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Black Market Scheme

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Revision as of 00:46, 2 August 2021 by Thecornerman (talk | contribs) (Added details for regional reinforcement triggers—could not verify triggers for units near northwest ramparts or opera house, and the lack of dialogue most of them have as opposed to the dialogue other groups have inclines me to believe they don't exist; misc.)

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.

Black Market Scheme

Cm fe16 black market scheme.png

Location

Enbarr

Boss(es)

Baron Ochs

Plot

Main article: Black Market Scheme/Script

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.

Chapter data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Rout the enemy Player Partner Other Enemy
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies*, the player's army is routed*, or Balthus or Hapi dies 10 {{{partner}}} {{{other}}} 20+14
 

Character data

Black Eagles   Blue Lions   Golden Deer  

Characters
New units

None

Available characters
                            
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.

Balthus, Normal Balthus, Hard Balthus, Maddening Hapi, Normal Hapi, Hard Hapi, Maddening

 
  Brawler
Level 15
Movement 5
Crest  
Stats
Max HP 40 Luck 8
Strength 20 Defense 15
Magic 8 Resistance 6
Dexterity 11 Charm 9+1
Speed 16
Inventory Abilities
  Steel Gauntlets
  Vulnerary
  Unarmed
  King of Grappling
  Unarmed Combat
Combat arts Spells Battalion
-- --   Seiros Mercenaries Lv 1
  Onslaught
Skill Levels
                       
E E E E C E E E E E E  

Item data

Items
Name Obtainment Method
  Leicester Dicers Corps Automatically at the end of the chapter if Balthus is a party member
  Timotheos Magi Corps Automatically at the end of the chapter if Hapi is a party member
  Vajra-Mushti Automatically at the end of the chapter

Enemy data

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.

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Rogue Brigand 13 1 33 14 6 7 10 8 7 2 6 5   Iron Axe
Begins moving unprovoked on turn 6, or if the nearby Mage is provoked.
  Rogue Mage 13 1 28 8 11 8 10 8 6 7 6 4   Fire
  Fire
Begins moving unprovoked on turn 6, or if the nearby Brigand is provoked.
  Thief Cavalier 13 2 31 11 6 9 12 8 9 2 8 7   Iron Lance
  Canto
Both begin moving unprovoked on turn 6, or if either is provoked.
  Rogue Bishop 13 1 32 9 17 13 14 10 12 20 7 4   Nosferatu  Physic
  White Magic Uses x2  White Magic Heal +10  Terrain Resistance
Begins moving unprovoked on turn 6, or if the nearby Brawler is provoked.
  Rogue Brawler 13 2 32 11 6 9 15 8 7 1 6 5   Iron Gauntlets  Unarmed
  Unarmed Combat
• The western one begins moving unprovoked on turn 6, or if the Bishop is provoked.
• The southeastern one begins moving unprovoked on turn 6.
  Thief Armored Knight 13 2 33 10 6 7 7 8 16 1 8 4   Iron Axe
Both begin moving unprovoked on turn 6, or if either is provoked.
  Attendant Warlock 13 1 30 8 20 13 15 10 12 19 10+5 4   Bolganone
  Black Tomefaire  Black Magic Uses x2
  Empire Magic Users Lv 1:   Resonant Flames
Begins moving if Baron Ochs or the nearby Warlock is provoked.
  Attendant Warlock 13 1 30 8 20 13 15 10 12 19 10+5 4   Cutting Gale
  Black Tomefaire  Black Magic Uses x2
  Empire Magic Users Lv 1:   Resonant Flames
Begins moving if Baron Ochs or the nearby Warlock is provoked.
  Rogue Archer 13 2 28 11 6 10 10 10 6 2 6 5   Iron Bow
  Bowrange +1
Begins moving unprovoked on turn 6.
  Thief Mage 13 2 28 7 11 8 13 8 6 7 8 4   Fire
  Fire
Both begin moving unprovoked on turn 6, or if either is provoked.
  Thief Brigand 13 2 33 13 6 7 13 8 7 2 8 5   Iron Axe
Begins moving unprovoked on turn 6.
  Mercenary Mercenary 13 1 30 11 7 10 11 8 7 4 7 5   Iron Sword
Begins moving unprovoked on turn 6, or if the Sniper is provoked.
  Dark Merchant Sniper 13 1 30 18 11 17 14 13 12 8 9 5   Steel Bow
  Bowfaire  Bowrange +1
Begins moving unprovoked on turn 6, or if the Mercenary is provoked.
  Baron Ochs Trickster 15 1 33 14 12 14 20 15 11 11 8+5 5   Vajra-Mushti  Heal
  Steal  Locktouch  Lucky Seven  Sword Prowess Lv 3  Faith Lv 2  Pass  Unsealable Magic
  Empire Knights Lv 1:   Blaze
Immobile until fought, or until a unit enters the range of a nearby Warlock; in either case, he begins moving unprovoked.
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Rogue Cavalier 13 2 31 12 6 9 9 8 9 2 6 7   Iron Lance
  Canto
--
  Mercenary Mercenary 13 1 30 11 7 10 11 8 7 4 7 5   Iron Sword
--
  Thief Brigand 13 2 33 13 6 7 13 8 7 2 8 5   Iron Axe
--
  Rogue Brawler 13 2 32 11 6 9 15 8 7 1 6 5   Iron Gauntlets  Unarmed
  Unarmed Combat
--
  Thief Assassin 13 1 31 17 8 15 21 11 12 8 8+1 6   Steel Sword
  Swordfaire  Locktouch  Stealth
  Thieves Lv 1:   Disturbance
--
  Thief Thief 13 1 30 10 6 13 17 8 7 2 8 5   Iron Sword
  Steal  Locktouch
--
  Rogue Thief 13 1 30 11 6 13 14 8 7 2 6 5   Iron Sword
  Steal  Locktouch
--
  Rogue Warlock 13 1 31 9 20 13 15 10 12 19 6+1 4   Thunder
  Black Tomefaire  Black Magic Uses x2
  Rogues Lv 1:   Disturbance
--
  Dark Merchant Bishop 13 1 31 8 17 13 14 10 12 20 9+5 4   Nosferatu  Physic
  White Magic Uses x2  White Magic Heal +10  Terrain Resistance
  Empire Magic Users Lv 1:   Resonant Flames
--
  Mercenary Thief 13 1 29 10 7 13 13 8 7 4 7 5   Iron Sword
  Steal  Locktouch
--
  Forlorn Beast Flying Demonic Beast 15 1 34
34
50
15 4 12 17 0 8 10 0 -   Crest Stone (Chevalier)
  Renewal  Barrier  Vital Defense  Giant Wings  Desperation    Darting Blow  
  Flame Breath
--

Reinforcements

  • Turn 6 (Normal/Hard)/At the start of turn 5 (Maddening)
    • 2 Cavaliers from near the northwestern ramparts
    • 1 Paladin from near the northwestern ramparts (Hard/Maddening only)
    • 1 Sniper with a Rogues battalion from near the northwestern ramparts (Maddening only)
    • 1 Mercenary from near the northernmost edifice
    • 1 Warlock with Wind from near the northernmost edifice (Hard/Maddening only)
    • 1 Thief with an Empire Infantry battalion from near the northernmost edifice (Hard/Maddening only)
    • 1 Warrior with an Empire Infantry battalion from near the northernmost edifice (Maddening only)
    • 2 Brigands from the north of the opera hall
    • 1 Warrior with a Thieves battalion from north of the opera hall (Hard/Maddening only)
  • Turn 6 (Normal/Hard)/At the start of turn 5 (Maddening), or after the player unit southeast of the church leaves their starting area
    • 2 Brawlers from southeast of the church
    • 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 Thief from south of Balthus's starting position
    • 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
  • After Baron Ochs is defeated once
    • Baron Ochs transforms into the Forlorn Beast

Boss data

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.
Main article: Baron Ochs

Normal Hard Maddening

 
  Trickster
Level 15
Movement 5
Crest --
Stats
Max HP 33 Luck 15
Strength 14 Defense 11
Magic 12 Resistance 11
Dexterity 14 Charm 8+5
Speed 20
Inventory Abilities
  Vajra-Mushti   Steal
  Locktouch
  Lucky Seven
  Sword Prowess Lv 3
  Faith Lv 2
  Pass
  Unsealable Magic
Combat arts Spells Battalion
--   Heal   Empire Knights Lv 1
  Blaze
Skill Levels
                       
B E E E E E B C E E E  
Forlorn Beast

Normal Hard Maddening

 
  Flying Demonic Beast
Level 15
Movement -
Crest --
Stats
Max HP 34/34/50 Luck 0
Strength 15 Defense 8
Magic 4 Resistance 10
Dexterity 12 Charm 0
Speed 17
Inventory Abilities
  Crest Stone (Chevalier)   Renewal
  Barrier
  Vital Defense
  Giant Wings
  Desperation  
  Darting Blow  
Staggering Blow Spells Battalion
  Flame Breath -- --
Skill Levels
                       
E E E E E E E E E E E  

Strategy

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

--

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

References

Black Market Scheme
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLC BalthusConstanceHapiYuri
Non-playable characters AbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
Bosses AcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background characters Lord ArundelCount BergliezCorneliaMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTomasTianaCount Varley
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
 
P: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War     / Outset of a Power Struggle  
Part II Silver Snow
 
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
 
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
 
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
 
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues   Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret MerchantDLC  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
 
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) • LeicesterAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts 10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) • Blue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Lists AbilitiesChaptersCharactersClasses (Class change) • Hidden treasureItems (Monastery items) • QuestsScriptsSupportsWeapons
Related topics Music LibraryName chart • Other games (Warriors: Three Hopes) • Pre-release informationUnused contentDownloadable contentClass mastery