character List

Rewards

Rewards
Smithing Stone (x30)

DLC Chapter 4 Storyline Walkthrough

1 Watch the cutscene.
2 Repair weapons and replenish the endurance of battalions. Sell bullion to gain funds for these.
3 Make sure to buy at least two door keys.
3 Begin the Story Mission Battle A Harrowing Escape.
4 Visit the Scrap Heap to scavenge weapons.

Cindered Shadows DLC Mission Battle 4: A Harrowing Escape

You will need to reach two checkpoints to complete the mission, each giving you 10 turns to do so. This means that you should avoid taking on the enemy golems that appear in the map.

At the start of the battle, position Byleth to lead the charge going south. There will be an enemy sniper to the west so position your flying units away from it, preferably behind Edelgard, Dimitri, and Yuri. Take out the sniper and continue going south.

You will encounter a golem along the way toward the gate. Ignore it and have Byleth head for the lever southeast corner to open the barricade, allowing the rest of your units to continue south. Use Byleth’s Sword of the Creator to attack the enemy mages on the other side of the door.

As you head towards the opened gate, armored knights will ambush you. Have Hapi and Constance pepper them with magic to take them out as fast as possible. Let one of your units reach the highlight tile to trigger the next objective. You must then activate the lever on the southwest corner. Use any mobile units, preferably Constance, in combination with Yuri to reach it immediately as there will be a golem near the lever. Use Yuri’s Foul Play to get Constance to the lever. Have the rest of your units move east to the newly opened gate.

Enemy reinforcements will appear as your units pass through the opened gate. Move Constance away from the new enemies to regroup with your units in the east. Go through the passage in the east with Dimitri, Balthus, and Claude toward the indicated destination going north. You can use Byleth to attack the enemies on the other side of the wall to the east. Afterwards, use him to help Dimitri, Balthus, and Claude defeat the group of enemies in the next room with the special tiles.

Continue advancing north. Note that more enemies in the target destination will appear whenever one of your own units goes through the fourth gate. This means that you should try to avoid rushing in too many units through the gate to make the enemy’s numbers more manageable as you head for the objective.

Once you have moved all your units in the target destination, the mission will be cleared.

<<Chapter 3: Rite of Rising Chapter 5: Betrayal>>

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6 Comments

  1. I just wasted an entire night because your “walkthrough” doesn’t mention TWO door keys you need for this mission. This walkthrough is garbage.

    • actually yuri has a lockpicking ability, so you can technically do this without door keys as long as you make sure he’s the one at the door. maybe read up on your characters abilities before coming through with insults 🙂

      • What insults? Also why bother with lockpick, a near-worthless skill, when you have horses and fliers with door keys plus canto. Yuri’s foul play is too good to pass a turn for him opening doors of all things. Maybe think about what you’re suggesting first before acting like you know things.

        • Yuri’s relic gives him canto anyways. Also, foul play works wonders on this map to help pick up units with less range, or to get units that have already moved out of danger. You don’t even need to bring all of your units, actually. I left Linhardt, Ashe, and Edelgard on the bench so I would have more freedom to move my units around the tight corridors.