The Forgotten
|
|
|
Location
|
Kingdom Territory, near Gautier
|
Boss(es)
|
Thief Leaders
|
|
“
|
I have to wonder though... What if it was the other way around? If he had the Crest and I didn't... Would I be the one my father thought was worth forgetting? Or would my fate have been wholly unlike his?
|
”
|
— Sylvain
|
The Forgotten (Japanese: 持たざる者たち Those Who Don't Have) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 7 to Chapter 11. In order to attempt this paralogue, the player must have recruited Sylvain, and he must not have fallen in battle previously. In this chapter, Miklan's band of thieves surfaces in Gautier territory and Sylvain is tasked with clearing them out, a task for which he asks Byleth for help.
Plot
- Main article: The Forgotten/Script
Sylvain approaches Byleth and reveals that Miklan's old group of thieves is now causing chaos in Gautier territory and he has been ordered by his father to put them down. In defiance of his orders to do so alone, Sylvain asks Byleth and their students to accompany him.
After the battle, Sylvain reveals that his father' goal was to have Sylvain claim the Lance of Ruin as his own. Sylvain recounts how Miklan hated him from the moment he found out he had a Crest and wonders what their lives would have been like had Miklan had a Crest and he didn't. He further explains that instability caused by border conflicts with Sreng to the north has driven many to banditry to survive and that the current regent of Faerghus, Rufus, is too busy chasing skirts to govern properly.
Beginning log
Sylvain is unable to stand idly by when he learns that the band of thieves once led by his brother, Miklan, are again causing trouble in Margrave Gautier's territory.
Map data
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Byleth or Edelgard /Dimitri /Claude dies*, the player's army is routed*, or Sylvain dies
|
11
|
{{{partner}}}
|
{{{other}}}
|
29
|
{{{third}}}
|
|
|
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Byleth or Edelgard /Dimitri /Claude dies*, the player's army is routed*, or Sylvain dies
|
11
|
{{{partner}}}
|
{{{other}}}
|
32
|
{{{third}}}
|
|
|
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Byleth or Edelgard /Dimitri /Claude dies*, the player's army is routed*, or Sylvain dies
|
11
|
{{{partner}}}
|
{{{other}}}
|
36
|
{{{third}}}
|
|
|
Character data
Black Eagles Blue Lions Golden Deer
- Other characters may be available if the paralogue is attempted later.
Item data
Enemy data
- Note: The following enemies' levels are those assuming the player plays this chapter during Chapter 7. On Maddening, their levels increase by 1 starting from Chapter 8.
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Energy Drop Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Magic Staff Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Short Spear Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Goddess Ring Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Speedwing Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
13
|
1
|
Iron Sword • Advanced Seal Steal • Locktouch Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Archer
|
13
|
3
|
Iron Bow Bowrange +1
|
Begins moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Mercenary
|
13
|
5
|
Iron Sword
|
• The western one and northern one begin moving if the Thief Leader Archer is defeated. • The southwestern two both begin moving if either of them or the southwestern Brigand is provoked, or if the Thief Leader Armored Knight is defeated. The southeastern one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Brigand
|
13
|
4
|
Iron Axe
|
• The southwestern one begins moving if he or the southwestern Mercenaries are provoked, or if the Thief Leader Armored Knight is defeated. • The northern two begin moving if the Thief Leader Brigand is defeated. • The southeast one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Armored Knight
|
13
|
2
|
Iron Axe
|
• The southern one begins moving if he or the southernmost Brawler is provoked, or if the Thief Leader Armored Knight is defeated. • The northern one begins moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Mage
|
13
|
2
|
Fire Fire
|
Begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Brawler
|
13
|
3
|
Iron Gauntlets • Unarmed Unarmed Combat
|
• The southernmost one begins moving if he or the southernmost Armored Knight is provoked, or if the Thief Leader Armored Knight is defeated. • The northern two begin moving if the Thief Leader Brigand is defeated.
|
|
Thief Leader
|
Archer
|
15
|
1
|
Steel Bow • Iron Shield Bowrange +1 • Bow Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northwest escape route.
|
|
Thief Leader
|
Armored Knight
|
15
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southern escape route.
|
|
Thief Leader
|
Brigand
|
15
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northeast escape route.
|
|
Thief Leader
|
Dark Mage
|
15
|
1
|
Banshee Θ • Iron Shield • Miasma Δ Miasma Δ • Reason Lv 1 • HP +5 • Magic +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southeast escape route.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Energy Drop Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Magic Staff Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Short Spear Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Goddess Ring Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Speedwing Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
14
|
1
|
Steel Sword • Advanced Seal Steal • Locktouch • Sword Prowess Lv 2 Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Archer
|
14
|
3
|
Steel Bow Bowrange +1 • Bow Prowess Lv 1
|
Begins moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Mercenary
|
14
|
5
|
Steel Sword Sword Prowess Lv 2
|
• The western one and northern one begin moving if the Thief Leader Archer is defeated. • The southwestern two both begin moving if either of them or any of the southwestern enemies—the two Armored Knights or the Brigand, Mage, or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Armored Knight
|
14
|
4
|
Steel Axe Axe Prowess Lv 2
|
• The southwestern two both begin moving if either of them or any of the southwestern enemies—the two Mercenaries or the Brigand, Mage, or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated. • The northern one begins moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Brigand
|
14
|
4
|
Steel Axe Axe Prowess Lv 2
|
• The southwestern one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Mage or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The northeastern two begin moving if the Thief Leader Brigand is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Mage
|
14
|
3
|
Fire Fire • Reason Lv 2
|
• The southwest one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Brigand or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern two begin moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Brawler
|
14
|
3
|
Steel Gauntlets • Unarmed Unarmed Combat • Brawling Prowess Lv 2
|
• The southwestern one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Brigand or Mage—is provoked, or if the Thief Leader Armored Knight is defeated. • The northeastern two begin moving if the Thief Leader Brigand is defeated.
|
|
Thief Leader
|
Archer
|
16
|
1
|
Steel Bow • Iron Shield Bowrange +1 • Bow Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northwest escape route.
|
|
Thief Leader
|
Armored Knight
|
16
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southern escape route.
|
|
Thief Leader
|
Brigand
|
16
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northeast escape route.
|
|
Thief Leader
|
Dark Mage
|
16
|
1
|
Banshee Θ • Iron Shield • Miasma Δ Miasma Δ • Reason Lv 1 • HP +5 • Magic +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southeast escape route.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Energy Drop Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Magic Staff Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Short Spear Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Goddess Ring Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Speedwing Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager, at which point he prioritizes escaping.
|
|
Thief
|
Thief
|
20
|
1
|
Steel Sword • Advanced Seal Steal • Locktouch • Sword Prowess Lv 4 • Pass Thieves Lv 3: Disturbance
|
Immobile until turn 4 or any unit enters within three tiles of the Onager; ignores combat and moves to escape.
|
|
Thief
|
Archer
|
20
|
4
|
Steel Bow Bowrange +1 • Bow Prowess Lv 4 • Poison Strike
|
Begins moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Mercenary
|
20
|
5
|
Steel Sword Sword Prowess Lv 4 • Axebreaker+
|
• The western one and northern one begin moving if the Thief Leader Archer is defeated. • The southwestern two both begin moving if either of them or any of the southwestern enemies—the two Armored Knights or the Brigand, Mage, or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Armored Knight
|
20
|
5
|
Steel Axe Axe Prowess Lv 4 • Armored Blow
|
• The southwest two both begin moving if either of them or any of the southwestern enemies—the two Mercenaries or the Brigand, Mage, or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated. • The northern two begin moving if the Thief Leader Archer is defeated.
|
|
Thief
|
Brigand
|
20
|
4
|
Steel Axe Axe Prowess Lv 4 • Lancebreaker+
|
• The southwestern one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Mage or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The northeastern two begin moving if the Thief Leader Brigand is defeated. • The southeastern one begins moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Mage
|
20
|
4
|
Fire Fire • Reason Lv 4 • Magic +2
|
• The southwestern one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Brigand or Brawler—is provoked, or if the Thief Leader Armored Knight is defeated. • The southeastern three begin moving if the Thief Leader Dark Mage is defeated.
|
|
Thief
|
Brawler
|
20
|
4
|
Steel Gauntlets • Unarmed Unarmed Combat • Brawling Prowess Lv 4 • Tomebreaker
|
• The southwestern one begins moving if he or any of the southwestern enemies—the two Mercenaries, the two Armored Knights, or the Brigand or Mage—is provoked, or if the Thief Leader Armored Knight is defeated. • The northeastern three begin moving if the Thief Leader Brigand is defeated.
|
|
Thief Leader
|
Archer
|
22
|
1
|
Steel Bow • Iron Shield Bowrange +1 • Bow Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northwest escape route.
|
|
Thief Leader
|
Armored Knight
|
22
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southern escape route.
|
|
Thief Leader
|
Brigand
|
22
|
1
|
Steel Axe • Iron Shield Axe Prowess Lv 1 • HP +5 • Strength +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the northeast escape route.
|
|
Thief Leader
|
Dark Mage
|
22
|
1
|
Banshee Θ • Iron Shield • Miasma Δ Miasma Δ • Reason Lv 1 • HP +5 • Magic +2 • Defense +2 Thieves Lv 3: Disturbance
|
• Immobile; stands on a stronghold. • Defeat closes the southeast escape route.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
- All units that begin to move when one of the Thief Leaders is defeated will retreat when at low HP after that boss is defeated; they will move to the escape route that Thief Leader was responsible for and ignore combat.
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.
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
D
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
D
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
D
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
C
|
E
|
E
|
E
|
E
|
E
|
|
|
|
|
|
|
|
Skill Levels
|
|
|
|
|
|
|
|
|
|
|
|
E
|
E
|
E
|
E
|
E
|
C
|
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 get rewards for every thief you defeat, so make sure to kill every last one of them. Your first objective is to capture the four strongholds so that the thieves with all the yummy loot can't escape. The northern strongholds are poorly defended and should buckle to one or two decent units, but the southern ones are more fortified and will require a concentrated push. Once any of the bosses are downed, the surrounding enemies will begin attacking. Once they are reduced to low HP, they will begin retreating to an escape route; counterintuitively, they will only retreat to the point their respective boss was responsible for, but will only begin retreating after that boss was defeated. Once you've wiped out all four strongholds, it shouldn't be too much trouble to clean up the remaining thieves in the center. The thieves with the loot will all run away like chickens with their heads cut off - surround them and take them down.
Trivia
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
The Forgotten
|
--
|
Spanish
|
Los olvidados
|
The forgoten
|
French
|
Ceux qui ont tout perdu
|
Those who lost everything
|
German
|
Die Vergessenen
|
The Forgotten
|
Italian
|
I dimenticati
|
The forgotten
|
Korean
|
가지지 못한 자
|
Those who don't have
|
Simplified Chinese
|
不被眷顾的人们
|
Those who are uncared for
|
Traditional Chinese
|
不被眷顧的人們
|
Those who are uncared for
|
|
Gallery
Entering the area outlined in red will trigger the Thieves's movement.
References