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Available after completing the sixth chapter, 168澳洲幸运5开奖网:Fire Emblem: Engage's second paralogue introduces the token Anna character once more, while sticking to Fire Emblem's running joke of the strong units also being children. Like Jean's, Anna's map is straightforward, easy, and comes with far more boons than threats. Its token Master Seal also makes this early map especially tempting.
In addition, Anna's unique "Make A Killing" skill makes her doubly worth your time and energy in completing this map if you're hoping to recruit another magically-inclined unit that's capable of killing enemies and making a little dough on the side. The spoils of war have never tasted so sweet. Anna's paralogue, even after completion, truly is the gift that keeps on giving.
Setup Phase
Anna's paralogue has no shortage of axe enemies and also features absolutely no lance enemies. Attempting to do this map as soon as it appears means you'll have some difficulty in setting up the proper Weapon Triangle exploits, as your only sword unit before the seventh chapter is Alear.
You can choose to come back to this paralogue after completing Chapter Seven and recruiting Lapis, but the map is easy enough without her and mages work just as well with the high number of low-resist enemies.
Your group will be split into teams of two: four on each side. A well-balanced t🎃eam will li𓆉kely consist of having a:
- Tank unit (Avoid or Defense)
- Staff user (equip one with Obstruct)
- A mage
- Physical ranged unit
Having a skilled and tankier Warp Ragnarok user (as you likely won't have the Warp staff yet) can be incredibly useful here in allowing you to reach Anna before the enemies do, but it isn't necessary to complete this map and recruit her.
Mounted units can do just as well, but if you have a flying unit, it is recommended to place them on the western team d꧅ue to the placement of an archer on the right s𝓡ide.
With few mages and a need to reach the Treasure Room in good time, having a tanky combination on hand, like Louis and Sigurd, can work exceedingly well.
Placing them on the east side to tank attacks and run down the hall &mdas🍌h; while avoiding the range of the mage in the small𝔉 southwestern alcove — is a decent strategy.
Striking It Rich
Your goal in the first half of the map is to reach Anna. She's hiding in the center chest. Thankfully, you're in no big rush to reach her since the bandits begin toward the outer chests on their second turn — reaching them on the start of turn four — and then Anna's chest on turn five.
Once she's been found, she'll make a dash on the western side, and she can survive a beating from at least one attacker and then use a vulnerary, giving her enough survivability to at the very least reach Alear. Even on Maddening, reaching Anna at breakneck speeds is not necessary and will more ไthan likely be a g🌠reater risk to your units than progressing at a steady pace.
Chasing Anna is unnecessary because she will always run toward Alear. When no enemies are prese𝔍nt, Anna will run to any space adjacent⛄ to the protagonist.
Ifℱ you choose not to talk to her, she will follow y🐟ou around the entire map without ever leaving, making it very difficult to avoid her.
Beyond Anna, the main priority is to defeat all units on the east and west sides and join your groups together in the central space. Catching the thieves that run off with the chest items (especially the Master Seal) is your second objective.
This second objective is easily met by catching the thieves as they run from the Treasure Room toward the two breakable doors on the south side of the map. Thiಌs will at least take two turns to achieve, so you should easily be able to catch them before they make off with the treasure so long as you keep pressing forward.
The Mysterious Merchant
Enemies |
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8 Units |
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Deployment |
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Victory Conditions |
Defeat Mitan |
Treasures |
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Difficulty |
★★★★☆☆☆☆☆☆ (4/10) |
Once the map begins, you should set your tank forward with a Qi-Adept behind them. If your tank is♋ an Avo tank, go ahead and use Chain Guard here; otherwise, have the staff unit on standby to save the Chain Guard for later.
Bait the enemy groups ahead and start making your way down the corridors on the east and west sidesꦇ respectively. The west side is more physical and will probably take a little bit more effort to clean up than the east side, but the east side should beware of the Thunder mage in the small room off to the side.
Making your way down, you can choose to use a tankier Warp Ragnarok user like Celine to position them in the central Treasure Room on turn one and take out the armored unit that will eventually open Anna's chest. This can help you set up to catch the thieves that will open the left and right chests on their next turn and prevent Anna from running into an enemy on the west side before you remove the many threats there.
This should not be done in Maddening with the higher rate of enemies and the likelihood that your mage won't actually be able to deal with all the high-difficulty enemies in the room.
Doing so is simply too high of a risk with units that have yet to be advanced forward in class. It is better to wait to catch a fleeing Anna in the west hall.
Additionally, if you remove the armored unit but not the thieves, the thief on the right (or the left, if the right is already dead) will open Anna's chest on the next turn.
If you don't warp someone into the Treasure Room, Anna will more than likely be found by the enemy and start racing west toward Alear. By this time, you should have defeated most of the enemy units in the hallway and be close to the thief attempting to make a getaway.
Defeat the thief and use Alear to speak with Anna. Doing so will automatically add Anna t🌱o your team to be used and moved in the same turn you recruit her.
If you reach Anna before her chest is open, it is recommended to leave her chest alone until Alear opens it. Otherwise, Anna will have the same dialogue as if the enemy had found her and 🌊begin running west.
Alear opening her chest will have the same 🎶effect as if they had spoken to her in the hall.
How To Protect Anna
Once Anna is recruited, it is recommended to place her behind your units. She's squishy and has a terrible hit rate and damage output. As an axe fighter, she additionally doesn't receive growths that are beneficial for her optimal class, so getting her extra experience in this map isn't recommended either.
In general, you should keep her away from the action and let your more capable units 𒀰deal with꧋ the remainder of the map.
If Anna is being chased when you speak with her, use your action to either move her out of the range of enemy attacks or use a vulnerary to top up her HP. She can survive one🍸 hit from anything on the map in most cases, so you can use her to bait an en🌱emy away from a unit that might appreciate avoiding a hit, such as a Qi-Adept.
Conjoining Your Army
There are two ways to go about tackling the central♊ hall, but o🌸ne is far better than the other.
You can approach on the two opposite sides of the central chamber by the patchy forested areas and the energy well, or you can bait them directly down the center into the Treasure Room. If you have a staff user with ability to use "Obstruct", then baiting down the center is the best choice.
Place a high-resist unit on the farthest edge of the enemy range, use Obstruct directly in front of your resistance unit, and wait a turn. The rest of you𝓡r units should lie in wait on the east and west wings. The enemy mage will attack your resistance unit, and the armored unit will be baited forward but unable ⛎to attack.
Afterward, move in with a magic unit — or a unit with an armor-effective weapon — to defeat the armored unit and a physical attacker to defeat the mage.
From here, you can join all parts of your army together in the ꦛCentral Room ඣin preparation to take on Mitan and her goonies.
Central Room
Mitan, thankfully, doesn't move from her placement on the healing tile. She does have a handaxe, but she won't leave to hit anyone with it. Therefore, you can use your tanks on both the left and right side of the room to draw her lackies down into your army.
Use Chain Guard to protect any tank that might take damag🦋e, and p﷽repare to use your mages to remove the axe users.
Once both of her supporters are removed from the equation, you can begin closing in on Mitan. Using a longbow or Thunder (if you completed Chapter Seven and came back to this paralogue) will allow you to get chipping hits in against Mitan without retali𝐆ation. If you purchased the DLC, you likely have the Emblem of Rivals and canꦅ use Failnaught for an additional attack.
Unfortunately, Mitan's placement does raise her avoid for the non-magic and non-Mystical units, so you'll need to be patient with your hits. Use your distance chipping damage and then use other units to finish the job when her health is low enough. It will mꦉake quick work of Mitan and should remove her within a single round. Once she falls, the batt𓃲le is over, and Anna will permanently join your team.
You can ignore Anna the entire battle and never speak her once, and she will still join your team. If you find yourself in a predicament where you don't want to use Alear's turn in battle, you don't need to waste that turn talking with Anna.
Post-Battle Exploration
The first item to find can be found directly past Anna in the grass. Picking it up will give you 100 Bond Fragments, a nice little prize on top of the base exploration reward of 450 Bond Fragments. Directly north of that in the ruins corner are some beans. More ⛄beans can be found🦂 in the adjacent hall in the northeastern corner.
The center of the ruins are where the real prize is at: four steel ingots on the west side of the central hall and 120 iron ingots directly across on the east side.
For animals, you have your pick of a pigeon to the north, an Eastern Freecat just behind Anna in a corner, and the much appreciated Black Elyosian Dog you should 168澳洲幸运5开奖网:absolutely not go without adopting — especially this early in the game.