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Sword and Shield of Seiros

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Sword and Shield of Seiros


Location

Derdriu

Boss(es)

Pirate Captain

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!
— Alois

Sword and Shield of Seiros (Japanese:剣であり盾たる騎士団Knights Who Are Swords and Shields) is aparalogue chapter inFire Emblem: Three Houses. It is available fromChapter 7 toChapter 11. In order to attempt this paralogue, the player must have recruitedShamir orAlois, and neither one must have fallen in battle previously. In this chapter, pirates attack theAlliance capital of Derdriu, and Shamir and Alois are deployed to stop them.

Plot

Main article:Sword and Shield of Seiros/Script

Byleth interrupts a discussion betweenShamir andAlois. The two explain that pirates are attacking the Alliance capital of Derdriu and the Eastern Church has requested aid from theKnights 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.

Beginning log

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...

Chapter data

NormalHardMaddening

Chapter Data
Conditions
Unit Data
Victory: Defeat the bossBrigandPlayerPartnerOtherEnemyThird
Defeat:Byleth orEdelgardBlack Eagles/DimitriBlue Lions/ClaudeGolden Deer dies*,Shamir orAlois dies, or the enemy remains in the defended zone for five turns3–10{{{partner}}}{{{other}}}22+∞{{{third}}}
Map dimensions:
30 columns by 30 rows
Chapter Data
Conditions
Unit Data
Victory: Defeat the bossBrigandPlayerPartnerOtherEnemyThird
Defeat:Byleth orEdelgardBlack Eagles/DimitriBlue Lions/ClaudeGolden Deer dies*,Shamir orAlois dies, or the enemy remains in the defended zone for five turns3–10{{{partner}}}{{{other}}}27+∞{{{third}}}
Map dimensions:
30 columns by 30 rows
Chapter Data
Conditions
Unit Data
Victory: Defeat the bossBrigandPlayerPartnerOtherEnemyThird
Defeat:Byleth orEdelgardBlack Eagles/DimitriBlue Lions/ClaudeGolden Deer dies*,Shamir orAlois dies, or the enemy remains in the defended zone for five turns3–10{{{partner}}}{{{other}}}31+∞{{{third}}}
Map dimensions:
30 columns by 30 rows

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Character data

Black EaglesBlack EaglesBlue LionsBlue LionsGolden DeerGolden Deer

Characters
New units

None

Forcibly deployed characters
Byleth m ​Shamir ​Alois ​
Available characters
Edelgard ​Hubert ​Ferdinand ​Linhardt ​Caspar ​Bernadetta ​Dorothea ​Petra ​Felix ​Ashe ​Sylvain ​Mercedes ​Annette ​Ingrid ​Lorenz ​Raphael ​Ignatz ​Lysithea ​Marianne ​Leonie ​Constance 02 ​Balthus ​Hapi ​Yuri ​Anna ​Flayn ​
Characters
New units

None

Forcibly deployed characters
Byleth m ​Shamir ​Alois ​
Available characters
Dimitri ​Dedue ​Felix ​Ashe ​Sylvain ​Mercedes ​Annette ​Ingrid ​Ferdinand ​Linhardt ​Caspar ​Bernadetta ​Dorothea ​Petra ​Lorenz ​Raphael ​Ignatz ​Lysithea ​Marianne ​Hilda ​Leonie ​Constance 02 ​Balthus ​Hapi ​Yuri ​Anna ​Catherine ​Cyril ​Flayn ​
Characters
New units

None

Forcibly deployed characters
Byleth m ​Shamir ​Alois ​
Available characters
Claude ​Lorenz ​Raphael ​Ignatz ​Lysithea ​Marianne ​Hilda ​Leonie ​Ferdinand ​Linhardt ​Caspar ​Bernadetta ​Dorothea ​Petra ​Felix ​Ashe ​Sylvain ​Mercedes ​Annette ​Ingrid ​Constance 02 ​Balthus ​Hapi ​Yuri ​Anna ​Catherine ​Cyril ​Flayn ​

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Other characters may be available if the paralogue is attempted later.

This paralogue only requires Shamiror 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.

On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 8, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 9 and later, at which point these units gain a level.

Shamir, Normal/HardShamir, MaddeningAlois, Normal/HardAlois, Maddening

Sniper
Level15/16
Movement5
Crest--
Stats
Max HP36Luck19
Strength18Defense12
Magic8Resistance8
Dexterity25Charm11+1
Speed14
InventoryAbilities
Steel BowSurvival Instinct
Bowfaire
Bowrange +1
Combat artsSpellsBattalion
----Seiros Mercenaries Lv 3
Onslaught
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EEEAEEEEEEE
Sniper
Level23
Movement5
Crest--
Stats
Max HP44Luck26
Strength24Defense17
Magic12Resistance9
Dexterity34Charm17+1
Speed18
InventoryAbilities
Silver BowSurvival Instinct
Bowfaire
Bowrange +1
Combat artsSpellsBattalion
----Seiros Mercenaries Lv 3
Onslaught
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EEEAEEEEEEE
Warrior
Level15/16
Movement5
Crest--
Stats
Max HP45Luck11
Strength23Defense15
Magic8Resistance8
Dexterity12Charm14+5
Speed15
InventoryAbilities
Steel AxeCompassion
Axefaire
Axe Crit +10
Combat artsSpellsBattalion
----Knights of Seiros Lv 3
Blaze
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EEAEEEECEEE
Warrior
Level22~23
Movement5
Crest--
Stats
Max HP54~55Luck15~16
Strength31~32Defense19
Magic11~12Resistance9~10
Dexterity16Charm20+5
Speed19
InventoryAbilities
Steel Axe*
Silver Axe*
Compassion
Axefaire
Axe Crit +10
Combat artsSpellsBattalion
----Knights of Seiros Lv 3
Blaze
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EEAEEEECEEE

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Item data

Items
NameObtainment Method
ConcoctionSteal from the Pirate Captain
BullionAutomatically at the end of the chapter if enemies remained in the defended area for 4 turns
Large BullionAutomatically at the end of the chapter if enemies remained in the defended area less than 4 turns
Seraph RobeAutomatically at the end of the chapter if enemies remained in the defended area less than 4 turns
Holy Knights of SeirosAutomatically at the end of the chapter if Alois is a party member
Seiros ArchersAutomatically at the end of the chapter if Shamir is a party member

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 paralogue 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.

NormalHardMaddening

Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
Pirate CaptainBrigand151331567128959+15Short AxeConcoction
Pirates Lv 3:Disturbance
Immobile until three turns after the northernmostBrigand is defeated.
PirateThief131301081314872115Steel Sword
StealLocktouch
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateThief13130108131487211+15Steel Sword
StealLocktouch
Pirates Lv 3:Disturbance
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateBrigand1323313871087211+15Steel Axe
Pirates Lv 3:Disturbance
• The northern one starts on aheal tile +.
• The one on the northern ship begins moving if the nearbyBrawler is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateBrigand13333138710872115Steel Axe
• The northern one begins moving to the southwest ship if any player unit ends their turn on it.
• The western two immediately begin moving unprovoked.
PirateArcher131271171071055105Steel Bow
Bowrange +1
Begins moving if the nearbyWyvern Rider is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher133281081010106211+15Steel Bow
Bowrange +1
Pirates Lv 3:Disturbance
• The eastern two begin moving if the respective adjacentBrawler is provoked, one turn after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The western one immediately begins moving unprovoked.
PirateArcher1312810810101062115Steel Bow
Bowrange +1
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateWyvern Rider13233218131710148117Iron Axe
CantoAxefaire
• The southern one immediately begins moving unprovoked.
• The eastern one begins moving if the nearbyArcher is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateBrawler137321071015871115Steel GauntletsUnarmed
Unarmed Combat
• The middle three begin moving to the southwest ship if any player unit ends their turn on it.
• The northern one begins moving if the nearbyBrigand is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
• The southeast one begins moving one turn after after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The middle-south two begin moving if the respective adjacentArcher is provoked, one turn after after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
Reinforcements
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
PirateThief13301081314872115Steel Sword
StealLocktouch
Begins moving to the southwest ship if any player unit ends their turn on it.
PirateThief1330108131487211+15Steel Sword
StealLocktouch
Pirates Lv 3:Disturbance
Begins moving to the southwest ship if any player unit ends their turn on it.
Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
Pirate CaptainBrigand16135176915911611+15Short AxeConcoction
Axe Prowess Lv 2
Pirates Lv 3:Disturbance
Immobile until three turns after the northernmostBrigand is defeated.
PirateThief14332121013169103135Steel Sword
StealLocktouchSword Prowess Lv 2
Immediately begins moving unprovoked; begin moving to the southwest ship if any player unit ends their turn on it.
PirateThief1413212101316910313+15Steel Sword
StealLocktouchSword Prowess Lv 2
Pirates Lv 3:Disturbance
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateBrigand142351510913910213+15Steel Axe
Axe Prowess Lv 3
Pirates Lv 3:Disturbance
• The northern one starts on aheal tile +.
• The one on the northern ship begins moving if the nearbyBrawler is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateBrigand1433515109139102135Steel Axe
Axe Prowess Lv 2
• The northern one begins moving to the southwest ship if any player unit ends their turn on it.
• The western two immediately begin moving unprovoked.
PirateArcher141301391291276125Steel Bow
Bowrange +1Bow Prowess Lv 2
Immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher14231121012131283135Steel Bow
Bowrange +1Bow Prowess Lv 2
• The easternmost one begins moving if a nearbyWyvern Rider is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
• The center-most one begins moving if a nearbyBrawler is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher1433112101213128313+15Steel Bow
Bowrange +1Bow Prowess Lv 1
Pirates Lv 3:Disturbance
• The southern two begin moving if the respective adjacentBrawler is provoked, one turn after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The western one immediately begins moving unprovoked.
PirateWyvern Rider14435219131710158137Iron Axe
CantoAxefaireAxe Prowess Lv 3
• The southern two immediately begin moving unprovoked.
• The eastern two begin moving if the nearbyArcher is provoked; begin to the southwest ship if any player unit ends their turn on it.
PirateBrawler1473412912179101135Steel GauntletsUnarmed
Unarmed CombatBrawling Prowess Lv 2
• The mid-east one begins moving to the southwest ship if any player unit ends their turn on it.
• The center-east two begin moving if they or the nearbyArcher is provoked; begin moving to the southwest ship if any player unit ends their turn on it.
• The northern one begins moving if the nearbyBrigand is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
• The southeast one begins moving one turn after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
• The middle-south two begin moving if the respective adjacentArcher is provoked, one turn after eitherBrigand with a battalion is defeated, or one turn after any player unit ends their turn on the northern ship.
Reinforcements
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
PirateThief1432121013169103135Steel Sword
StealLocktouchSword Prowess Lv 2
Begins moving to the southwest ship if any player unit ends their turn on it.
PirateThief143212101316910313+15Steel Sword
StealLocktouchSword Prowess Lv 2
Pirates Lv 3:Disturbance
Begins moving to the southwest ship if any player unit ends their turn on it.
PirateWyvern Rider1435219131710158137Iron Axe
CantoAxefaireAxe Prowess Lv 3
Prioritizes reaching the defended area.
Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
Pirate CaptainBrigand22~23142249~10152113~14179~1017+15Short AxeConcoction
Axe Prowess Lv 4Lancebreaker+
Pirates Lv 3:Disturbance
Immobile until three turns after the northernmostBrigand is defeated.
PirateThief20~21337~3817~181517~1823~241415718~195Steel Sword
StealLocktouchSword Prowess Lv 4Pass
Immediately begins moving unprovoked; begin moving to the southwest ship if any player unit ends their turn on it.
PirateBrigand20~21141~4221~22151418~191415518~19+15Steel Axe
Axe Prowess Lv 4Lancebreaker+
Pirates Lv 3:Disturbance
Starts on aheal tile +.
PirateBrigand20~21341~4221~22151418~191415518~195Steel Axe
Axe Prowess Lv 4Lancebreaker+
• The western two immediately begin moving unprovoked.
• The northern one begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher20~2113518~191417~181417~18121017~185Steel Bow
Bowrange +1Bow Prowess Lv 4Poison Strike
Begins moving if a nearbyWyvern Rider is provoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher20~2123617~181517~1818~1917~1813718~195Steel Bow
Bowrange +1Bow Prowess Lv 4Poison Strike
• The center-most one begins moving if a nearbyBrawler is provoked; begins moving to the southwest ship if any plat unit ends their turn on it.
• The northern one immediately begins moving unprovoked; begins moving to the southwest ship if any player unit ends their turn on it.
PirateArcher20~2113617~181517~1818~1917~1813718~19+15Steel Bow
Bowrange +1Bow Prowess Lv 4Poison Strike
PiratesDisturbance
Immediately begins moving unprovoked.
PirateWyvern Rider20~21442~4322~23141521~221418~19818~197Iron Axe
CantoAxefaireAxe Prowess Lv 5Lancebreaker+Weight -3
• The southern two immediately begin moving unprovoked.
• The eastern two begin moving if the nearbyArcher is provoked; begin moving to the southwest ship if any player unit ends their turn on it.
PirateBrawler20~21740~4117~181317~1824~251415418~195Steel GauntletsUnarmed
Unarmed CombatBrawling Prowess Lv 4Tomebreaker
• The mid-east one begins moving to the southwest ship if any player unit ends their turn on it.
• The center-east two begin moving if they or the nearbyArcher are provoked; begin moving to the southwest ship if any player unit ends their turn on it.
• The northern one begins moving to the southwest ship if any player unit ends their turn on it.
• The southeast one begins moving if the northernmostBrigand is defeated.
• The center-south two begin moving if the respective adjacentSniper is provoked, or one turn after the northernmostBrigand is defeated.
PirateWarrior20~21546~4723~24151419~201517~18818~19+15Steel Axe
AxefaireAxe Crit +10Axe Prowess Lv 5Lancebreaker+Wrath
Pirates Lv 3:Disturbance
• The northern two begin moving if either is provoked.
• The southern two begin moving if either is provoked.
PirateAssassin20~21139~4018~191520~2129~301516~17817~18+16Steel Sword
SwordfaireLocktouchStealthSword Prowess Lv 5PassPoison
Pirates Lv 3:Disturbance
Immediately begins moving unprovoked.
PirateSniper20~21239~4018~191524~2518~191716~17818~19+15Steel Bow
BowfaireBowrange +1Bow Prowess Lv 5Poison StrikeVantage
Pirates Lv 3:Disturbance
Begins moving if the adjacentBrawler is provoked.
Reinforcements
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckConMovInventory and Skills
PirateThief20~2137~3817~181517~1823~241415718~195Steel Sword
StealLocktouchSword Prowess Lv 4Pass
Begins moving to the southwest ship if any player unit ends their turn on it.
PirateThief20~2137~3817~181517~1823~241415718~19+15Steel Sword
StealLocktouchSword Prowess Lv 4Pass
Pirates Lv 3:Disturbance
Begins moving to the southwest ship if any player unit ends their turn on it.
PirateAssassin20~2139~4018~191520~2129~301516~17817~186Steel Sword
SwordfaireLocktouchStealthSword Prowess Lv 5PassPoison
--
PirateWyvern Rider20~2142~4322~23141521~221418~19818~197Iron Axe
CantoAxefaireAxe Prowess Lv 5Lancebreaker+Weight -3
Prioritizes reaching the defended area.

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Reinforcements

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 northernmostBrigand or the Brigand/Warrior on the northern ship is defeated
  • On Maddening, every other turn, starting turn 1
    • 1Assassin from east of the boss(Maddening only)
  • On Hard and Maddening, every third turn

Boss 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 paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 8 and later, at which point this boss gains a level.
Pirate Captain

NormalHardMaddening

Brigand
Level15
Movement5
Crest--
Stats
Max HP33Luck8
Strength15Defense9
Magic6Resistance5
Dexterity7Charm9+1
Speed12
InventoryAbilities
Short Axe
Concoction
--
Combat artsSpellsBattalion
----Pirates Lv 3
Disturbance
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EECEEEEEEEE
Brigand
Level16
Movement5
Crest--
Stats
Max HP35Luck9
Strength17Defense11
Magic6Resistance6
Dexterity9Charm11+1
Speed15
InventoryAbilities
Short Axe
Concoction
Axe Prowess Lv 2
Combat artsSpellsBattalion
----Pirates Lv 3
Disturbance
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EECEEEEEEEE
Brigand
Level22~23
Movement5
Crest--
Stats
Max HP42Luck13~14
Strength24Defense17
Magic9~10Resistance9~10
Dexterity15Charm17+1
Speed21
InventoryAbilities
Short Axe
Concoction
Axe Prowess Lv 4
Lancebreaker+
Combat artsSpellsBattalion
----Pirates Lv 3
Disturbance
Skill Levels
SwordsLancesAxesBowsBrawlingReasonFaithAuthorityHeavy ArmorRidingFlyingClass mastery
EECEEEEEEEE

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Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Maddening strategy (can be completed on a normal play through without needing New Game+):

Recommended abilities: Warp (Lysithea, Linhardt, Manuela, Hapi), Stride gambit, Restore

Recommended personnel:

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 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
LanguageNameDefinition, 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

Gallery

  • The area outlined in red is the southwest ship, the area outlined in yellow is the northern ship, entering either triggers enemy movement.
    The area outlined in red is the southwest ship, the area outlined in yellow is the northern ship, entering either triggers enemy movement.

References

Sword and Shield of Seiros
Fire Emblem: Three Houses
Playable charactersBlack EaglesBernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue LionsAnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden DeerClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
OtherAloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLCBalthusConstanceHapiYuri
Non-playable charactersAbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
BossesAcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background charactersCount BergliezMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTianaCount Varley
Legendary and personal weaponsAegis 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
ChaptersPart I
White Clouds
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 WarBlack Eagles, if Byleth sides against EdelgardBlue LionsGolden Deer /Outset of a Power StruggleBlack Eagles, if Byleth sides with Edelgard
Part IISilver Snow
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
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
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
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
ParaloguesParaloguesPart IBlack Market SchemeDLCA Cursed RelicDLCDeath TollDividing the WorldBlack Eagles, if Byleth sides against EdelgardBlue LionsGolden DeerFalling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLCBlue LionsGolden DeerSword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the WeakBlue Lions
Part IIDarkness Beneath the EarthCrimson FlowerDividing the WorldSilver SnowAzure MoonVerdant WindEternal GuardianSilver SnowAzure MoonVerdant WindThe Face BeneathSilver SnowAzure MoonVerdant WindForeign Land and SkyForgotten HeroInsurmountableCrimson FlowerLegend of the LakeRetributionSilver SnowAzure MoonVerdant WindThe Secret MerchantDLCCrimson FlowerThe Silver MaidenAzure MoonThe Sleeping Sand LegendVerdant WindWeathervanes of FódlanAzure Moon
Cindered Shadows
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
LocationsFódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) •LeicesterOghma MountainsShambhalaAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) •Blue LionsCalendarChildren of the GoddessChurch of Seiros (Knights of Seiros) •Crests (Crest Stone) •Divine PulseFour ApostlesFour SaintsGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
ListsAbilitiesChaptersCharactersClasses (Class change) •Hidden treasureItems (Monastery items) •QuestsScriptsSupportsWeapons
Related topicsClass masteryDocumentsDownloadable contentMovie GalleryMusic LibraryMinor charactersName chart • Other games (Warriors: Three Hopes) •Pre-release information (Unused content) •Timeline