Chapter 3 is Warrior Realm at the Longfort, the border fort between Ylisse and Ferox. It is not Southtown (the Prologue) and not Shepherds (Chapter 2). The sealed wall in the middle of the south face does not open. Two Door tiles sit on the stairs to the left and right. Kill the southern Archer or Mercenary for a Door Key, put that key on the unit that will act, stand on a tile beside a side door, and choose Door.

Which chapter this is
The game labels it Chapter 3, Warrior Realm. The map name on the world map is The Longfort. Chapter 2, Shepherds, is an open road (The Northroad). The Prologue, The Verge of History, is Southtown. If you counted the Prologue as "chapter 1", the fort with the locked doors is still this map.
| Rule | Value |
|---|---|
| Title | Chapter 3 · Warrior Realm |
| Map | The Longfort |
| Size | 21 columns × 15 rows |
| Victory | Defeat Raimi |
| Defeat | Chrom or Robin falls, or both Door Keys are gone before a door opens |
| Deploy | 8, including Chrom. This is the first Battle Preparations menu. |
| Doors | Two. West stair (column 2, row 7) and east stair (column 20, row 7). |
The door that actually opens
The south face of the fort looks like a gate. Those tiles are Wall. There is no Door command there, with or without a key. Walk around to a side stair. Each side has a Door tile on the floor in the corridor: west at column 2, row 7, east at column 20, row 7. Stairs sit just past each one.

Opening one door is enough. The second key can stay in someone's pack or go to the convoy.
How to open it

- Defeat the Feroxi Archer on the west lawn (column 2, row 11) or the Mercenary on the east lawn (column 20, row 11). Each drops a Door Key. Both keys are on the map on every difficulty.
- Give the key to the unit that will walk to the door. It has to sit in that unit's items, not only in the convoy. If it went to the convoy, take it out first. If the holder is a pair-up partner, Switch so the key is on the lead.
- Move that unit onto a tile beside a side Door. Choose Door.
Frederick's line when the first key drops is "A key! We can use it to open the fortress doors." That is this map's key tutorial.
| Method | On Chapter 3? | Notes |
|---|---|---|
| Yes. Two drop here. | 1 use. Help text: "Opens a door." Buy value 300 G, sell 150 G. | |
| Master Key | No | Opens a door or a chest. First story drops are much later. |
| No unit has it yet | "Allows the unit to open doors and chests without keys." Thief level 1. Gaius joins in Chapter 6. |
Locktouch lives on the Thief class. You do not need it here. Door Key prices and the later Master Key are on weapons and items.
What is behind it

Each door feeds a narrow stair. A Knight waits on the inner side, west at (2, 5) and east at (20, 5). Past them is the north yard. A Fighter in that yard carries a Hammer, which hits armored units hard, so do not park Kellam or Frederick on it if that Fighter can reach them.
Raimi is a level 5 Knight with a Javelin. She stands on the Gate tile at column 11, row 5 and does not move. The Gate heals her and pads Defense. Magic still ignores that Defense; a Mage from two spaces is a clean chip. Chrom's Rapier is effective against armor if you still have uses.
If the key is missing, or both are gone
If the Door command does not appear, the usual causes are: you are on the south wall, the key is in the convoy, or the key is on a pair-up partner who is not leading. Fix the inventory, then stand beside a side door.
If both Door Keys leave the army before a door opens — discarded, sold, or taken back by the enemy — the map ends. Frederick: "Milord! The enemy has reclaimed the keys! We've no way to breach the Longfort! We must retreat!" There is no Thief on this map to pick the lock. The remaining Feroxi will not open a door for you. A key sitting in the convoy still counts as yours; pull it onto a unit.
Sumia, Kellam, and the rest of the map

| Unit | Class | How they join |
|---|---|---|
Sumia | Pegasus Knight, level 1 | Automatic on turn 1. Bows hurt her. Keep her off the southern Archers. |
Kellam | Knight, level 5 | Green ally at column 6, row 14. Talk with Chrom. Enemies ignore him until he joins. |
Raimi | Knight, level 5 | Boss. Javelin, Gate tile, does not move. |
You have to bench someone; Chrom is forced. After the fight, Paralogue 1 opens on the world map. Portraits and join chapters for the rest of the army are on characters.
Sumia
Kellam
Raimi