Byleth receives a new mission from Rhea and Seteth to help with security on the day of the ritual for the Goddess's Rite of Rebirth. Byleth and their students tackle the areas lacking in security one by one and discover the enemy in the Holy Mausoleum.
- Catherine - If teaching the Blue Lions or Golden Deer, Catherine can be recruited should Byleth be at least Level 15.
Month Only Quests
- Dark Seal (from Death Knight)
- Chest Key (from Western Church Soldier)
- Chest Key (from Western Church Soldier)
- Spirit Dust (from left Chest)
- Intermediate Seal (from right Chest)
- Sword of the Creator (end of the chapter)
|Church of Seiros Soldiers||Disturbance||E||1000|
|Seiros Holy Monks||Stride||E||1200|
|Seiros Sacred Monks||Resonant White Magic||E||1200|
|Seiros Magic Corps||Group Flames||D||1200|
|Seiros Pegasus Co.||Assembly||D||1200|
|Knights of Seiros||Blaze||C||1500|
|Kingdom Lance Co.||Group Lance Attack||E||1200|
|Kingdom Magic Corps||Group Ice||D||1200|
|Kingdom Knights||Assault Troop||C||1500|
This chapter is the first to feature the Death Knight, who is the most powerful enemy unit so far. He can severely wound any of your units or outright kill them at this point of the game so it is ill advised to attempt to attack him unless you have significantly leveled your allies. The Death Knight has the skill Counterattack, allowing him to counter any attempt to attack him regardless of range. Thankfully, he can be safely ignored, as he will not move from his starting spot in the center as long as he isn't attacked, or an ally ending their turn next to him (or inside his attack radius on Maddening). Defeating him, however, yields a Dark Seal, and is one of the few that can obtain in a single playthrough to promote a unit into a Dark Mage/Dark Bishop. It is possible to Steal the seal without fighting him, then having another ally with Draw Back, Reposition, or Shove can move the thief character out of his attack range, removing the need to defeat him for it. On NG+, if renown is used to train Lysithea's Reason to B, she can access the powerful Dark Spikes T spell and she can eliminate the Death Knight with ease.
The rest of the enemies on this map are mix of magic and physical units so minding who you send out is important when entering enemy attack ranges. The player has 25 turns to complete the mission. Enemy reinforcements show up as the battle progresses, but they only appear from the south. On Hard, the reinforcements spawn and attack/move on the same turn, making it imperative to not have units near the starting area. On Maddening, most mages have Seal Strength, making it best to counter them with units that aren't likely to see combat the following turn.
There are two chests on the map, so bringing Ashe and/or chest keys is useful. The chest located in the northwest contains a Spirit Dust, while the north east chest contains an Intermediate Seal. Completing this map awards the player the Sword of the Creator. It is a powerful sword that they can use to attack at 1-2 range and allows Byleth only to use Ruptured Heaven. The sword has 20 uses and Ruptured Heaven, which calculates Byleth's bonus damage based on their Magic stat, it consumes 3 durability. While it can break, the sword regenerates 5 uses if the player decides to rest for the day, rather than battle or visit the monastery or require Umbral Steel to repair. While 20 uses may not seem like a lot, there is still worth using the sword as in Chapter 10, the sword receives an upgrade and restores its uses.
Death Knight strategy (Maddening or any difficulty, does not require New Game+, any play through):
You need a character with an attack speed (AS) of at least 14 or higher and around 30 HP; their AS must be high enough to where the DK will not double the character. Additionally, consider giving this character any luck boosting items (Goddess Icon, Miracle Beans) you may have, as this will reduce the chances the character will receive a critical hit. This may take a couple of turns so try to be patient, use Divine Pulse to perform one or two different actions then move the character with the attack range of the DK again. The DLC supplied items help with getting the AS high enough.
Once you've survived the initial DK hit:
Black Eagles and Blue Lions: Ferdinand must have learned Knightkneeler (Lance Level C); give him the most powerful lance you have (likely a Steel Lance). Use Knightkneeler on the DK and see if his crest activates, as this prevents counterattacks. If it hits, pepper him with gambits (have close and long range gambits ready), then finish him off with Edelgard (Smash with an Iron or Steel Axe is likely enough). If Ferdinand's crest doesn't activate, use divine pulse, hit the DK with a gambit, then try with Ferdinand again. This may take a couple of resets or attempts but eventually his crest will activate and where you can follow the remainder of the suggested strategy. Just remember when using Divine Pulse not to immediately perform the exact same order of actions you did previously. Perform at least one different action (moving a character, using a gambit, etc.) before attempting an attack on the DK again.
For the Blue Lions, follow the above strategy to survive the DK's initial hit. Instead of Ferdinand, you're looking to get Dimitri's crest activated while using Knightkneeler. Dimitri may be powerful enough to finish off the DK in one hit with Knightkneeler and his crest activating, but just to be safe, hit the DK with a gambit or two first.
Golden Deer: The easiest of the three routes so long as you've poured everything into developing Lysithea's Reason skill. At Reason Level B, she will learn Dark Spikes. Similar to the Black Eagles strategy, have at least one character with an AS of 14 and boost their Luck with any stat boosting items. Once this character survives the DK's initial hit, pepper him with gambits, and finish him off with Dark Spikes.
These strategies will work but may require a little patience, a few resets, and a bit of luck.
At the start of Turn Seven: