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The Brash General
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The Brash General is the second divine paralogue in Fire Emblem Engage, unlocked upon the completion of The Ancestor. As a divine paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. In this chapter, Alear awakens Emblem Hector from his bracelet in hopes of having him join their team. Hector briefly recalls memories of when he, Eliwood, and Lyn battled against the Black Fang before asking Alear if they would be willing to hold a friendly competition. Alear accepts Hector's challenge and so a battle begins in a place familiar to the emblem.
Plot
- Main article:
The Brash General/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
A bracelet has been sighted in a dank cave filled with miasma.
Chapter data
Normal Hard Maddening
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Victory: Defeat Emblem Hector | Player | Enemy | ||||
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Defeat: Alear dies | 1–8 | 31+8+4~16 | ||||
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Map dimensions: 30 columns by 22 rows | ||||||
Note: Divine paralogues are subject to dynamic difficulty in which the number of enemies, along with their stats and weapons, change depending on the internal level of Alear and the other player units set to the deployment slots before the chapter begins.
Character data
Characters | |
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New units
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Required characters
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Available characters
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Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started.
Emblem Ring data
Characters | |
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New units
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Required characters
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Available characters
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Note: The returning Emblems list only those obtained by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have obtained more Emblems than the above by the point the chapter is started.
Additionally, Emblem Energy appears in the following locations:
- Column 3, row 13
- Column 5, row 6
- Column 11, row 2
- Column 13, row 16
- Column 22, row 20
- Column 23, row 21
Item data
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Completing this chapter will unlock Hector's Emblem Bracelet with the maximum bond level.
Enemy data
This section has been marked as a stub. Please help improve the page by adding information.
Reinforcements
Either formation A, B, or C will appear depending on the dynamic difficulty
Formation A
- Turn 5, from the southeast
- 2 Sword Cavaliers (Hard/Maddening)
- Turn 8, from the southeast
- 2 Lance Cavaliers and 1 Axe Flier (Hard/Maddening)
- Turn 11, from the southeast
- 2 Sword Fliers and 1 Axe Armor (Hard/Maddening)
- Turn 14, from the southeast
- 2 Lance Fliers and 1 Lance Fighter (Hard/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Formation B
- Turn 5, from the southeast
- Turn 8, from the southeast
- 2 Lance Cavaliers and 1 Axe Flier (Hard/Maddening)
- Turn 11, from the southeast
- 2 Sword Fliers (Normal)
- 2 Sword Fliers and 1 Axe Armor (Hard/Maddening)
- Turn 14, from the southeast
- 2 Lance Fliers and 1 Lance Fighter (Normal/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Formation C
- Turn 5, from the southeast
- Turn 8, from the southeast
- 2 Paladins (Normal)
- 2 Paladins and 1 Wyvern Knight (Hard/Maddening)
- Turn 11, from the southeast
- 2 Griffin Knights (Normal)
- 2 Griffin Knights and 1 Great Knight (Hard/Maddening)
- Turn 14, from the southeast
- 2 Griffin Knights (Normal)
- 2 Griffin Knights and 1 Royal Knight (Normal/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Boss data
- Main article:
Hector
Normal Hard Maddening
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- Hector's stats vary depending on the dynamic difficulty
- The first time Hector starts his turn in the movement range of a player unit, he will move near them and use Storm's Eye. Every other turn afterwards, if a player unit is in range, he will use Storm's Eye again but may not move before doing so.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This section has been marked as a stub. Please help improve the page by adding information.
Be sure to equip Antitoxin to deal with all the poison gas.
Enemy thieves will open the chests and attempt to escape the map.
A small team is capable of navigating the route up the side of the right side of the map. Leaving the rest of the units to deal with the area to the left and any reinforcements that appear.
Typically only the provoked enemies will move. The two armored units to the bottom left of the map, who will activate the bow wielders in the corner when provoked. The unit equipped with the physic staff in the upper right will not move to attack.
On Maddening, Hector will move off the Protection Tile when the players pass the 9th(?) row in the far left area.
Hector will prioritize attacking Alear over other units.
Trivia
- This chapter is based off of Chapter 30 of Hector's tale in Fire Emblem: The Blazing Blade.
Etymology and other languages
This section has been marked as a stub. Please help improve the page by adding information.
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Brash General |
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← The Ancestor • | The Brash General | • The Lonely Heir → |
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