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168澳洲幸运5开奖网:Fire Emblem: Engage final Emblem-only DLC introduced two new Emblem Bracelets. Returning from Fire Emblem: Awakening, Chrom and Robin make their debut appearance in Engage sharing a bracelet, and returning from 168澳洲幸运5开奖网:Fire Emblem: Heroes is the Lonely Heir, Veronica.
Both are available to recruit once you've defeated them in their paralogues in the Divine Paralogues section of your map. Thankfully, their maps aren't as difficult as some of those found in Wave Two, and both Emblems have a range of unique skills you'll definitely want for your units in the early game.
Recruiting The Emblem Of Heroes, Veronica
Veronica's Paralogue is set on the south side of the Divine Paralogues map. As with all other DLC battles, you'll need only to have completed Tiki's map in order to access Veronica.
There is no special dialogue to look out for, and the straight-forward nature of Veronica's map means that, so long as you have two generically decent tanks, there is no need to wait when attempting this paralogue. Challenge Veronica any time you see fit.
Additionally, since this is arguably the easiest map in all three waves of DLC, it is r♛ecommended to attempt this map before any of the others for extra levels and an additional Emblem.
An Island Battle - Map
Enemies |
5x Berserker, 1x Swordmaster, 2x Thi🌌ef, 3x Bow Knight, 2x Paladin (Lance), 1x Paladin (Axe), 3x General (Sword), 1x General (Lance), 5x Sage, 3x Halberdier, 3x Wolf Knight, 1x Mage Cannoneer, 1x Veronica |
Summoned Enemies (Turn One): 1x Berserker, 1x Ma💜rtial Master (Fracture), 1x Paladin (Axe), 1x Sage, 1x Halberdier |
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Summoned Enemies (Right Island Cleared): 1x Paladin (Axe), 1x Griffi๊n Knight (Flame Lance๊), 1x General (Sword), 1x Swordmaster, 1x Martial Master |
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Summoned Enemies (Left Island Cleared): 1x W💝yvern Knight, 1x Griffin Knight (Sword), 1x Warrior, 1x Halberdier, 1x Martial Master |
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Summoned Enemies (Veronica Triggered): 1x Griffin Knight (L💯ance), 1x Halberdier, 1x General (Sword), 1x Wyvern Knight, 1x Berserker |
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*Changes based on level & difficulty: enemy numౠber increased on higher difficulties; classes and🅷 levels differ depending on story progression |
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Deployment Allowance |
8 |
Victory Conditions / Defeat Conditions |
Victory: Defeat Veronica |
Defeat: Alear is defeated |
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Treasures |
x2 Elixir (🥃Thief to the West and🌺 General to the East) |
Difficulty |
★★★☆☆☆☆☆☆☆ (3/10) |
Top Recommended Units |
Diamant, Louis, Yunaka and Corrin |
Veronica's map consists of a collection of islands upon which your army will be split into two teams of four. There are no special map challenges to keep track of while continuing, except for Veronica's summoning of enemy units as you progress. She will summon these enemies four times on any standard playthrough:
- When the battle begins
- When the furthest left island is cleared of enemies
- When the furthest right island is cleared of enemies
- When the two islands are grouped together to allow access to Veronica
While it is possible to get overwhelmed or caught off-guard in a preliminary playthrough, they thankfully don't stack on top of previously existing enemies and are fairly easy to dispatch once you know they're coming.
Although you only have eight units, the map is small enough that it doesn't pose an issue. To make the most of these units, you'll want one of each of these units on both sides:
- A physical tank
- A staff unit
- A ranged unit
For the left path, your fourth unit can be anything you wish, but for the right path, you'll probably want your fourth unit to be mage🌳 to deal with the surplus of Generals on that side.
You can use Flying units and/or Warp staves to gimp part of the map, but the bow knights on the left and the general ease of this map make such strategies too much of an i꧑nvestment to be worth the time or resources- though it may be worth the laugh.
Traversing The Islands - Battle
Given the straightforward nature of the islands, the go-to strategy for this map is simply to use your physical tank to draw forward enemies into the chokehold positions that are the bridges.
Equipping your tank unit with a ranged weapon can be us🌳eful here to avoid taking unanswered damage - weapons like:
- Javelin/Spear
- Levin Sword
- Hand-Axe/Tomahawk
Use your staff units to heal chip damage, co✃me in with ranged units to provide support, and progress forward at your own pace.
The beginning can be a little t𒆙ricky with the summoned units in the lower center, but baiting them forward with your tank units on both sides to split them will both save you from becoming overwhelmed and spending time venturing to the center of the map.
Once you've almost cleared all the units on the furthest island of either side, you'll want to try and keep yourself on the southern-most side of the island to prepare for Veronica's reinforcements. When they're summoned, bait them down again with the appropriate unit to deal with them accordingly.
After all of them are defeated, you can place one unit on the Activation Tile on the northern side of the island. Placing a unit on the Activation Tiles both sides will allow the islands to join together and give you access to Veronica (if you didn't already have a flying unit).
Since there is no timer here, you should take a mo✅ment to use any energy wells on the islands and prep your units for the center of the map before using the Activation ti๊les.
Facing Veronica
Veronica is thankfully a somewhat-tanky mage unit who falls behind her defending allies, due to losing an entire round to summoning reinforcements on the southern side of the map. These reinforcements are so far away that they can be entirely ignored if you go ahead and kill Veronica within one or two rounds. She does have so✤me interesting skills ဣto note:
- Reprisal - If Veronica's HP is not full, adds 30 percent of lost HP to attack
- Contract - Veronica can give another action an adjacent ally who has already acted (but they cannot move)
- Anchor - Veronica cannot be moved by skills, smash weapons, staves, or anything of the like
Her weapons are also very powerful and scale well with her high Magic stat, and her staff can be slightly concerning due to its ability to negate the chance of a foe to counterattack. In general, you want to ensure that Veronica doesn't get the opportunity to attack your units.
Deal first with the Mage Cannoneer who, although not very damaging, can be annoying to deal with, and then use your ranged units to eliminate Veronica's allies on the edges of her pe🌊rsonal island on the first turn.
You'll have an easier time if you've preemptively placed your ranged units in the corner of the maps before end of the turn where the islands join, giving you a headstart that will allow you even more turn advantage than you already have with Veronica's spent summon.
Once meeting Veronica, you should use physical units that are either capable of taking at least one hit (since Veronica's tanky defenses makes one-shotting her unlikely) or can deal exceptional damage with an Engage Attack, which Veronica cannot counterattack.
She also does not have the ability to attack at Range Three, so using Longbows or Claude's Failnaught will allow you to get in some unanswered damage. In general, Veronica will be an easy enemy to face so long as you relentless send in your physical units to deal with her swiftly.
Once Veronica is defeated, the map will end, and all remaining enemy units nee💛d not be dealt with.
Recruiting The Emblem Of Bonds, Chrom And Robin
Chrom and Robin's Paralogue is available as soon as Tiki is recruited and can be fouﷺnd in the Divine Paralဣogues in the farthest north-eastern corner.
It is recommended, if you enjoy special dialogue, to wait until you have recruited Emblem Lucina (after Chapter 11). Chrom and Robin both have unique dialogue with Lucina, which will 🐈require two instances of both - one each - to trigger them.
Their map, although not too difficult at the start, does have a sharp difficulty curve the longer the map carries on. As such, it is recommended to wait to attempt this map until you have a comfortable collection of either highly mobile or high-range units tꦍo complete this map in as short a time as possible.
The Altar - Map
Enemies |
2x Berserker, 2x Griffin Knight (Lance), 2x High Priest, 4x General (Lan✨ce), 2x Sage, 2x Sniper, 2x Great Knight (Lance/Axe), 1x Robin, 1x Chrom |
*Changes based on level & difficulty: enemy number incre🍬as✨ed on higher difficulties; classes and levels differ depending on story progression |
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Deployment Allowance |
10 |
Victory Conditions / Defeat Conditions |
Victory: Defeat Chrom and Robin |
Defeat: Alear is defeated |
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Treasures |
2x 2,000GP (on each Sage in the center) |
Difficulty |
★★★★★★☆☆☆☆ (6/10) |
Top Recommended Units |
Yunaka and Corrin (or any good avoidance tank), Any So💃ren Mage, Ivy and Lucina |
The entirety of this map is best conceptualized in two stages: before and after the removal of the barrier. Chrom and Robin will be placed behind a magical barrier you cannot cross until all three crystals are simultaneously broken on the same turn.
During the first half of the map, you'll need to work your way up to each crystal while dealing with small batches of reinforcements roughly every two rounds so long as the barrier is up and until Turn 50. Therefore, the longer the map continues and barrier is raised, the more difficult this map will become.
Regardless of whether the barrier is down, if all Turn Four reinforcements have arrived, and your units have spread out to begin approaching the furthest crystals, Chrom and Robin will deploy a field of Water Tiles that decrease both movement range and Avoid.
Additionally, this will come with a second wave of reinforcements. If you manage to destroy the 🌌barrier before Turn Four, this will automatically hapꦛpen after the barrier is destroyed.
Thankfully, you're given an ample ten units to tackle this map with. You'll want the following units on your team:
- Alear and an additional sword unit
- Two or three mages
- Two archers
- An avoidance tank
- An axe unit
- A staff unit
The gaps in your roster can be filled with any units of your choice, but mages here are exceptionally important with the lack of enemies with good Resistance on this map and the number o𒆙f Generals on the northern section❀ guarding the Sages.
Alternatively, you can use Axe units with Hammers or more Sword units with Levin swords if you don't have enough decent mages.
Most of your units should have some form of mobility to them in order to make this map as swift as possible. Mage Knights, Great Knights, flying units (as long as they avoid the Snipers on the left), and other such units with six or moꦛ🎐re movement perform very well on this map.
Lowering The Barrier
For the first stage of this fight, you'll want to set a goal of lowering the barrier within four turns.
To begin the map, send a sword unit into the closest pillars on the east side to bait the Berserkers in. Your archers should also begin moving eastward without entering the Berserkers' range. To the west, send your axe unit into the pillars as well to bait the Great Knights with a mage on standby to give support on Turn Two. Finally, place a high-Resistance mage with any tome of the Thunder line into the range of the Sages up above (but oꦡutside the range of the Generals) to bait tဣhem down on the next turn.
Once the Berserkers and Great Knights are dealt with on either side, you'll want to do the following:
- Move your archers up to deal with the Griffin Knights in the east
- Continue moving your axe unit to the west with a Tomahawk equipped to deal with the snipers
- All other units in the center (including the sword units if they didn't kill the Berserkers in the enemy's previous turn) should be brought inward to deal with the Generals and Sages
- Once the Generals and Sages are dealt with, leave your Avoidance tank on the south side of the map
When all of this is completed and the Martial Masters on either side are also dealt with, an archer and your axe unit should have made it to the crystals up above. It is during this time that Turn Four should begin with reinforcements and the Water Tile appearance. Your Avoidance tank will deal with the reinforcements to the south while you destroy the barrier crystals.
Yunaka and Corrin is an excellent choice for holding position here since there will be several Back-up type enemies that ignore Avoid Tile bonuses. The Pair-Up ability nullifies this damage, and no other attack should otherwise be able to hit them while using Dragon Vein's fog.
Onward To Chrom And Robin
When the barrier is destroyed, it's a race to complete this map before you're overrun with the next turn's reinforcements. As a consequence of the barrier being brought down, the next turn should spawn:
- Four Phantom Wolves in the SE and SW corners
- Three Swordmasters in the south where your team spawned
You can ignore them all with your Avoidance tank in place and focus inste𝓀ad on Chrom and Robin.
You'll want to bait down Chrom and the snipers using any of these methods:
- Place a high-Resistance unit in the center to bait down Chrom with his Levin Sword
- Place a physical tank to bait down the snipers on either side of Chrom
- Place a speedy unit on any tile with a Chain-Guarding Martial-Adept behind them to bait your choice down
Whatever you choose💮, they should have a ranged option to prevent the enemy attack f𒉰rom going unanswered.
Additionally, the archer you sent in the east and the axe unit you sent in the west should quickly advance northward to deal with the Meteor-spamming Sages before they become an issue. Any other units in the center should make quick work of Chrom and Robin's supporting cast due to the trouble their Back-Up status can cause.
Chrom and Robin are very lackluster and not particularly concerning as stand-alone units; thus, taking care of thꦛem is very straightforward.
Robin is a squishy mage with only a rally skill, so using any strong physical unit against him will make quick work of the tactician. Chrom, on the other hand, does need a bit of caution due to Falchion and its extra effectiveness against dragons (namely Alear).
He🐈 has no way of countering Range Three attacks, so chipping away with Thunder or a Longbow ౠis a good strategy, and most mages have the Resistance to ignore his Levin Sword if he has it equipped.
Whatever method you choose to use, they're quite easy as bosses and most strategies will work well enough without needing to overthink it so long as you do it quickly.
Once Chrom and Robin are both defeated, the map will end, and all other enemy units will be irrelevant. You can leave the map with Chrom and Robin's Emblem Bracelet in short time.