Foreign Land and Sky
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Foreign Land and Sky (Japanese: 異境の空と地と Sky and Earth of a Foreign Land) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 15 to Chapter 17 /Chapter 18 /Chapter 18 . This page covers the paralogue during the Silver Snow, Azure Moon, and Verdant Wind routes.
Map data
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Victory: Rout the enemy*
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, Petra or Bernadetta dies, or an enemy commander reaches the target destination
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3–11
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{{{partner}}}
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0+3
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20+12
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{{{third}}}
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Map dimensions: 21 columns by 21 rows
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Victory: Rout the enemy*
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, Petra or Bernadetta dies, or an enemy commander reaches the target destination
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3–11
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{{{partner}}}
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0+3
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25+15
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{{{third}}}
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Map dimensions: 21 columns by 21 rows
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Victory: Rout the enemy*
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, Petra or Bernadetta dies, or an enemy commander reaches the target destination
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3–11
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{{{partner}}}
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0+3
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28+19
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{{{third}}}
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Map dimensions: 21 columns by 21 rows
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Character data
- Other characters may be available if the paralogue is attempted later.
Item data
Enemy data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point the enemies gain three levels.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
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Wlv
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Imperial Soldier
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Assassin
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35~38
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3
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47~49
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28~30
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21~23
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31~33
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42~45
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14~15
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25~27
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13~14
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22~24
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6
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Silver Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Pass • Poison
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• The lower-northern one begins moving if the nearby Hero with a battalion is provoked. • The southern one begins moving if the nearby Hero, Dark Bishop, or Fortress Knight is provoked.
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Imperial Soldier
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Hero
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35~38
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4
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57~59
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32~34
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21~23
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23~25
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34~37
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14~15
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26~28
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12
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24~25
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5
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Silver Sword Swordfaire • Vantage • Sword Prowess Lv 5 • Axebreaker+ • Desperation
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• The southwestern one begins moving if the nearby Assassin, Dark Bishop, or Fortress Knight is provoked. • The upper southeastern one begins moving if the nearby Fortress Knight or Sniper is provoked.
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Imperial Soldier
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Hero
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35~38
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1
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57~59
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32~34
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21~23
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23~25
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34~37
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14~15
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26~28
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12
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24~25+7
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5
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Silver Sword Swordfaire • Vantage • Sword Prowess Lv 5 • Axebreaker+ • Desperation Empire Raiders Lv 5: Absorption
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Begins moving if the nearest Assassin is provoked.
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Imperial Soldier
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Dark Bishop
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35~38
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2
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47~49
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22~24
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29~30+2
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23~25
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27~29
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13~14
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17~18
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26~28
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22~24
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength
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The northern one begins moving if the nearby Assassin, Hero, or Fortress Knight is provoked.
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Imperial Soldier
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Swordmaster
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35~38
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4
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52~54
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31~33
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21~23
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26~27
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41~44
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13~14
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26~28
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12
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24~25
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5
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Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
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--
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Imperial Soldier
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Fortress Knight
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35~38
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3
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59~61
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29~31
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21~23
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21~23
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11~12
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13~14
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35~37
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7
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24~25+5
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4
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Empire Pavise Co. Lv 5: Blaze
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• The southeastern one begins moving if the nearest Hero or Sniper is provoked. • The northwestern one begins moving if the nearby Assassin, Hero, or Dark Bishop is provoked.
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Imperial Soldier
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Fortress Knight
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35~38
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2
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59~61
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29~31
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21~23
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21~23
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11~12
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13~14
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35~37
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7
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24~25
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4
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Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def
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The southern one begins moving if the nearby Pegasus Knight, Dark Bishop, or Sniper is provoked.
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Imperial Soldier
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Sniper
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35~38
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2
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47~49
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28~30
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21~23
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37~39
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27~29
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16~17
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25~27
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13~14
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24~25
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5
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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--
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Imperial Soldier
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Bishop
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35~38
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1
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48~50
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22~24
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27~28
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22~24
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27~29
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17~18
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17~18
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28~30
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25~27
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4
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Abraxas • Physic White Magic Uses x2 • White Magic Heal +10 • Terrain Resistance • Faith Lv 5 • Renewal • Miracle
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--
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Imperial Soldier
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Swordmaster
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35~38
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1
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52~54
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31~33
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21~23
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26~27
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41~44
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13~14
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26~28
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12
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24~25+7
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5
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Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte Empire Raiders Lv 5: Absorption
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--
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Imperial Soldier
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Paladin
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35~38
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1
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53~55
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29~31
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21~23
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25~27
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26~28
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15~16
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27~29
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19~20
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24~25
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8
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Silver Lance Canto • Lancefaire • Terrain Resistance • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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--
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Imperial Soldier
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Pegasus Knight
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35~38
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1
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47~49
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27~29
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21~23
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24~26
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35~37
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13~14
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25~27
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25~26
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25~27
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7
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Silver Lance Canto • Lancefaire • Avo +10 • Lance Prowess Lv 5 • Swordbreaker+ • Weight -3
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Begins moving if the nearby Fortress Knight, Dark Bishop, or Sniper is provoked.
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Imperial Soldier
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Dark Bishop
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35~38
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1
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47~49
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22~24
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29~30+2
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23~25
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27~29
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13~14
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17~18
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26~28
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22~24+5
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength Empire Magic Users Lv 5: Resonant Flames
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Begins moving if the nearby Fortress Knight, Pegasus Knight, or Sniper is provoked.
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Imperial Soldier
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Sniper
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35~38
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2
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47~49
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28~30
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21~23
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37~39
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27~29
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16~17
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25~27
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13~14
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24~25+5
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5
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage Empire Snipers Lv 5: Flash-Fire Arrows
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The southern one begins moving if the nearby Fortress Knight, Pegasus Knight, or Dark Bishop is provoked.
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Reinforcements
- After (Normal/Hard)/Upon (Maddening) Bernadetta waiting near the eastern stronghold
- 2 (Normal/Hard)/3 (Maddening) Fortress Knights from southwest of the eastern stronghold
- Upon Petra approaching the southeast corner of the map, upon defeating every enemy present, or on turn 10; on all difficulties, these can act the turn they appear
- Hubert from the southwest corner of the map
- 1 Sniper from the southwest corner of the map
- 1 Sniper with a battalion from the southwest corner of the map (Hard/Maddening only)
- 1 Paladin from the southwest corner of the map
- 1 Paladin with a battalion from the southwest corner of the map (Maddening only)
- Commander Assassin from south of the eastern stronghold
- Commander Paladin from south of the eastern stronghold
- 2 Warriors from south of the eastern stronghold
- 1 (Hard)/2 (Maddening) Paladin(s) with battalion(s) from south of the eastern stronghold (Hard/Maddening only)
- Commander Falcon Knight from the western border of the map
- 1 Assassin from near the western border of the map
- 1 Assassin with a battalion from near the western border of the map (Hard/Maddening only)
- 1 Pegasus Knight from the western border of the map
- 1 Pegasus Knight with a battalion from near the western border of the map (Maddening only)
NPC data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point the NPCs gain three levels.
Reinforcements
- Two turns after Petra waits on the western stronghold
Boss data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point this boss gains three levels.
- Main article: Hubert
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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C
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E
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E
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E
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Skill Levels
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B
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E
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E
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C
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E
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E
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E
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B
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E
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E
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E
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Skill Levels
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B
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E
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E
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C
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E
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E
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E
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B
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E
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E
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E
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Skill Levels
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B
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E
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E
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C
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E
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E
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E
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B
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E
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E
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E
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Skill Levels
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E
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B
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E
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E
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E
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E
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E
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C
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E
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B
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E
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Skill Levels
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E
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B
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E
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E
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E
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E
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E
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C
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E
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B
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E
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Skill Levels
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E
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B
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E
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E
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E
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E
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E
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C
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E
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B
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E
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Skill Levels
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C
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A
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E
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E
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E
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E
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E
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D
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E
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E
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B+
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Skill Levels
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C
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A
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E
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E
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E
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E
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E
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D
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E
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E
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B+
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Skill Levels
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C
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A
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E
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E
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E
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E
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E
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D
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E
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E
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B+
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This paralogue requires that every enemy be defeated, and as such units with strong enemy phase combat are useful. Wrath and Vantage—or their battalion forms, Battalion Wrath and Battalion Vantage—allow a unit to potentially defeat multiple enemies on enemy phase without being hit; Alert Stance greatly increases a unit's survivability when they wait; Quick Riposte allows a unit to follow-up with a counterattack—however, it is only available through mastering War Master, which is a master class, and this paralogue may expire before a unit can master it. In addition, the Retribution gambit allows a number of units to counter at any range, and the same effect can be granted through the DLC equipment the Chalice of Beginnings. The Sacred Shield gambit—only available on the Kingdom Heavy Knights—will prevent any damage from ranged attacks, particularly useful against the Dark Bishops whose magic is not affected by terrain bonuses.
The enemies initially present attack in small, manageable groups, and can all be defeated before turn 10. Defeating the initial enemies will make more areas safe for when the reinforcements arrive; however, defeating all the initial enemies will immediately cause the reinforcements to appear, potentially leaving units in a vulnerable position.
The large group of reinforcements contains the commanders that move toward the escape point: an Assassin, a Falcon Knight, a Paladin, and Hubert. The Paladin starts to the east, the closest to the escape point, but starts in woods and is slowed significantly by the terrain. The Assassin starts very close to the Paladin—and thus very close to the escape point—is not slowed down by the forests, and has Pass on higher difficulties; he is most likely to reach the point first, and is the highest-priority to defeat of the enemy commanders. The Falcon Knight starts furthest from the escape point, but ignores terrain as a flyer. Hubert starts second-furthest from the escape point, has the lowest movement, and has is slowed by the terrain—he is likely the last to reach the escape point, but poses a significant threat with his Meteor spell; a unit with at least 5 movement can reach Hubert from outside the range of Meteor when boosted by Stride, though more movement will be needed if terrain is in the way.
If one of the enemy commanders nears the escape point but cannot be reliably defeated, there are means of slowing them down: every offensive gambit inflicts rattled, which prevents enemy units from moving and reduces their attacking stats; the Encloser combat art, learned at A bows by Bernadetta and Claude, inflicts the frozen status, which prevents its target from moving; and Banshee Θ, learned by Hapi at C reason, inflicts -5 movement on its target. Additionally, Dimitri learns Seal Movement from his budding talent in riding; however, this only inflicts -1 movement, and Dimitri may be better utilized to defeat the enemy rather than slow them down.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Foreign Land and Sky
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--
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Japanese
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異境の空と地と
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Sky and Earth of a Foreign Land
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Spanish
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Viaje al extranjero
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Foreign voyage
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French
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Entre terre et mer
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Between earth and sea
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German
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Fremdes Land und Himmel
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Foreign Land and Sky
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Italian
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Terra e cielo stranieri
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Foreign earth and sky
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Korean
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이국의 하늘과 땅
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Foreign sky and earth
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Simplified Chinese
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和异境的天与地
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Sky and earth of a foreign land
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Traditional Chinese
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和異境的天與地
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Sky and earth of a foreign land
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Gallery
Bernadetta entering the area outlined in blue will trigger a set of reinforcements; Petra entering the area outlined in red will trigger a separate set of reinforcements if they have not already appeared.
References