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Sword and Shield of Seiros

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...

Relevant Units and Availability

Alois and Shamir must both be alive. At least one of Alois and Shamir must be recruited. Byleth, Alois, and Shamir are force deployed on this map.

This paralogue is available from Chapter 7 to Chapter 11.

Conditions

Victory ConditionDefeat Condition
Defeat the enemy commander.Edelgard/Dimitri/Claude/Byleth/Alois/Shamir die, or the player's army is routed.

Map Overview

PlayerEnemyNPC
1031+∞0

Reinforcements

  • For 3 turns in a row then skipping 1 turn: 2 Thieves spawn from the northern ship.
  • Every odd numbered turn: 1 Assassin spawns from the right of the enemy commander (Maddening only).
  • Every third turn starting from turn 3: 1 Wyvern Rider spawns from the right of the enemy commander (Hard/Maddening only).

Rewards

RewardSource
ConcoctionSteal from the enemy Pirate Commander
BullionAutomatically at the end of the paralogue if enemies remained in the defended area for a total of 4 or more turns
Large BullionAutomatically at the end of the paralogue if enemies remained in the defended area for a total of less than 4 turns
Seraph RobeAutomatically at the end of the paralogue if enemies remained in the defended area for a total of less than 4 turns
(Battalion) Holy Knights of SeirosAutomatically at the end of the paralogue if Alois is recruited
(Battalion) Seiros ArchersAutomatically at the end of the paralogue if Shamir is recruited

Notes

  • The Wyvern Rider reinforcements on Hard/Maddening will prioritize on reaching the inside of the town.
  • The enemy commander does not move until 3 turns after the top right enemy Brigand on the Heal Tile is defeated.
  • Shamir with Hunter's Volley will easily defeat any Wyvern Riders that breach the town walls.
  • It's almost impossible to stop at least a few enemies from entering the town, but you don't lose any rewards unless they stay in the town for 4 or more turns.
Three HousesThree Houses