An Ocean View is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 9 to Chapter 11. In order to attempt this paralogue, the player must have recruited Flayn, and she must not have fallen in battle previously. In this chapter, Seteth sets out to reclaim sacred land from the Western Church, and is accompanied by Flayn.
Byleth blunders into an argument between Flayn and Seteth. Flayn and Seteth explain that the Western Church has seized sacred ground honoring Saint Cichol at Rhodos Coast; if Byleth already subdued the Western Church's bishop, Seteth elaborates that these are radicals who continue to resist the new order. Flayn desperately wants to accompany Seteth on his mission to subdue them and convinces Byleth and the students to join them as well.
After driving off the heretic apostates, Seteth retrieves the Spear of Assal and Caduceus Staff from the site. He reveals that his wife is buried at the monument. Flayn states that her mother can rest in peace, and Seteth reveals that his claim that the two are siblings is a lie and that she is actually his daughter. He explains that since people are willing to hurt Flayn for her blood, the two have falsified their identities, a deception aided by Seteth's relatively youthful appearance. After recalling the happy times they spent with Seteth's wife, the group heads home.
Beginning log
Western Church extremists have taken over land sacred to Cichol, one of the Four Saints. Seteth heads out to rid the area of them, and Flayn insists on going along.
Additionally, the player has playable access to Seteth in this chapter, but he cannot gain experience, cannot trade his items with other characters, and will leave the player's control at chapter's end. His stats are as follows:
Note: The following enemies' levels are those assuming the player plays this chapter closer to chapter 9 than to chapter 11. On Maddening, their levels may be one greater than what is shown here depending on when the chapter is played.
• The center-southern one begins moving if a nearby Mage is provoked. • The northeastern and southwestern ones begin moving if their adjacent Thief is provoked.
• The northeastern and southwestern ones begin moving if their adjacent Assassin is provoked. • The two near the Warlock begin moving if any of them are provoked.
• The center two both begin moving if either is provoked. • The southwestern one begins moving if a nearby Thief is provoked. • The far northern and far eastern ones begin moving if a Mage near them is provoked.
• The center-southern two both begin moving if either of them or the nearby Assassin is provoked.• The far northern and far southeastern ones begin moving if a Warlock near them is provoked.
• The center-southern one begins moving if a nearby Mage is provoked. • The northeastern and southwestern ones begin moving if an Assassin or Thief near them is provoked.
• The northeastern and southwestern ones begin moving if an Assassin nearby them is provoked. • The two near the Warlock begin moving if any of them are provoked.
Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 8 playthrough, the earliest possible point where this chapter may be undertaken; the figures to the right of the ~ are taken from a chapter 11 playthrough, the latest possible point where this chapter may be undertaken.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
You're on a beach for this battle, and the coastal terrain hinders most infantry and cavalry. Dismount your cavalry and bring plenty of mages and fliers. Manuela and Marianne are particularly useful since they both pack Silence, allowing you to completely shut down the bosses of the map. (So is Claude, but it's not very likely he'll have the prerequisite A in Faith or be in a class that uses magic.) Send your fliers up the west side to clear out the shoals, preferably with a healer with Physic to keep them all alive. Meanwhile, everyone else should start wiping out the enemies on the beach. The Assassins are far and away the most dangerous enemies on the map; their 23 Speed doubles all but the swiftest of your units. Since the enemy Mages deal very little damage and aren't very good at ganging up on you, you shouldn't have too much trouble with this map. Just keep yourself healed, fight the enemies in small groups, and you'll come out on top. Note that the Priests will bolt once you take out most of the enemies, but seeing as you're standing right between them and their escape point on the south side of the map it only means they'll run right into your waiting blades.