Sword and Shield of Seiros
|“||Of course not! We knights serve as the sword and shield of Saint Seiros herself. We pride ourselves on our integrity! We reject all rewards that are not perfectly legitimate!||”|
Sword and Shield of Seiros (Japanese: 剣であり盾たる騎士団 Knights Who Are Swords and Shields) 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 Shamir or Alois, and neither one must have fallen in battle previously. In this chapter, pirates attack the Alliance capital of Derdriu, and Shamir and Alois are deployed to stop them.
- Main article: Sword and Shield of Seiros/Script
Byleth interrupts a discussion between Shamir and Alois. The two explain that pirates are attacking the Alliance capital of Derdriu and the Eastern Church has requested aid from the Knights of Seiros since they don't maintain a standing army. As the Knights don't have personnel to spare, Alois ropes Byleth and their students into helping out.
When the group reaches Derdriu, they find that the pirates are attempting to masquerade as the Almyran navy. The Knights and students wipe out the pirates and kill their leader, forcing them to retreat. Afterwards, Alois and Shamir thank Byleth for their aid and tell them to keep the reward.
The Alliance has requested aid from the monastery, but the Knights of Seiros are low on personnel. Alois and Shamir decide that the students will have to suffice...
Normal Hard Maddening
Black Eagles Blue Lions Golden Deer
- Other characters may be available if the paralogue is attempted later.
This paralogue only requires Shamir or Alois to be in Byleth's party. If one of them is not a member of their party, they will be temporarily controllable for this map with the following stats.
Shamir, Normal/Hard Shamir, Maddening Alois, Normal/Hard Alois, Maddening
- Note: The following enemies' levels are those assuming the player plays this chapter during Chapter 9. On Maddening, their levels are 1 higher starting from Chapter 10.
Normal Hard Maddening
- On Maddening, all reinforcements can act the turn they appear.
- For the first three turns of four-turn cycles starting turn 1, continuing until one turn after the northernmost Brigand or the Brigand/Warrior on the northern ship
- On Maddening, every other turn, starting turn 1
- 1 Assassin from east of the boss (Maddening only)
- On Hard and Maddening, every third turn
- 1 Wyvern Rider from east of the boss
- 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.
Normal Hard Maddening
Maddening strategy (can be completed on a normal play through without needing New Game+):
Recommended abilities: Warp (Lysithea, Lindhardt, Manuela, Hapi), Stride gambit, Restore
Northernmost group: Byleth (default), Alois (default), one tank or cavalry unit, one long-range mage (Hapi as a Valkyrie, Lysithea or Lorenz with the Thyrsus staff, Linhardt or Flayn with Caduceus Staff); Central group: Shamir (default), sniper or a Bow Knight-like unit (Leonie as a Paladin works), one mage with long-range healing; Southernmost group: two units that can use bows (Snipers, Assassins) and one unit that has a good AoE gambit
This map can drive you insane if you don’t follow the stated objective: Defeat the enemy commander. This will be one of the few instances where instead of trying to get as much experience as possible by killing all the enemies, save your sanity and just kill the boss. It’s recommended to not attempt this battle until late in Part One to have high enough speed and strength to finish off enemies in one or two hits and high enough defense and HP to take a hit or two.
Start the map by having Byleth use an AoE gambit to immobilize the Assassin and Thief in a straight line. Follow this up by having a Canto unit use a gambit that is four spaces deep (Jeralt’s Mercenaries, Empire Cavalry, etc.) to hit the two thieves and archer in a straight line then move the unit away from the nearest thief. Have Alois finish off one of the thieves and have the long-range mage finish off the the assassin if still alive or the immobilized thief.
Move Shamir and the other archer in the central group to the south to back up the southernmost group and prepare for Wyvern Riders that will approach the town. Have the southernmost group finish off the two brigands and archer or use a gambit to immobilize them (Bernadetta with Encloser also works well also).
Two thieves and an assassin will appear as reinforcements in the central boat during round two. The two Wyvern Riders to the south will fly towards the town and annoyingly, one usually is out of over water far out of reach with normal attacks. An archer with an Accuracy Ring and Deadeye (and a little luck) will take care of the hard to reach one. Any other archer can finish off the second Wyvern Rider. This group should remain in and near the town after this point to take care of any more Wyvern Riders that reach the town (do not approach the fighters in the southernmost boat, they will not move so long as you’re not in their movement range).
Back to the northernmost group, have your Canto unit finish off the thief on the bridge with depleted health and use Alois to kill the archer. Have your mage kill the thief blocking the bridge to the first boat. Move Byleth within the range of the Warrior, Assassin, and Brawler on the boat to move these characters closer. If you are concerned with surviving their attacks, Impregnable Wall can work or a combo of abilities like Faith, White Magic Avoid, Vantage, and Nosferatu with an Evasion Ring also works. The Warrior may use a gambit, if so, make sure your Restore unit is nearby to cure your status on the next turn.
It’s possible to finish the boss off on turn three depending on whether you have a Warp character. If the Warp character is nearby a character with good strength, can attack twice, etc. you may be able to Warp them nearby the boss and finish the boss off. If you don’t have Warp, the character is too far away, etc. use your northernmost group to eliminate more enemies on the first boat to clear a path to the boss. Meanwhile, your southernmost group should be preparing for the approaching Wyvern Riders.
By turn four, your northernmost group should have eliminated enough enemies and be on or close to the first boat to eliminate any remaining enemies blocking your path to the boss. The boss is a pushover and should easily be killed by a strong character.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|
|English||Sword and Shield of Seiros||--|
|Japanese||剣であり盾たる騎士団||Knights Who Are Swords and Shields|
|Spanish||Espada y escudo de Seiros||Sword and shield of Seiros|
|French||Protéger au nom de Seiros||To protect on behalf of Seiros|
|German||Seiros' Schwert und Schild||Seiros' Sword and Shield|
|Italian||La spada e lo scudo di Seiros||The sword and the shield of Seiros|
|Korean||검이자 방패인 기사단||Knights who serve as swords and shields|
|Simplified Chinese||赛罗司的剑与盾||Seiros' sword and shield|
|Traditional Chinese||賽羅司的劍與盾||Seiros' sword and shield|
|Sword and Shield of Seiros|