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168澳洲幸运5开奖网:Fire Emblem: Engage's second wave of DLC introduces three more Emblems to the roster, each boasting their own unique paralogue and a long list of impressive, game-changing skills. Soren, from Fire Emblem: Path of Radiance and Radiant Dawn, Hector from Fire Emblem: Binding Blade and Blazing Blade, and Camilla, from Fire Emblem: Fates all make their appearances in this wave.
Each of these Emblems is available in the Divineꦫ Paralogues after having recruited Tiki, which becomes available after completing Chapter Six. You may challenge these Emblems at any point in your story afterward, but be warned that each completed chapter increases the enemy levels and classes to match your point in the story.
Recruiting The Emblem Of Acumen, Soren
Soren's paralogue is the location set directly north of Tiki's in the Divine Paralogues map. It's situated on the side of a volcano. It is recommended, if you enjoy special dialogue, to wait to face this map untꦺil you have recruited Emblem Ike🌟 as there is no special dialogue available with Micaiah.
While it may be nice to have an additional Emblem at the end of Chapter 10 and the beginning of Chapter 11, it is also a tad more difficult to do this map without the assistance of the abilities of Lyn and Ike, so you'll need to weigh your priorities in early gameplay advantage against extra dialogue and map difficulty.
Entering The Fires Of Radiance - Map
Enemies |
3x Swordmaster, 2x Thief, 7x Sage, 1x General (Sword), 3x General (Axe), 7x General (Lance), 4x High Priest (2 Fracture♍; 2 Physic), 3x Halberdier, 1x Griffin Knight (Lance), 1x Griffin Knight (Sword), 1x Sniper, 2x Hero, 1x Martial Master, 4x Wyvern Knights, 1x Soren |
*Changes based on level & difficulty: enemy number increℱased on higher difficulties; classes and levels upgrade depending on chapter |
|
Deployment Allowance |
12 |
Victory Conditions / Defeat Conditions |
Victory: Defeat Soren |
Defeat: Alear is defeated |
|
Treasures |
2,000 GP (northeastern ওchest), Rescue ಌ(western chest) |
Difficulty |
★★★★★★★☆☆☆ (7/10) |
Top Recommended Units |
Edelgard and Etie, Byleth and Alear, Panette, Ivy |
Soren's map has some interesting mechanics that, while a little bit challenging, makes this map perhaps the most fun out of the three. His map is large and includes two important map mechanics you'll need to keep track of as you progress:
- Falling lava meteors
- Smoke
The meteors are straightforward: if any unit (yours or an enemy) is standing on a magma crater space (including where the meteors shoot from), they will be struck with a meteor for damage at the beginning of the enemy's turn phase.
You can avoid these meteors by simply not sending your units into the spaces, sending forward un﷽its that can use and abuse the Canter skill, or having staff units that can use Rescue.
Additionally, you can bait enemy units forward by placing your units on the outskirts of a crater, but it isn't always recommended since enemy units only get hit on their next turn, and you should take out enemy units as quickly as you can due to the continu🐻ally spawning reinforcements.
Smoke tiles will decrease your Avoidance, Defense, and Resistance, so you'll want to avoid those tiles entirely if you can help it. If you're nowhere in the range of an enemy unit, ending your turn in a smoke tile has no real detriment, however. These tiles will spread every round of combat, so it is recommended to try and finish this map as quickly and safely as possible, prioritizing speed in🐷 order to heighten survivability.
Thankfully, you get a generous 12 units to deploy for this map, so you'll be able to have a healthy six-six split if you so choose. Due to the high number of armored units, you'll certainly want at least one magic unit for each group as well as specialized weapons like Armorslayers or Levin Swords equipped on your sword 🌟units and Ha🌠mmers on your axe units.
Additionally, giving an Emblem with a rapier weapon (like Marth, Eirika, and Lucina) or Ike with his Hammer to a lance unit could be beneficial. Long-range archers should also be considered with one each for a group, allowing you to take out the flying units on the far sides of the map and snipe mages that might otherwise prove tricky to deal with.
Your units should be split into two groups with at least one of these in each:
- Mage
- Sword-user
- Long-range archer
- Staff-user
Stand-out units for this map include:
Lyn and Alcryst |
Astra Storm can help deal with mass of pesky mages in the center and counter Soren's ridiculous Bolting range |
Edelgard and Etie |
This combo can defeat Soren in a single🌱 round without getting in his immediate counter range |
Lucina and Ivy |
Equipping a high-level Thoron and abusing Lucina's Dual Assist mechanic can provide powerful Chain Attack combos to give you an edge; you can send her down the center of the map to give assists for both groups |
Ike and Panette |
Ike and Panette + Tiki and Anyone - The unstoppable double-health bar Ike and Panette into Great Aethar combo destr🌼oys everything in eve𓂃ry map and should always be considered |
Forward March To The Center - Begin Battle
Your first priority in this map is to join both your eastern and western units in the center and destroy the problematic staff units in the center. With their ability to use Fracture and Physic, they're a huge threat to your progression — especially as you move forward to confront Soren. Take out the units to the west and east, removing the thieves as quickly as possible to keep the rewards from the tr🐎easure chests to yourself.
Once the opportunity presents itself, you can abuse Ike's Great Aether attack by sending your Engaged unit into the center of the enemy staff units and selecting attack. You should remove all except a potential one or two enemies in a single attack. Using Tiki to grant an additional health bar🥀 can ensure this move succeeds and your unit survives any onslaughtꦡ of attacks they may face.
You'll need to beware that as you approach the center and engage with the staff units and Mages, reinforcements will begin at the eastern and southwestern exits♔. They tend to spawn mobile units like Wolf Knights and Paladins, and less often may add additional Sagesꦆ and High Priests.
Facing Soren
Soren won't stay in his position on the south side of the map long after you delete the center staff units. As soon as you enter Bolting range, he will begin advancing quickly on the eastern side. This can be dangerous as he'll meet with the eastern side reinforcements for a large group of enemies to deal with.
In this group, he can use Reflect to grant these allies the ability to reflect magic damage back at your units, so your mages will be far more useless here. It's generally recommended to keep them back and let your more physical 𒊎units (like your archers) deal with Soren.
In short, you'll need to beware of his:
- Cataclysm Engage Attack
- Bolting Attack
- Reflect Staff
- Mystical class effect
His Engage Attack: Cataclysm allows him to attack a large area with three subsequent magic attacks — one fire, one thunder, and one wind — so be wary of your flying units. Additionally, Bolting — although not very accurate — can be a pain to deal with, so you'll likely need a staff unit with either Physic or high Resistance (like Pandreo) to accompany your physical units on approach. Using Corrin's Dragon Vein ability with a Covert unit like Yunaka does not help here due to Soren's status as a Mystical unit, ignoring terrain effects, so do not rely on it.
Thankfully, Soren's defensive capabilities are quite low, making him a very squishy boss unit. A good strategy here is to use archers to your advantage and to aim for closing the distance and ending combat in a single round. Lyn's Astra Storm here can't be countered and can, in the right hands, remove a full bar of health. Paired with Edelgard, Etie can use Failnaught to one-shot Soren again without fꦡearing a follow-up attack.
You can use either Byleth's Engage ability or Seadall to Dance Etie, giving her another chance to remove a bar of health. Since you can dance twice if you have Byleth and Seadall, this means that Edelgard and Etie can defeat Soren single-handedly. Alternatively, Great Knight units like Louis can quickly close the distance to deal a bar-worth of damage, and Griffin Knights can be especially dangerous against Soren — doubly so if you have granted them the skill Alacrity.
Do not attempt to send units like Louis or Boucheron against Soren if you're not certain you can end combat in a single round, as doing so 🗹will no doubt be a suicide mi🦄ssion with their abysmal Resistance.
No matter how you slice it, theℱ strate💟gy against Soren is:
- Close the distance quickly
- Aim to finish in a single round
- Ignore the enemies - unless you want extra EXP/SP - since defeating Soren ends the map
Recruiting The Emblem Of Strength, Hector
The Brash General, Hector, is located in the paralogue battle directly east of Tiki's temple. You do not have to complete this paralogue in order to continue past it to Camilla's, so if you're hoping to earn Emblem Camilla first, you may feel free to skip this paralogue and come back to it later.
That said, this is the easiest map in the second wave of DLC, and Hector's amazing Inheritable Skills are definitely worth getting before attempting Camilla's very difficult paralogue. Like with Soren, you may have special dialogue if you attempt this paralogue after recruiting Lyn (after Chapter 11).
As this map is fairly easy both before and after Chapter 10, gaining Hector can only be a benefit if you have the SP and Bond Fragments to spare inheriting his skills. However, you'll need to determine if you'd prefer that benefit in Chapter 11 over the unique dialogue.
Entering The Poisonous Cave Temple - Map
Enemies |
6x Thief, 4x General (Axe), 3x Berserker, 2x General (Sword), 2x Sage, 3x Mage ꦕKnight, 3x Martial Ma📖ster (2x Fracture, 1x Physic), 3x Swordmaster, 1x Paladin (Axe), 2x Halberdier, 3x Wolf Knight, 2x Hero, 2 Bow Knights, 2x Great Knight (Lance), 2x Sniper, 1x General (Lance), 1x Hector |
*Changes based on level & difficulty: enemy number increased on higher difficulties; classes and levels upgrade d𓄧epending on the chapter. |
|
Deployment Allowance |
8 |
Victory Conditions / Defeat Conditions |
Victory: Defeat Hector |
Defeat: Alear is defeated |
|
Treasure |
Dracoshield (northꦬern chest), Pur꧑e Water (southern chest), 2,000GP (northeastern chest), Elixir (northwestern chest - beneath Hector) |
Difficulty |
★★★★★☆☆☆☆☆ (5/10) |
Top Recommended Units |
Clanne, Pandreo, Ivy, Corrin, and Yunaka |
Hector's map is remarkably straightforward. There are winding passages with enemies throughout them, and there are vents that release poisonous gas on units that are standing in a direct line in front of them. As a result, you'll want to invest in a large stock of antitoxins. If you don't have enough and don't have the gold to spare, you'll notice that a good number of enemies are carrying them as dropped items.
There are no flying units at the beginning, so taking archers here is not particularly necessary. However, there are a great number of low-resistance enemies, and Hector is also extremely susceptible to magical attacks, so mages will definitely be the way to go here.
As you can only take a measly eight units, you'll need to plan your team very carefully and not underestimate how deceptively simple the map seems. For your team, you should consider having:
- Three mage units
- One staff unit
- A sword unit
- A tank, preferably axe
Stand-out units include:
Camilla and Ivy |
Already a powerful mage unit, Camilla's unique Thunder tome always strikes twice, and Ivy's movement and speed make this a deadly class build. If you are attempting this map before Camilla, a high-forged Thoron equipped on Lyn or Lucina Ivy can perform just as well. Alacrity, as always with Ivy, should be an inherited skill to make the most of her personal skills and lackluster defense. |
(Soren and)Pandreo |
Pandreo alone is a powerful unit to have on this map for his versatility and extremely high magic and speed stats. Having him available for both healing and deleting tanky units with mag🍒🎃ic is absolutely a benefit here. |
Dire-Thunder/Camilla Clanne |
Clanne's magic stat is already impressive alone. Making him a Mage Knight and equipping the unique Bond Ring, Dire-Thunder allows him to hit with Thunder twice; alternatively, Engaging with Camilla allows the same effect. Combined with the Mage Knight's range of movement, this is a deadly combination on a map where most units suffer in range and movement. |
Note: Citrinne can be an okay replacement for Clanne with her far superior personal magic growth, but Clanne's immense speed growth, early access, and ability to also make use of his sword as a Mage Knight generally makes him the better option to invest in. |
|
Corrin and Yunaka |
Yunaka's Covert class ability (boasting Terrain effects) and personal skill (boosting critical in terrain with effects) is a deadly combination with Corrin whose Dragon Vein ability generates a cloud of fog. With so many physical attackers here, sending Yunaka into a group and using the Dragon Vein ability results in a hilarious instance where she takes on six enemies without taking damage, and slowly chips away at them with successive critical hits. Her Draconic Hex is also very valuable here, stacking with the Poison effect. |
Exploring The Caverns - Battle
Make your way around the cavern, defeating units as you come upon them slowly and baiting them out to take care of them in smaller groups. As you start taking off, you'll want to leave two strong physical units (non-magic) by the entrance to prepare for the several waves of reinforcements that come every one to two turns.
They tend to generally spawn highly mobile units like Griffin or Pegasus, and Cavalry Knights. You🌺r units stationed at this location should have two different weapon types (ideally lance and axe) to take advantage of the weapon triangle here.
Exploring these caverns generally will net you experience and SP you should farm, and grant you extra antitoxins and the many treasures in the chests. The trickiest chest to get to will be the northern chest with the illustrious Dracoshield.
You'll need to power farther west, where the enemies will generally be denser and more difficult to fight through. The thief should ideally run into your group at an intersection🦂, before the corner tꩲhat turns into the approach to Hector.
You can place Yunaka in this corner with Corrin and spam the Dragon Vein ability to lure out all the enemies here and pick them off with high-range units li🎃ke Thoron/Thunder Ivy and Clanne.
Running From And Then Maybe, Possibly Facing Hector
This map may not be scary, but Hector is. Attempting to approach him up front will almost always result in the death of one of your units, so the best strategy to use will be to bait units in Hector's hall slowly, getting rid of as many as possible. Use either Soren's Bolting or Lyn's Astra Storm to hit one of the units closest to Hector, but don't hit Hector. Hitting one of his close allies or approaching halfway u𓃲p the hall will trigger Hector to start barreling toward you.
If you're keen on getting the chest in Hector's hallway, you can send in a mobile unit like Ivy or Mage Knight Clanne to retrieve the Elixir, and then use a staff unit with Rescue to pull them out of Hector's area of attack.
Continue baiting him down the hallway, preparing an ambush closer to the southern side. This will do two🥃 things:
- Hector will eventually step into one of the poison vents, stacking the poison effect on him (very useful)
- Hector will prematurely use his Storm's Eye Engage Attack
Keep backing away to stall out his Storm's Eye effect, which will otherwise make it impossible for you to break his stance. Once this effect is done, he won't be able to use it anymore, and you'll be able to close in for the kill.
The key here is in killing Hector quickly, with a careful balance of physical and magical attacks. Use a large magic attack to take a big chunk of his health, and if you can't kill in a single turn, use a physical attacking unit to do the rest of the damage.
The reason for this is Hector's terrifying Adaptability skill, which adds "+2 Defense or Resistance" depending on the kind of attack used against him until you switch the style of damage against him. Therefore, to keep his Resistance low, you'll want to hit with magic, then hit with physical (like a sword to break his stance), and then swap again.
The gist of the fight with Hector: the longer the battle with him goes on, the more of a risk he becomes. In short, defeating Hector means:
- High-range magic attacks
- Smart damage-type balancing
- Removing him in one turn (he hits like a truck)
As always, you can ignore the enemies around him unless you want the extra exper🉐ience and SP because the map ends when🍎 Hector is defeated.
If you find yourself unsure as to whether you have enough magic to defeat Hector, position your mage units to make use of Byleth's Goddess Dance to 🔯the fullest extent. Doing so should give you enough to finish Hector in one turn﷽.
Recruiting The Emblem Of Revelations, Camilla
Fates' Doting Sister, Camilla, is available on the southeastern aisle, past Hector's paralogue. You do not need to have completed Hector's paralogue to challenge Camilla, but you do need to have completed Tiki's.
Her map is the most difficult of the second wave's Emblem paralogues, and it is recommended to not even think about attempting this paralogue until you've recruited Lyn. Additionally, waiting until you've recruited Corrin will result in earning special dialogue.
Creeping Into The Underground - Map
Enemies |
4x Halberdier, 4x Sniper, 7x Griffin Knight (Lance)🍒, 4x Berserker, 4x Martial Master (Physic), 7x Sage (Physic), 7x Griffin Knight (Sword), 3x General (Axe), 2x General (Lance), 1x Great Knight (Axe), 1x Paladin (Lance), 2x Thief, 5x Swဣordmaster, 1x General (Sword), 2x Phantom Wyvern, 1x Bow Knight, 1x Wyvern Knight |
*Changes based on level & difficulty: enemy number increased on higher difficul♋ties; classes and levels upgrade depending on the chapter. |
|
Deployment Allowance |
10 |
Victory Conditions / Defeat Conditions |
Victory: Defeat Camilla |
Defeat: Alear is defeated |
|
Treasure |
No𒁏 treasure chests on the map, but the most southerly Phantom Wyvern carries 2,000GP |
Difficulty |
★★★★★★★★★☆ (9/10) |
Top Recommended Units |
Lyn and Alcryst, Ike and Pജanette or Ike and Diamant, Ti🔯ki and Framme |
Camilla's map is deceivingly simple. In your preparations before battle, you can see that the map appears to be fairly linear with a clear path snaking upward towards Camilla through various halls.
The initial instinct is to have tank units up front and defeat units as they throw themselves into you. However, the map mechanics of this fight include the destruction of various boxes blocking the paths upward, first allowing her many waves of flying reinforcements through and then, upon a second wave of Camilla's distant Dragon Vein attacks, destroy them to allow ground units to pass freely.
Reinforcements will first begin in the north, with one flying unit for each of the three main corridors. Afterward, highly mobile cavalry units will start joining in packs of three from the western exit where your army begins, and an additional three groups of cavalry will also begin appearing from the corridors in the south. Then, more units (primarily sage and priest units) will begin spawning from the southeastern corner.
It is incredibly easy to be caught off guard or overwhelmed by the sheer number of reinforcements, in addition to the already dense stationing of units — doubly so in Maddening. These reinforcements appear every round on a cycle depending on your progress thus far on the map. The farther you progress, the more reinforcements will spawn.
The recommended unit choice for this map is as follows:
- Two archers equipped with a longbow
- Two mages (one a staff user)
- One Qi-Adept staff user
- Corrin and Yunaka
- Two tank units
- One Flying unit
Due to the abundance of flying units constantly spawning and getting in your way, and thanks to the large number of available energy wells placed throughout the map, a good user of Lyn (such as Alcryst) 𒉰is so incre༒dibly valuable in this map.
Attempting this map without Lyn is the equivalent of trying to tie your shoelaces without hands. You could figure out a way to do it, but at what cost? Don't hate yourself; wait until you have Lyn.
Alcryst is by and large the easiest and potentially best pairing for both parties. Ivy can also be a good candidate to match with Lyn, but her st🍬rength simply cannot compete with Alcr🎃yst in making full use of Astra Storm, and she can do far better with other pairings.
Other stand-out units include:
Ike and Panette or Ike and Diamant |
Panette: The superior user of Ike, she has amazing synergy between her personal skill, Blood Fury, and Ike's Resolve. The additional Defense on top of the Defense and Resistance +5 bonus from Great Aether allows her to comfortably stay below full health without taking any additional damage, and enjoys the +10 Critical bonus indefinitely. Additionally, this stacks with Wrath, allowing up to +40 percent Critical that can, in addition, be added to the +30 percent for a Killer Axe. None of this takes into account her respectable Dexterity. She should be spearheading your team, and running into groups to abuse the 'delete button', Great Aether. |
Diamant: Diamant can also function as a respectable frontrunner. Not as effectiv🐈e as Panet🃏te, but perhaps with better hit rates and the addition of personal skills that can stack with whatever she learned from Roy before losing him in Chapter 10. However, classing him into his unique Advanced class gives him access to Sol, which can be a detriment to fully abusing Wrath. |
|
Tiki and Framme |
With respectable growths in both Strength and Magic, but not particularly fantastic in either, Framme can be a good Tiki user. She can abuse the stat bonuses that make Framme viable for high-difficulty play and provide good synergy with Alear, thanks to her unique ability. She is able to abuse fully the draconic form's physical and magical attacks, and using Tiki to add an additional health bar to whomever is frontrunning with Ike is simply a recipe for success. The use of Chain Guard and staves are also very valuable in this map. |
Corrin and Yunaka |
Just like in Hector's map, Yunaka can abuse Corrin's Dragon Vein ability to its fullest potential here. She's incredibly handy for standing behind a tank unit up front, using Dragon Vein, and having a Silver Dagger equipped to deal with any ranged threats that might ignore your front-running tank. Her balanced defensive stats also mean that she can at least get one solid hit on Camilla, to receive some special dialogue without worrying about dying from retaliation. |
Winding Through The Dark - Battle
As you progress through the halls, you'll want to keep a tank up front with Corrin and Yunaka directly behind. Louis and Jade are good options, and pairing one of them with Hector — if you've already recruited him — is not a bad idea.
Their high defense, plus the additional Avoid bonus from Yunaka, increases your chances of getting close to enemies without taking any damage. Additionally, keeping at least two bulkier units in the back (including your Ike 🍌user) for the inevitable reinforcements is highly 🍎recommended.
Your first turn should include the use of Lyn's Astra Storm to remove your choice of one flying unit near your path, to avoid them becoming a problem. Using yourꦜ Engage attack so early will allow your unit the time to recharge and use another energy well for additional Astra Storm uses once the turn count ♋is over.
When you advance, you'll need to keep in mind the destruction of the surrounding boxes. Camilla targets only the boxes closest to your party's lead, but she doesn't destroy them enough to allow ground troops to pass until you're nearing the second path on your journey northward.
March through the paths, using Astra Storm and your tank to remove enemies as you progress. Eventually, your Ike user should take up the front while your tank unit falls to the back to protect your rear from reinforcements. Ideally, this should be done as you approach the southeastern corner where the spa💝ce opens up for multiple units, allowin♛g them to surround your Ike user for the maximum potential of Great Aether.
Only once you have defeated all the units on the far eastern side, the center, and the southern portion of the map, can you prepare to continue. Additionally, you may completely ignore the west side if you so choose and instead focus on dragging out Camilla. You may do this by laying an ambush on the central bridge, once the boxes around you have been destroyed, and striking Camilla with Astra Storm to lure her out of her positio༺n.
If you'd like the 2,000GP from the Phantom Wyvern in the far northwestern corner, you can use Lyn's Astra Storm here as well to instantly delete it from the map — ear♎ning an effortless amount of gold without any hassle.
Shooting Down Camilla
Camilla is, thankfully, rather straightforward. She has high stats, but they're balanced nicely between magical and physical. Her special ability, Stalwart, which lowers the damage of effective attacks (thereby decreasing the damage of archers), means that there's really no right or wrong way to deal with Camilla. Her Bow Knight won't be able to provide very good support in time, and you can remove her from the playing field before her fellow Wyvern Knight causes too much trouble.
A good ambush would include setting up your Ike user with Great Aether in the center of the bridge and either:
- A) make room for Camilla by keeping your units sidelined and out of her range to close in after she approaches
- B) Use Soren's Decoy ability to mark your Ike user as her intended target
This should either remove one bar of health from her, or place it very close. Afterward, you can close in and start using your choice of attacks to deal with her.
You'll need to make sure that your Ike user isn't in the very farthest corner of her range. Otherwise, her use of Thunder ꦺmay place her outside the range of Great Aether and render your set-up pointless.
How you approach Camilla should be based on what weapon she has equipped. Should she only have a Bolt Axe equipped, you can use Longbows and Thunder to deal damage from afar. Additionally, she cannot counter Engage Attacks, so using Corrin's Engage Attack will be without retaliation with some special dialogue.
Feel free to let loose against Camilla, as her attack generally isn't enough to kill your beefier units in one turn, though you'll need to beware of her impressively high Speed stat.
The Lyn user here should be particularly helpful here with their gained Speedtaker buffs, Killer Bow, and Alacrity. Once Camilla is defeated, as per usual, the map will end without needing to fear the other units on the field.