Fire Emblem: Three Houses Playthrough 38 (Blue Lions): Sword and Shield of Seiros

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Fire Emblem: Three Houses
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It is time for yet another paralogue, and even though it was available since Chapter 7, it wasn't till now that Alois could be recruited. This is Shamir and Alois's paralogue, and it takes place at the Aquatic Capital of Deirdru, which is located in the Leicester Alliance, and our objective is to stop any bandits from invading the Aquatic Capital.

As for the rest of the description, I recommend watching the full video before reading past this point of the description

This paralogue is Sword and Shield of Seiros, and it was available since Chapter 7, but we couldn't recruit Alois until Chapter 11. In this paralogue, some pirates are attacking the Alliance Capital, and the requirements are to prevent any pirates from entering the town, and there are some Wyvern Riders, which can get into the town without any difficulty, so it is recommended having a bow user on your team, and Shamir joins as a Sniper, so she shouldn't have any problems dealing with the Wyvern Riders, but having some backup can help. If you are playing on the Golden Deer route, Claude has some unique dialogue if he is used in that paralogue, as this does take place at the Alliance Capital.
There will be some reinforcements that appear, two Thieves and a Wyvern Rider, and they will appear continuously unless you defeat the Pirate Captain, and if any pirates are in the town for 5 turns, you will fail. The Pirate Captain has a Short Axe, so he can attack from a range, and he does have good Strength and Speed stats, as I have higher levelled units, it does make it a bit easier. For items, you can steal a Concoction from the Pirate Captain, and depending on how long you defended the town, if it was defended for at least 4 turns, you get a Bullion, but if you defended it for less than 4 turns, you get a Large Bullion and a Seraph Robe, which increases maximum HP by 5, it was previously known as the Angelic Robe in previous Fire Emblem games.
You also get some Battalions for completing this paralogue, if Shamir was recruited, you get Seiros Archers, which give boosts to Strength, Charm, Hit, and Avoid, and requires a D Rank in Authority to equip them, this Battalion has Fusillade, which is effective against Flying units.
The other Battalion is Holy Knights of Seiros, and you need to have Alois recruited to get that Battalion, it provides a boost to Strength, Protection, Resilience, and Charm, and a decrease in Magic, so it is a good Battalion for Alois, as he does not have any good Magic spells, it requires a B Rank in Authority, and the Gambit is Assault Troop.
As there is not much else to go over, I could in the description go over Master Class, you need a Master Seal to unlock them and at Level 30.
The first one is Falcon Knight, which requires Lance, Sword, and Flying, and is exclusive to female units. For skills, it has Lancefaire, Avoid +10, and Canto, and mastering that class unlocks Defiant Avoid, which gives Avoid +30 if unit's HP is below 25%.
Next is Wyvern Lord, considered the best class in the game, it requires Axe, Lance, and Flying, and it has Canto, Axefaire, and Avoid +10, and mastering that class unlocks Defiant Critical, which gives Critical +50 if unit's HP is below 25%.
Then we have Mortal Savant, unfortunately the worst class in the game despite how cool it looks, it requires Sword and Reason, and has Swordfaire and Black Tomefaire, and mastering it unlocks Warding Blow, which gives Res +6 when unit initiates combat.
Great Knight requires Axe, Heavy Armor, and Riding, and it is an unusual combo, but it is a defensive class that has Canto, Axefaire, and Lancefaire, and mastering it unlocks Defiant Defense, which gives +3 Defense is unit's HP is below 50%.
Bow Knight requires Bow, Lance, and Riding, and it is an alternative class for Bow units, it has Bowrange +2, Bowfaire, and Canto, and mastering it unlocks Defiant Speed, which gives +3 Speed is unit's HP is below 50%.
Dark Knight requires Reason, Lance, and Riding, and it has Canto, Black Tomefaire, and Dark Tomefaire, so it can be a good class for units that use dark magic, like Hubert. Mastering that class unlocks Seal Resistance, which reduces the enemy's Defense by 6 after combat.
Holy Knight is the white magic variant of Dark Knight, specializing in Faith, Lance, and Riding, and has White Tomefaire and Terrain Resistance, mastering that class unlocks Defiant Resistance, which gives +3 Res if unit's HP is below 50%.
Next is War Master, a male exclusive class that specializes in Axe and Brawl, and it has Axefaire, Fistfaire, and Critical +20, and mastering it unlocks Quick Riposte, which allows the unit to automatically make a follow up attack if HP is above 50%, and the Combat Art called War Master's Strike, effective against all foes.
Last is Gremory, it requires Reason and Faith, and is a female only class, it has Black Magic Uses x2, Dark Magic Uses x2, and White Magic Uses x2, and mastering it unlocks Defiant Magic, which gives +8 Magic if unit's HP is below 25%.







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