Black Market Scheme (Japanese: 許し難き行いUnforgivable Deed) is a paralogue in Fire Emblem: Three Houses available through downloadable content. It is available from Chapter 7 to Chapter 11. In order to attempt this paralogue, the player must have recruited Balthus or Hapi and neither one must have fallen in battle previously. In this chapter, Balthus travels to Enbarr to stop the Vajra-Mushti from being sold on the black market.
Balthus approaches Byleth and reports that Hapi has been abducted; she climbed into a box full of fluffy feathers and fell asleep, at which point the box was stolen and taken to Enbarr to be sold on the black market. He convinces Byleth to aid him, and the two rush to Enbarr. As the two search Enbarr for her, Hapi suddenly appears unharmed. Balthus admits that he fabricated the abduction story to get to Enbarr so he could stop a certain possession of his mother's from being sold on the black market, but the group is accosted by bandits before he can finish explaining.
The party battles and defeats both the bandits and Baron Ochs to claim the item Balthus is looking for, Hero's Relic-like gauntlets called the Vajra-Mushti. After returning home, Balthus explains that the Vajra-Mushti is a replica Relic created after the War of Heroes that was passed down through his mother's village. He lied to the party because he was afraid that he couldn't take on a Demonic Beast alone if things got out of hand and feared that the Church of Seiros would impound the Vajra-Mushti if he told the truth. He and Hapi wonder who Baron Ochs was; Edelgard explains that he wanted the Vajra-Mushti as collateral to rescue his daughter Monica. Balthus receives a letter from his mother entrusting the Vajra-Mushti to him.
Beginning log
It seems Hapi has gone missing. Following a tip from Balthus, your search leads you to the black market in Enbarr.
Other characters may be available if the paralogue is attempted later.
This paralogue only requires Balthus or Hapi to be in Byleth's class. If one of them is not a member of their class, they will be temporarily controllable for this map with the following stats.
On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 7, the earliest possible point where this chapter may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point the enemies gain a level.
• The western one begins moving unprovoked on turn 6, or if the nearby Bishop or Sniper is provoked. • The southeastern one begins moving unprovoked on turn 6.
• The western one begins moving unprovoked on turn 6, or if the nearby Bishop or Sniper is provoked. • The southeastern one begins moving unprovoked on turn 6.
1 Paladin from southeast of the church (Maddening only)
Turn 6 (Normal/Hard)/At the start of turn 5 (Maddening), or after the player unit that starts just east of Baron Ochs leaves their starting area
1 Assassin from east of Baron Ochs's starting position
1 Thief from the thickets east of Baron Ochs's starting position
1 Warrior with a Thieves battalion from east of Baron Ochs's starting position (Maddening only)
Turn 6 (Normal/Hard)/At the start of turn 5 (Maddening), or after Byleth, Balthus, or the player unit in the northeast enter the area between Baron Ochs and the north-south river
1 Warlock with Thunder and a Rogues battalion from south of Balthus's starting position
1 Brawler with a Rogues battalion from south of Balthus's starting position (Maddening only)
1 Grappler from south of Balthus's starting position (Maddening only)
Turn 6 (Normal/Hard)/At the start of turn 5 (Maddening), or after Byleth, Balthus, or the player unit in the northeast enter the area northeast of the central chest
Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken during Chapter 7, the earliest possible point where this chapter may be undertaken; the figures to the right of the ~ are taken from Chapter 8, the point where this boss gains a level and stops scaling.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
You and your allies start off strewn across the streets of Enbarr. Given that you are separated, things are going to start off really nasty. Move Hapi to safety immediately, move Byleth just inside the northern Brigand's range, and move Balthus next to them; if he's got D Authority, now's a good time to pop Rally Strength. In the northeast corner, stick someone with good Charm, a gambit that hits both Mages, and a forged 1-2 range weapon and you'll be fine. Whoever's closest to the Archers on the bridge wants to get right between them and hit one with their hardest attack, hopefully killing him instantly. The north-center unit needs to pull a Cavalier or two away from the bridge unit to take the pressure off. In the southwest corner, you're stuck with a Sniper, a Bishop, and a Brawler - here's a good place to trigger a powerful gambit like Blaze if you have it. The western unit is safe for now, and can make to regroup with someone. The south center unit also wants to be able to kill their Archer so they can deal with the Brawler safely. If you're having trouble, it might be a good idea to underdeploy for this map so nobody gets killed.
Trivia
In the chapter's script, a piece of Edelgard's dialogue is set to change if the game checks the paralogue is being done before Chapter 6. As the paralogue is available from Chapter 7 onwards, this dialogue ultimately goes unused.
Etymology and other languages
Names, etymology, and in other regions
Language
Name
Definition, etymology, and notes
English
Black Market Scheme
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Japanese
許し難き行い
Unforgivable Deed
Spanish
Un acto imperdonable
An unpardonable act
French
Un acte impardonnable
An unpardonable act
German
Schwarzmarkttricks
Black market Tricks
Italian
Atto imperdonabile
Unpardonable act
Korean
용서할 수 없는 행위
Unforgivable act
Simplified Chinese
不可原谅的行为
Unforgivable action
Traditional Chinese
不可原諒的行為
Unforgivable action
Gallery
The areas the units east of the church and east of Baron Ochs will trigger reinforcements by exiting.
The areas the eastern units will trigger by entering.