Quick Links
- Setup Phase
- The Follow-Up Party
- Dealing With The Miasma
- The Battle In The Northern Fortress
Fire Emblem Engage's fifteenth chapter is a mysterious one. At every turn, you will be perplexed. You will never know what horrors await you behind every set of locked doors! Well, you wouldn't, that is, if you weren't reading this guide. Hindisight is twenty-twenty. That is what this guide is: hindsight.
This battle can either be quite straightforward and simple, or it can be an absolute nightmare. It is all about how you prepare your party. We will guide you toward a breezy, quick, conclusion to this chapter. Follow our instructions, and you will be dancing your way to an easy victory.
Setup Phase
For starters, you will face off against a ton of axe-wielding units, so you are going to want to focus on featuring as many sword-wielding units as possible. There are a bunch of mages on this map and very few archers. So, when compiling a team, your best bet is to assemble a large number of flying units.
On the other hand, you won't be dealing with many flying units yourself, so archers are less important. On top of that, since you are going to be fighting a ton of mages, you will want to limit the number of armored units you bring on the stage.
Lastly, since this stage has a couple of tight corridors, having the ability to warp units out of trouble is pretty valuable. So, consider placing a Warp staff on your obligatory healing unit. So as a quick summary…
- Minimize the amount of Armored and Archery units.
- Bring lots of flying units; their mobility and high resistance to magic attacks are an asset
- Place an emphasis on sword-wielding units, as the enemy ranks are filled with axe users.
- As per usual, have at least one healer and one mage.
When we tackled this battle, we didn't know how skewed the unit types would be, as so many of them are obfuscated at the beginning of the map. So, we completed it with both Archers and Armored units. Though, you are just making life hard on yourself if you travel down this path.
The Follow-Up Party
At around the mid-point in this battle, a second group of enemies will show up. In total, there will be four of the, The follow-up party is, more or less, unkillable. Don't even try. These guys are completely overtuned. If they catch up to you, you are most certainly going to be put through the blender. However, there are some key elements that you can use to help manage this encounter. The first and most important aspect is that they come out at a set point on the map. This is determined by you destroying the third set of doors.
When you have reached the end of the hallway on the north side of the map, there will be two sets of doors (one set to your right, and another set below you). Destroying either set of doors will trigger this backup party to spawn. So, if you have slower units lagging behind, don't push forward until they have caught up to your main party.
Dealing With The Miasma
The most noteworthy aspect of this map is the miasma that empowers you enemies, and makes your troops more vulnerable. Seadall has a handy ability for dissipating the fog with his multiple terrain altering moves. So, he is invaluable here. However, there are some other novel approaches you can implement to work around this foul fog.
You can use attacks that have the smash ability to shift opponents out of the miasma and onto normal tiles. This will require taking a hit, as all these weapons have the quirk of attacking second, but if you have a healer nearby, this won't necessarily be a huge issue, as this battle gives you plenty of opportunities to heal.
Another thing worth noting is that most enemies don't start on these special tiles, and your units standing on them doesn't affect their offensive capabilities, it effects their defensive capabilities. So, if they can score a killing blow while standing in the fog, as long as they aren't in range of another enemy troop, there is no harm moving onto one of these spaces.
Lastly, between Seadall's dance ability, and Byleth's Goddess Dance special, you can grant multiple units a second turn. So, once again, you can potentially use these abilities to clear out rooms of enemies before they have a chance to benefiot from moving onto these unique tiles.
The Battle In The Northern Fortress
Enemies |
First Room: 5x Axe Fighter, 2x Lance Fighter, 1x Mage |
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Second Room: 2x Axe Fighter, 3x Mage |
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Third Room: 2x Axe Fighter, 1x Sword Fighter, 3x Mage, 1x Swordmaster |
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Treasure Room: 2x Axe Fighters |
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Fourth Room 4x Lance Fighter, 3x Mage |
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Final Room: 3x Axe Fighter, 3x Archer, 1x Barbarian |
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9 Units |
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Deployment |
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Victory Conditions |
Get Seadall To The Exit |
Treasures |
Energy Drop (Treasure chest in the northern section of the map), Talisman (Treasure chest in the final room) |
Difficulty |
★★★★★★☆☆☆☆ (6/10) |
This first room is divided into two sections. Seadall is in the Northern section and is contending with two Axe Fighters. Get (at least) one of your sword-using characters up there to help him out. Make sure Alear talks to him. That way you can take control of the nimble dancer yourself.
We warped our unit into the northern room, but obviously having a highly mobile unit will do it as well.
Beyond that, the lower half has more enemy units to contend with, but they aren't particularly scary. All you need to do is line a few units across the first column of tiles in the room filled with enemies, and bait them to charge forward. Make sure that the unit you place in the central title can survive a hit from a melee unit and a magic unit. Then, in the next round, take advantage of their weaknesses and wipe them out.
Once you have cleared the enemies out in this area, and talked to Seadall, prepare to enter into the second section. Don't bust the doors open right away. Weaken them so that you can knock them off the hinges with your first attack in the next round. But make sure you have all your most mobile fighter up against the door before you proceed.
The Second Room
There are three Mages at the top of the second room. Your primary goal is going to be to take all of them out. If you have enough mobile units, you may be able to do that just by positioning them well, otherwise, use Byleth's Goddess Dance to give four characters an extra turn and have them clear the room. With the use of Goddess Dance, you will be able to effortlessly kill all the Mages, and you will likely be able to take out both Axe Fighters as well.
You really don't want to deal with the miasma in this room, so taking the initiative and clearing out the room before most of the units have a chance to act will be greatly beneficial.
The Third Room
Once again, don't burst through the doors until you have positioned all your units accordingly. Once you do break down the doors, you are going to want to hang out near the doorway, this will encourage the other troops to rush you. Always stay a few tiles away from the Miasma and the enemy units will come to you.
Once you get to the end of this hallway, your best bet is to use Seadall's abilities to clear out the Miasma. There will be two Mages guarding the end of the hallway. Before they can even you, you should be able to move your units in to take them out. Inevitably, you will come up against a Swordmaster, but by that point, they will only have a single companion to back them up. Draw them both out into the corridor and gang up on them.
Room 4 And The Treasure Room
Now, here is where things get tricky. The two sets of doors we mentioned in the "Follow-Up Party" section are at the end of this hallway. Do not break down either set of doors until all your troops are in position and fully healed. Also, make sure to take advantage of the nearby Emblem Energy Pool to regain Byleth's Goddess Dance. Once you are ready, break down both sets of doors.
Send two party members down to fight the two Axe Fighters guarding the treasure (bait them out far away from the miasma), and position some resilient troops at the doorway of the room on your right. You should be able to claim the treasure (which is an Energy Drop) in a few turns. This room on your right contains the hardest encounter of this chapter.
The secret to clearing out this room, which is filled with miasma, Mages, and Spear-Fighters with magical spears, is to clear the Miasma, and then thin out the enemy troops before they ever have a chance to attack. Obviously, Seadall is great at clearing out the Miasma, but an even better choice is Ike.
By using Ike's Great Aether ability, you will keep Seadall active, which means that he can give one of your more powerful units a second turn. You should also have the Goddess Dance available again, so use that to give your troops even more turns. Ideally, when your turn is over, all the Mages will be dead, and there will only be a few Lance Fighters to take care of.
While the enemy's follow-up party will be approaching you throughout this section, they are pretty slow-moving, so, as long as you can clear this room out in three turns, you won't have to deal with them.
The Final Room
The only thing you need to know about this last room is that there are two archers present. So, this is the one section of this chapter that could be dangerous for your flying units. We recommend using Seadall's ability to pin the Barbarian in the corner. Take out the Axe Fighter next to them with ranged attacks so that they can't clear a path for the Barbarian.
You will be able to clear out the other units with your troops relatively easily, as the only really tough one will be pinned against the wall. In the second round, send someone to grab the treasure chest (there is a Talisman in there), and have everyone team up on the Barbarian. Break him with your sword-wielding characters, and then hammer him with ranged attacks with the rest of your party. Finally, move Seadall into the flashing green tile and make your escape!
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