Oath of the Dagger is the twenty-second and final chapter of the Azure Moon route of Fire Emblem: Three Houses. The chapter consists solely of a mission in the Imperial Palace at Enbarr, Infernal Clash at the Capital.
Having seized Enbarr, Dimitri, Byleth, and the Blue Lions storm the castle where Edelgard awaits. Willing to use any means to win the war, she unleashes the power of her crests, transforming into a grotesque creature of unparalleled power, but maintains full control over her monstrous form.
The battle is long fought and hard, but ultimately Dimitri emerges victorious over Edelgard, causing her form to dissipate. Dimitri offers one last chance for Edelgard to submit peacefully, but she instead throws the dagger Dimitri returned to her, prompting him to kill Edelgard as the dagger pierces his shoulder.
With the death of the Emperor, peace is restored across Fódlan as the Adrestian Empire is merged into the Holy Kingdom of Faerghus. With all of Fódlan united under the rule of Faerghus, Dimitri becomes the first king of the united continent. Rhea is rescued from imprisonment, but is too weak and is forced to step down as Archbishop of the Church of Seiros. Byleth takes over the mantle and together with King Dimitri, peace is restored.
If Byleth chose a partner that they wish to spend the rest of their life with, they will meet at the Goddess Tower and the two profess their love (or establish a platonic, but eternal bond of friendship if Alois or Gilbert is the chosen partner). The two will spend the rest of their lives together helping to spread peace throughout Fódlan.
- Hegemon Edelgard
- 10/11 War Masters
- 10 Mortal Savants
- 10/11 Gremories
- 2 Grapplers
- 2/1 Assassins
- 4/6 Warlocks
- 2 Dark Bishops
- 3/5 Altered Demonic Beasts
- 1 Bishop
- 2 Snipers
- 1 Fortress Knight (Maddening only)
Every turn after entering the throne room, a War Master will appear from the central stairs. This will continue indefinitely until every enemy in the central and throne rooms except Edelgard and the Bishop are defeated.
- Talisman, obtained by opening the bottom-right chest.
- Elixir, obtained by opening the bottom-left chest.
- Energy Drop, obtained by opening the top chest.
- Hexlock Shield, obtained by stealing from Myson.
Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers.
Battle suggestions: Combat Arts/Magic: Windsweep, Silence, Meteor, Bolting; Gambits: Impregnable Wall, Stride; Equipment: Seiros Shield. Try to keep at least one attack gambit use for Dimitri, Dedue, and Ingrid for the final confrontation with Edelgard. Make sure you have a fully repaired Arhedbar lance for Dimitri and try to hold off using it until you fight Edelgard as the Atrocity combat art is highly effective against her.
This battle requires patience as you slowly whittle down the number of enemies so take your time. Start by taking out the enemies closest to you in the room to the left using long-range attacks (Lysithea with the Thyrsus staff works great as does Hapi classed as a War Cleric). Subsequently, use a gambit like Impregnable Wall on at least one character and draw out some of the enemies in the middle room using the left entrance to the middle room. It is advised to avoid the right rooms for now as Myson will use Bohr X, which completely ignores Impregnable Wall and will leave a character with only 1 HP.
After taking out these enemies, take a character with high avoid and resistance (Ingrid with Avoid+ works well) to begin drawing out the mages in the throne room by putting her in range of a mage that has the Meteor spell (you can also use Impregnable Wall again but it’s advised too many early uses of this gambit in case you’re in a pinch later). Be patient as these enemies draw near and take them out with your whole group when they’re within range. Note that the mage with Meteor can only use it twice and will then join the remaining enemies headed your way.
Once these enemies are dealt with, split your group into two and work on the demonic beast in the central room (weak to lances) while taking your second group to draw out the mages in the left central room (Ingrid with Avoid+ works well here again). The mage stationed at the ballista can be problematic so keep your low resistance personnel out of range until the mage is dealt with (if you have a mage with the Warp spell, consider warping someone who can finish the ballista mage off which will make dealing with these enemies much easier).
Once both demonic beasts and the mages are cleared out of the left central and central rooms, it’s time to draw out the remaining mages in the throne room to the central room that have the Meteor spell. Use a similar strategy as before by kiting a mage to attack someone with with high resistance and avoid and after the spell has been used up, safely finish off these enemies.
After this, use your group to finish off some straggler enemies (the mage and Mortal Savant in the upper left, the War Masters to the right while staying out of range of Myson).
While it’s not required to kill Myson, it will make finishing the battle easier so continue reading if you want to do this or skip to the next paragraph. Consider having someone in your group with their own long range spell (Dorothea has Meteor, Constance has Bolting) and use it on the mages, the demonic beast, or War Master near Myson. This will draw draw these enemies to you and once they’re safely outside of Myson’s Bohr spell range, finish them off. If you’ve been following the guide to this point, this will leave you with an archer at the ballista and Myson in the central right room. You can ignore the Fortress Knight that has zero movement range as well as the two demonic beats nearby. Due to Myson having Bohr equipped and it having a minimum range of three spaces, you can warp someone or use the Stride gambit to move someone in range to finish him off (try to use a brave sword or someone with high enough attack speed to land two hits) without fear of him counterattacking. At the same time, move someone else in to finish off the archer at the ballista. Be mindful of the War Master and the mage in the top right room and finish them off before proceeding to the throne room.
Once a single character enters the throne room, two mages will spawn in the top right and top left rooms (the ones on the left have Meteor and the ones of the right have Bolting). However, this will also cause Edelgard to stop her long-range attacks. Use the previous high avoid/resistance method and/or Impregnable Wall to get these enemies closer and finish them off.
At this point you can bring your team into the throne room, however, before you start attacking Edelgard, you should prevent enemy reinforcements that will spawn every turn at the top left and top right stairwells (Dark Knight with Death on the left, War Master on the right). Safely approach each room and then take two of your weaker, non-healer characters and plug each one on the stairs to prevent further reinforcements. This will help immensely when fighting Edelgard.
It’s time for the big confrontation. If you have someone with the Serios Shield, they should be your primary attacker as the shield will reduce the amount of damage dealt by Edelgard. Edelgard’s shield is unique in that it’s only one space but it will regenerate each turn. Note that Monster Breaker combat arts and abilities are not effective to her Monster Effect Null ability. However, her shield is still susceptible to Gambits and you can break her shield armor after only one gambit hit. The only personnel that should be attacking at this point are the character with the Seiros Shield, those with high avoid, and those with both high defense (30+) and high HP (60+). They’re the only ones who will be able to withstand Edelgard’s area effect attack. After the first health gauge is deputed, Edelgard will have Vantage, the second gauge gives her Desperation, and the last gauge gives her Wrath. Windsweep is a great option here due to preventing counterattacks.
Using Attrocity with Dimitri after an armor break will take out either most or all of a full health gauge. If you have someone that is a mastered War Master, the War Master’s Strike combat art (especially if they’re also holding the Seiros Shield) also works great after an armor break. The Cursed Ashiya Sword (especially paired with the combat art Sunder) is an almost 100% critical hit chance after an armor break. Bringing a dancer to give Dimitri or another strong character a second hit works great. If you obtained the Opera Co. Volunteers gambit from the last battle with either Dorothea or Manuela, this also works great here as you can give multiple characters a second turn. Keep at it using some of these suggested strategies and she’ll be dead in no time.
This is the final battle of the Azure Moon map so do not be stingy with any remaining resources available including funds and forging materials. It is better to deplete your funds and forging material to ensure that your units are absolutely prepared for this battle as it mirrors the previous map. Nothing aside from Renown carries over so splurge on whatever you deem necessary to complete this map. As the map is the final one, do not worry about Weapon Usage as the weapons will also not transfer either so use them as you see fit to push your way to the final goal of defeating Edelgard.
The map is filled with high ranged enemies using a Fire Orb on the left side of the map and a Balista on the right side of the map. as well as a few Gremory using Meteor. These are usually the most problematic enemies and should be dispatched as soon as possible. Killing the former two as soon as possible and baiting out the latter is advised much like the previous map. The other problem on the map is Edelgard herself. She will constantly be assailing your allies throughout, the battle with a massive ranged assault. She will launch two of these attacks each turn, however, she will not target the same unit twice in the same turn. It is worth noting will always target Dimitri first if he is in her range, unless Dimitri is an Assassin or Trickster, in which cases he will never be attacked by Edelgard. This does not appear to always be true in Maddening. She will not attack the same target twice, but will not always attack Dimitri either.
The player has three routes to get to Edelgard either charging the middle, left, or right side of the map. Dividing the army into two to charge the side routes then converging the middle or having all rush one side are solid strategies to effectively split and conquer the sides quickly or combine and conquer the routes slowly, but with more unit options when taking down a side. Regardless of choice of strategy dealing out the nearby starting rooms of the routes on the left and right will provide some chests with useful items on the left while the right has Myson, a powerful mage who is commanding several knights. He is deep in the room, protected by another mage and a Demonic Beast making it difficult to engage safely. He carries Bohr Χ which will reduce your unit's HP to 1 if it hits and can attack any ally unit within 3-10 spaces. He will not move from his starting spot and the spell could be evaded with a character with high enough Speed and Dexterity like a Falcon Knight Ingrid. He can also cast it infinitely so one can only stop his assault with his death. One could also have two characters use their Warp and Rescue spells, respectively, to put an ally who can kill Myson in a single round next to him then immediately withdraw them to safety, sparing some of the risk of leaving an ally alone in the room with the Demonic Beast. Another alternative is using the Retribution gambit to counter Myson (and other enemies with ranged options, except for Edelgard who cannot be countered this way) on a unit outside of other enemies' range and are capable of one-rounding Myson, Quick Riposte is especially useful with this tactic as it guarantees two attacks on enemy phase. Regardless, defeating Myson will cause the units affiliated with Those who Slither in the Dark to disappear from the map, saving the player more trouble later; this means that if one plans to kill Myson it is best done early on with strategies that increase mobility such as Warp, Stride, Canto, Rescue or any combination of these.
Since the enemies on this map are mostly Tome users, it is very advised to bring a purpose-built Res tank who can easily sponge and bait the Gremories around the map. 54 Rsl is necessary to take no damage from Meteor on Hard difficulty; this can be achieved with a base Res of 47 and a battalion that gives +7 Rsl such as Nuvelle Fliers Corps. Such a high base Res will be difficult to attain, however, and one must be studious with allocation of stat boosters that boost Res and should also use a cooking effect that boosts Res in the final month. As well as this, shields such as the Hexlock Shield grant another Rsl boost of +4. Suitable candidates for this role include Linhardt, Mercedes, Marianne and Flayn due to their very high Res growths and bases; regardless of who one chooses, however, one will have to prepare for this role from a while ago in the game at least. One might also notice that the other units on the map are ones with great physical might such as War Masters with Gauntlets and Brave Axes who will easily kill resistance-heavy units baiting out Gremories. A good strategy for removing these units is to attack from range using characters with Bolting or Meteor (such as Hilda or Manuela) or Bow Knights with the ability Movement +1 and Failnaught/Longbow to retreat out of range of the Gremories (the best candidate is Leonie). One must also be careful to stay at the edge of the Mortal Savants' ranges with their Res tank as they will use their dangerous Wo Dao or Brave Swords on them if given the chance.
Once the player has reached the final chamber with Edelgard with Dimitri, the battle is fairly straightforward, assuming all other enemies are dealt with. She loses her massive range, instead reducing it to 5 tiles. This is in combination with her Counterattack skill, making her only weaker on Enemy phase; it is very difficult to have the Mov to attack her and retreat before leaving her range anyway. She has four health bars, which means that she will not go down easily. As mentioned above, being stingy with your weapons uses are no longer advised and any means to severely reduce her health is advised. However, it should be noted that she will gain stats and more maximum health with each bar depletion. Gambits can help to shatter her singular shielded tile but may help open the door for devastating damage if you are able to break them. Note that unlike most monsters, when her shield is broken she will not be dazed for a turn and will still act as normal, albeit weaker. Mercedes and Flayn if one or both are deployed become useful in this situation, and in the map in general, as Fortify provides massive, widespread healing and can do so safely out of her range. Edelgard will occasionally use a huge Area of Effect gambit like attack around her, making the Faith spell even more useful. Otherwise, Mercedes has Physic for a single target ranged Faith healing while Flayn can Rescue a vulnerable target.
- This chapter reuses the map from Conclusion of the Crossing Roads in both the Verdant Wind and Silver Snow routes. The difference is that there are no doors for the player to unlock, and the player units begin in the southern room instead of the central room.
- This chapter reuses the same battle theme (Apex of the World) from To The End of a Dream in Crimson Flower route.