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The Ancestor: Difference between revisions
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*Column 26, row 6 | *Column 26, row 6 | ||
*Column 28, row 17 | *Column 28, row 17 | ||
Two triggers called Sigils, which disable the magic preventing entry into the rooms, appear in the following locations: | |||
*Column 17, row 27 dispels the Magic Door (located at Column 3, row 22) and Ice Barrier | |||
*Column 3, row 27 dispels the Magic Door (located at Column 26, row 22) and Ice Barrier | |||
===Item data=== | ===Item data=== |
Revision as of 18:36, 13 February 2024
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The Ancestor (Japanese: 祖たる神竜 The ancestor Divine Dragon) is a divine paralogue in Fire Emblem Engage. It is unlocked upon the completion of Chapter 6.
Plot
- Main article:
The Ancestor/Script
Alear and Vander arrive at a temple on an island south of Firene to search for an Emblem. The two discover and awaken Emblem Tiki, who explains that she and her friends fought in many battles in another world before being sealed away. Alear asks Tiki to join them in protecting Elyos, and she agrees on the condition that they battle her to show what drives them. Alear and their cohort defeat Tiki, who agrees to join them. Tiki also reveals that other Emblems are present nearby and would likely join Alear if asked. If Emblem Marth is present in the party, he reunites with Tiki, and the two vow to protect Elyos together.
Beginning log
A bracelet has been sighted in the icy temple of a mystical dragon.
Chapter data
Normal Hard Maddening
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Victory: Defeat Emblem Tiki | Player | Enemy | ||||
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Defeat: Alear dies | 1–8 | 34+8+19~20 | ||||
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Map dimensions: 30 columns by 30 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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Emblem Ring data
Characters | |||||||||||
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New units
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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 17
- Column 13, row 14
- Column 17, row 5
- Column 21, row 14
- Column 26, row 6
- Column 28, row 17
Two triggers called Sigils, which disable the magic preventing entry into the rooms, appear in the following locations:
- Column 17, row 27 dispels the Magic Door (located at Column 3, row 22) and Ice Barrier
- Column 3, row 27 dispels the Magic Door (located at Column 26, row 22) and Ice Barrier
Item data
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Completing this chapter will unlock Tiki's Emblem Bracelet with the maximum bond level.
Level scaling data
This chapter's enemy units are subject to level scaling mechanisms that increase their levels as the player makes progress along the main story path. Initial unpromoted units who reach an effective level of 21 will become promoted units of level (effective level -20) unless otherwise stated.
When enemies become promoted, they become the following classes:
- Sword Fighter → Hero or Swordmaster
- Lance Fighter → Halberdier
- Axe Fighter → Warrior or Berserker
- Mage → Mage Knight or Sage
- Monk → Martial Master
- Sword Armor and Axe Armor → General
- Lance Cavalier → Wolf Knight
- Axe Cavalier → Paladin
Enemy weapons also change depending on their wielder's internal level from 1–15 → 16–30 → 31–40:
- Iron Sword → Steel Sword → Silver Sword
- Iron Lance → Steel Lance → Silver Lance
- Javelin → Javelin → Spear
- Iron Axe → Steel Axe → Silver Axe
- Hand Axe → Hand Axe → Tomahawk
- Iron Bow → Steel Bow → Silver Bow
- Fire → Elfire → Bolganone
- Thunder → Elthunder → Thoron
- Shielding Art → Shielding Art → Flashing Fist Art
- Iron Dagger → Steel Dagger → Silver Dagger
On Maddening mode, the following weapons further change when their wielder's internal level exceeds 41:
Lastly, all enemies on Maddening mode gain their class-based enemy-only skills when their internal level exceeds 41.
Enemy data
- Some stats are separated by a '~'. The stats to the left of the ~ are taken immediately after chapter 6, the earliest possible point where this paralogue may be undertaken.
Normal Hard Maddening
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Reinforcements
Either formation A or B will appear depending on the dynamic difficulty
Formation A
- Turn 14, from the south
- 2 Axe Fighters
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 17, from the south
- 2 Axe Armors
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 20, from the south
- 2 Mages
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 23, from the south
- 2 Thieves
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 26, from the south
- 2 Axe Cavaliers
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 29, from the south
- 2 Sword Cavaliers
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 32, from the south
- 2 Lance Cavaliers
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 35, from the south
- 2 Phantom Wyvern (Normal)
- 3 Phantom Wyverns (Hard/Maddening)
Formation B
- Turn 14, from the south
- 2 Berserkers
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 17, from the south
- 2 Great Knights
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 20, from the south
- 2 Sages
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 23, from the south
- 2 Thieves
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 26, from the south
- 2 Paladins
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 29, from the south
- 2 Wolf Knights
- 1 Phantom Wyvern (Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 32, from the south
- 2 Paladins
- 1 Phantom Wyvern (Normal/Hard)
- 2 Phantom Wyverns (Maddening)
- Turn 35, from the south
- 2 Phantom Wyvern (Normal)
- 3 Phantom Wyverns (Hard/Maddening)
Boss data
- Main article:
Tiki
Normal Hard Maddening
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- Tiki's stats and weapons vary depending on the dynamic difficulty
- On Maddening mode, Fire Breath may be replaced by Fog Breath
- Once the northwest Ice Barrier Sigil is activated, Tiki will transform into a dragon and gain her weapons and stat boosts from Draconic Form
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
There are two big concerns on this map. The first is the sparkly tile in the northern section of the map containing the Silver Card. Fortunately, you don't need Warp to get it; unfortunately, if you don't have Warp, you're going to need to take a long hike around the perimeter of the map. The second is the nasty Phantom Wyverns littering the temple. These guys can hit from 1-3 range and freeze you upon landing a hit. Fortunately, they're considered fliers. It is highly recommended to bring at least two bow-wielders capable of one-shotting them. If you're bringing a tank along, make sure that they can avoid being doubled since the Phantom Wyverns can ignore Defense and anything that takes two hits from them is likely to be obliterated. In addition, Sigurd's Headlong Rush ability confers immunity to freezing to the wielder. It is recommended that you assign Sigurd to a flier so that they can pick off the Martial Monks with Freeze staves on the elevated platform and then collect the Silver Card in something resembling a reasonable timeframe.
At the start of the map, immediately send your flier to pick off the first Martial Monk. He's also inside Longbow range if you so desire. The Thief has absurd avoid on the protection tile, so it's better to lure him off with a tank on enemy phase first. Once the immediately aggressive enemies are dead, start making your way eastward to the temple entrance. Your goal is to secure the area by the end of turn 13, an admittedly generous timeframe. Once that's taken care of, you can either send your flier out immediately to kill off the second Freeze Martial Monk and set out to collect the Silver Card or wait until the reinforcements are routed. The safest way to proceed is to bunker down at the temple entrance and come down on the reinforcements as soon as they spawn. They appear in seven waves of two Phantom Wyverns and two regular enemies, plus an eighth and final wave consisting of three Phantom Wyverns. If you brought two bowmen who can one-shot the Phantom Wyverns, you shouldn't have too much trouble killing them. Also note that the enemies in the northeast part of the temple will aggro on turn 24, and the ones in the central part will aggro on turn 33. Engage attacks can help with the onslaught.
Once all eight waves of reinforcements are dead, it's time to enter the temple. You should have no trouble mopping up the survivors and looting the three chests. Stepping on the seals will turn several of the floor tiles into frost tiles, so keep that in mind. Stepping on the second seal opens Tiki's room, causes her to assume her dragon form, and causes her and all of her flunkies to aggro. Tiki also has the ability to give a Revival Stone to one of her flunkies, so keep that in mind. Tiki's stats are impressive, but she's locked to one range. Unload your Engage attacks on her to end the battle.
Completing this battle rewards you with Tiki's Emblem Bracelet. Her most notable ability is Starsphere, which provides +15% growths to its bearer and can be inherited. You also unlock the ability to challenge all of the other Divine Paralogues.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Ancestor |
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Japanese |
祖たる神竜 |
The ancestor Divine Dragon |
References
The Ancestor |
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