The Sleeping Sand Legend
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The Sleeping Sand Legend (Japanese: 砂に眠る神話 Legends Dormant in Sand) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 17 to Chapter 22 of the Verdant Wind route. In this chapter, Claude investigates Saint Macuil, one of the Four Saints who fought alongside Seiros against Nemesis in ancient times.
Plot
- Main article:
The Sleeping Sand Legend/Script
Byleth finds Claude in the library reading the Church of Seiros-sanctioned version of the biography of the Four Saints. He explains that Saint Macuil was an accomplished blacksmith who created powerful weapons used by Seiros and the 10 Elites; accounts conflict as to his final fate, with some claiming he died in the Battle of Tailtean and others claiming he left Fódlan for a sea to the east. Claude speculates that if the latter story is true, then Macuil may have ended up in the Sreng region, where ruins worshiping a sacred beast that came from the sea are located. He asks Byleth to accompany him to Sreng in the hopes of finding sacred weapons.
When the Leicester forces reach Sreng, an enormous sentient Demonic Beast known as the Wind Caller challenges them to defeat it to claim the treasure. Byleth and Claude engage in a three-way battle with the Wind Caller and a small group of grave robbers and emerge victorious, and the Wind Caller falls into a deep slumber. Claude finds the Sword of Begalta and claims it as his prize, but laments that they couldn't find more knowledge about Saint Macuil. Byleth theorizes that the Wind Caller may have been Macuil himself, leading Claude to wonder if it is connected to the Immaculate One.
Beginning log
Interested in learning more about the legend of Macuil, one of the Four Saints, Claude ventures out across the territory of Margrave Edmund to the Sreng Region.
Chapter data
Normal Hard Maddening
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Victory: Defeat the Wind Caller | Player | Enemy | Third | |||
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Defeat: Byleth dies* or Claude dies | 2–12 | 19 | 5 | |||
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Map dimensions: 25 columns by 25 rows | ||||||
Character data
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New units
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Required characters
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Available characters
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Item data
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Enemy data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 17, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 18, at which point the enemies gain two levels.
Normal Hard Maddening
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Reinforcements
- After (Hard)/Upon (Maddening) attacking the Wind Caller (Hard/Maddening only)
- 2 (Hard)/4 (Maddening) Wyvern Lords; one (Hard)/two (Maddening) from the northern and western borders of the map each. Will spawn every turn unless no units move within range and therefore do not cause them to leave their starting tiles.
- Note: On Maddening, these reinforcements will not act on the turn they appear, unless there is a unit within their range.
- 2 (Hard)/4 (Maddening) Wyvern Lords; one (Hard)/two (Maddening) from the northern and western borders of the map each. Will spawn every turn unless no units move within range and therefore do not cause them to leave their starting tiles.
Third army data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 17, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 18, at which point the enemies gain two levels.
Normal Hard Maddening
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Boss data
- Main article:
The Wind Caller - On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 17, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 18, at which point this boss gains two levels.
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
There are several enemies with stat boosters floating around, so you might want to bring a Thief along. Also, since this is a desert, you should probably lean towards fliers and mages. Immediately attack the nearby Giant Crawler while sending some fliers east and south to kill the Assassins and get their loot. They don't do very well against the enemy Wyvern Lords gunning for them, so you'd better hurry. There are tracks of ordinary plains along the outside of the map that allow your cavalry to efficiently move about. Once the Assassins are dead, one way or the other, make your way to the center of the map to fight the Wind Caller.
The Wind Caller is a giant monster who takes 15% damage from all of your attacks while his barrier is up. Overwhelm him with as many powerful long-range gambits as you can, press him hard on his weak spots, and kill him as fast as possible. In particular, Ashes and Dust from Claude's special battalion, the Immortal Corps, is very effective at inflicting an armor break on the Wind Caller. It has two uses and its area of effect can cover every space the Wind Caller occupies, so using it twice in one turn by having a Dancer refresh Claude will allow you to safely break the Wind Caller's armor in just one turn. After that, overwhelm him with all the force you have.
Trivia
- This is the only mission in the game that uses the Sreng Desert as a battle location.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Sleeping Sand Legend |
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Japanese |
砂に眠る神話 |
Legends Dormant in Sand |
Spanish |
Leyenda en la arena |
Legend in the sand |
French |
Le mythe enfoui dans le sable |
The myth buried in the sand |
German |
Die Legende im Sand |
The Legend in the Sand |
Italian |
La leggenda delle sabbie |
The legend of the sands |
Korean |
모래 속에 잠든 신화 |
Legend sleeping in sand |
Simplified Chinese |
沉睡于沙砾的神话 |
Legend sleeping in sand |
Traditional Chinese |
沉睡於沙礫的神話 |
Legend sleeping in sand |
Gallery
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References
The Sleeping Sand Legend |
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