Fire Emblem: Fortune's WeaveAnna's Notebook
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Three-unit Salvation challenge: enter Part 3 without saving a protagonistMajor spoilers

Assign gate breaking and boss damage within the same turn. Different setups divide main damage, ranged gate breaking, and extra actions differently. Choose roles before preparing the three-unit team.

Draft · Updated 2026-10-17
Break the gate and attack the boss in the same turn

Assign gate breakers and boss attackers before the final battle so damage follows in the same turn. Reserve actions for healing or refreshing too, rather than training only one ace.

This challenge skips all four protagonist routes at the obelisk and enters Part 3 directly. For a first clear, finish the protagonist routes to obtain allies and resources.

Without recruiting the four protagonists, recorded battles have level-99 bosses and enemies. Recruiting one lowers the boss to level 78. Leaving gates around the world can strengthen the final battle further.

Troy’s forecast against the Underworld Gate shows 94 damage and 90 gate HP. Preserve the gate breaker’s action before the main attacker acts.
Troy’s forecast against the Underworld Gate shows 94 damage and 90 gate HP. Preserve the gate breaker’s action before the main attacker acts.

Gate-breaking roles in two three-unit setups

Final-battle roles for two three-unit teams
Hong Hua attacks with Dancer support
  • Eshmel handles gates and threats while Hong Hua deals damage during openings.
  • Troy becomes a Dancer to refresh Hong Hua, healing only when that turn requires it.
Bolting breaks gates while Eshmel attacks
  • Normal Classic with gates left intact: break gates at range with Bolting and preserve Hong Hua’s spell uses.
  • Eshmel uses Astra, with two criticals finishing the successful attempt.
  • Troy is The Godhand, so the Dancer role cannot be copied. Level 99 and all S+ proficiencies are this setup’s preparation.

The first setup initially trains only Eshmel and lacks enough damage during openings. Training Hong Hua and a Dancer adds a second main unit. Other recorded attempts use obstacles and rewinds to seek criticals.

Prologue leveling and the initial Part 3 setup

This challenge has no normal Part 1 or Part 2 training stage. One opening leaves Theodora on a healing tile and repeatedly uses Purifying Flash while waiting for her to recover. Eshmel reaches about level 45 in half an hour, while Troy levels through healing. You do not need to copy that exact starting level.

CharacterFirst steps on entryMidgame trainingFinal-battle branches
EshmelSurvive with the current spear class, Javelin, and medicine; clear miasma with Blaze ArtsSee Healing Armor for the armored plan: recommended level 45, training Armor, Spear/Axe, and Riding qualifications in stagesSetup one runs gates with mobility. Setup two uses Great Knight and Astra mastered from Swordmaster for main damage; mastery does not automatically equip it
Hong HuaSupplement limited spell uses with Salamander and attack along safe routesRebuild training grounds for black and white magic. Her joining White Magic C does not provide the ideal full spell listSetup one uses offense and a life-drain accessory. Setup two uses The Avatar and Bolting for gates; resources differ
TroyKeep a class that permits personal gauntlets and current healing, checking which recovery spells are actually learnedTrain White Magic for recovery, then level by casting. Physic requires A+, so she is not a ranged healer on joiningSetup one trains Sword/Bow B, Dancer qualification, and Renown 8 early. Setup two uses Gauntlet S/White Magic C, the Emperor’s Sash, and a 100% pass rate for The Godhand

For setup one, check the Dancer exam entry and who holds the qualification first. See the Dancer page for Divine and Dancer prerequisites.

Survive the zero-gold opening before buying lasting equipment

This route starts with 0 gold. Progress using the starting spear, Javelin, personal gauntlets, and gifted Salamander. Restore HP/durability and obtain training needed for the immediate objective next. Only strengthen regular weapons and add lasting accessories once you can reliably farm resources. You do not need the entire final loadout first.

Late-game equipment:

CharacterReference loadoutAcquisition and priority limits
EshmelJavelin, starting spear, Chosen Lance, Victory Gem; Silver Spear/Ridersbane as neededTransition with spears and accessories currently owned; the entire setup is not required at the zero-gold opening
Hong HuaStarting Salamander; prioritize Magic boosters for herAdds spell uses and damage
TroyZerberus, Victory Gem, Healing StaffAnother battle record favors healing on kills over healing on critical hits for reliability
Spare slotsConcoction, Elixir, Dew of ProtectionCover immediate survival before spending extra money; titles alone do not establish quantities or prices

This setup prioritizes maxing Aurora. If shards are short, use protection already unlocked. Fill current gaps with other Boons of Salvation and stat items. Prioritize forging regularly used main weapons and key durability, adding other upgrades when materials allow.

Setup two cleared only after changing equipment

In the first attempt, Troy has roughly 0–6% Critical against the target, making Sacred Gem healing unreliable and forcing Hong Hua to spend actions healing. The review also finds blocked routes from fliers and accuracy problems. Even level 99 can fail through healing, Hit, and pathing.

For the retry, Levin Sword and Sacred Gem moved to Eshmel, while Troy switched to Victory Gem for healing on kills. After adding stat boosters, the team tried again. Warp Eshmel near the boss first so he can attack as soon as the first gate opens. Clear low-Resistance armored blockers with Levin Sword, break gates using ranged Bolting, and finish with Eshmel’s Astra. Reserve spell uses for gates and durability for Astra. This run itself included a mistake from forgetting weapon repairs.

Eshmel’s Astra forecast shows 6×5 and 33% Critical. Silver Sword +3 durability drops from 10 to 0, with several reinforcements still around the boss. Check whether the last durability can complete this turn’s damage before using the art.
Eshmel’s Astra forecast shows 6×5 and 33% Critical. Silver Sword +3 durability drops from 10 to 0, with several reinforcements still around the boss. Check whether the last durability can complete this turn’s damage before using the art.

Split the team between three gates and base defense in Section 5

After two restarts, split the team across the three gates. Hong Hua dies easily at one gate, so defending home and clearing miasma is more useful.

Troy opens the upper-left gate first, while Hong Hua stays home to clear nearby and central miasma. Eshmel and Troy tackle the upper-left first. After closing it, Troy Warps back and splits with Hong Hua to open gates near home, then regroups to attack, leaving the lower right for last.

General Section 5 world map for roads and gates only. The pictured protagonist squads do not show this three-unit challenge’s positions.
General Section 5 world map for roads and gates only. The pictured protagonist squads do not show this three-unit challenge’s positions.

Hold the platform when healing reinforcements appear

Identify the healing spawn point and occupy it with Hong Hua’s Wandering Wall. Draw out and clear monsters first, since their area abilities can destroy the wall.

Reserve actions for damage, healing, and refreshes after breaking a gate

Use transitional classes before Divine classes unlock. Do not infer entry requirements from a finished all-S+ screenshot.

Check before breaking a gate in the final stage0/4