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Retaking the Castle
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Retaking the Castle (Japanese: 王城奪還 Recapture of the royal castle) is the fifth chapter of Fire Emblem Engage. In this chapter, Alear and their group fight to fend of soldiers of Elusia from taking over Firene castle.
This chapter introduces destructible terrain and chests, which can be opened by any unit. It also features the first boss to have a Revival Stone. In addition to the next main chapter, completing this chapter will also unlock the first paralogue chapter, as well as the smithy, arena, and amiibo services on the Somniel.
Plot
- Main article: Retaking the Castle/Script
Alear, Alfred, and Céline arrive outside Firene Castle, which they find to be eerily quiet. Worried about the citizens, the group hurries inside. Within the castle, an Elusian general named Nelucce interrogates Queen Ève as to the whereabouts of their Emblem Ring. After repeated failures, his superior, Zephia, arrives to take over his job. Ève remains silent, so Zephia threatens to use her army to kill everyone in the castle. Alear, Alfred, and Céline reach the enemy group, when Zephia deduces that Céline must be holding on to the Emblem Ring, and orders them killed and Ève held captive. Zephia recognizes Alear, who introduces themself as the Divine Dragon. Zephia is perplexed by this, believing that Lumera was the only one until her death. Alear vows revenge against Zephia for the death of their mother. She then reveals that Sombron has already been freed by Elusia, and reasons that this is why Alear had woken up in the first place, which Alear rejects. Zephia then leaves her post, ordering Nelucce and the soldiers to retrieve Alear's rings, and a full-scale battle begins in the castle.
Though Alear defeats Nelucce, he manages to run away. Céline takes the opportunity to rescue Ève, who wholeheartedly welcomes and thanks Alear. Alear then informs her that Lumera lost her life protecting them, to which Ève responds by offering her condolences. Afterwards, Alear discusses their mission to collect the Emblem Rings, and Ève not only allows Alear to keep the Ring of the Caring Princess, but reveals that each country was in fact given two rings instead of just one. She explains that Firene's second ring—the Ring of the Dawn Maiden—was hidden in a shrine by the border of Brodia to keep it safe. Alfred remembers that she took him to the shrine after his father died, and offers to guide Alear to it. Ève allows Alfred and Céline to travel with Alear, and offers the group a chance to rest before departing.
After leaving, Alear is approached by two merchants—Calney and Pinet—who offer their services of smithing and clothing respectively, which Alear accepts. Elsewhere, Nelucce catches his breath after running, only to be met with Zephia. He apologizes for his failure to retrieve the rings, but Zephia kills him as he attempts to escape again. She is then met with the mysterious girl, whom she apologizes to. The two discuss their role in Lumera's death, along with their newfound information of the second Divine Dragon, Alear. The girl suggests they rest for the time being.
Beginning log
Upon learning that Elusia invaded Firene Castle, the Divine Dragon's army hastens to Queen Ève.
Chapter data
|
|
|
Victory: Defeat Nelucce
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Alear dies
|
1–10
|
{{{partner}}}
|
{{{other}}}
|
25+4
|
{{{third}}}
|
|
Map dimensions: 18 columns by 25 rows
|
|
|
|
|
Victory: Defeat Nelucce
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Alear dies
|
1–10
|
{{{partner}}}
|
{{{other}}}
|
27+4
|
{{{third}}}
|
|
Map dimensions: 18 columns by 25 rows
|
|
Character data
Characters
|
New units
|
|
Available characters
|
|
Additionally, Emblem Energy appears in the following locations:
- Column 1, row 1: The northwest corner of the map
- Column 2, row 1: Just east of the northwest corner of the map
- Column 12, row 11: Just west of the Lance Armor inside the throne room
- Column 14, row 11: Just east of the Lance Armor inside the throne room
Item data
Marketplace data
Marketplace
|
Name
|
Stock
|
Price
|
|
Slim Sword
|
∞
|
500
|
|
Iron Sword
|
∞
|
1,000
|
|
Slim Lance
|
∞
|
500
|
|
Iron Lance
|
∞
|
1,000
|
|
Javelin
|
1
|
1,800
|
|
Compact Axe
|
∞
|
500
|
|
Iron Axe
|
∞
|
1,000
|
|
Hand Axe
|
1
|
1,800
|
|
Mini Bow
|
∞
|
500
|
|
Iron Bow
|
∞
|
1,000
|
|
Short Knife
|
∞
|
500
|
|
Iron Dagger
|
∞
|
1,000
|
|
Surge
|
∞
|
1,500
|
|
Fire
|
∞
|
1,000
|
|
Initiate Art
|
∞
|
500
|
|
Iron-Body Art
|
∞
|
1,000
|
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Elusian Soldier
|
Lance Cavalier
|
9
|
2
|
27
|
6
|
1
|
11
|
9
|
3
|
1
|
1
|
7
|
5
|
Iron Lance
|
Both begin moving if either of them or Nelucce is provoked.
|
|
Elusian Soldier
|
Martial Monk
|
8
|
1
|
21
|
3
|
4
|
7
|
7
|
2
|
7
|
2
|
3
|
4
|
Iron-Body Art • Heal
|
Begins moving if a nearby Axe Fighter or Sword Fighter is provoked.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
2
|
31
|
9
|
0
|
7
|
7
|
2
|
0
|
0
|
8
|
4
|
Hand Axe
|
• The northern one begins moving if a nearby Martial Monk or Sword Fighter is provoked. • The southern one begins moving if the nearby Lance Armor, Axe Fighter, or Archer is provoked, or if the rickety wall is destroyed; he will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
2
|
24
|
5
|
0
|
10
|
11
|
2
|
1
|
2
|
6
|
4
|
Iron Sword
|
Both begin moving if either of them or the nearby Martial Monk or Axe Fighter is provoked.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
30
|
8
|
0
|
9
|
2
|
12
|
0
|
1
|
8
|
4
|
Ridersbane • Vulnerary
|
Begins moving if a nearby Axe Fighter or Archer is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
1
|
31
|
9
|
0
|
7
|
7
|
2
|
0
|
0
|
8
|
4
|
Iron Axe
|
Begins moving if the nearby Lance Armor, Axe Fighter, or Archer is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Archer
|
8
|
1
|
22
|
5
|
0
|
11
|
7
|
1
|
0
|
1
|
5
|
4
|
Iron Bow
|
Begins moving if a nearby Lance Armor or Axe Fighter is provoked, or if the rickety wall is destroyed; will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
30
|
6
|
0
|
9
|
2
|
12
|
0
|
1
|
8
|
4
|
Iron Lance • Vulnerary
|
Will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Axe Fighter
|
8
|
1
|
30
|
6
|
0
|
6
|
6
|
1
|
0
|
0
|
8
|
4
|
Iron Axe
|
Will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
1
|
24
|
3
|
0
|
10
|
9
|
2
|
1
|
2
|
6
|
4
|
Iron Sword
|
Moves to be just south of the nearby Axe Fighter on turn 2, then will not move until turn 5 except to set up chain attacks.
|
|
Elusian Soldier
|
Archer
|
9
|
1
|
23
|
4
|
0
|
12
|
7
|
1
|
0
|
1
|
5
|
4
|
Iron Bow
|
Begins moving unprovoked on turn 5.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
30
|
8
|
0
|
9
|
2
|
12
|
0
|
1
|
8
|
4
|
Iron Lance • Vulnerary
|
Begins moving unprovoked on turn 2, or if the nearby Archer is provoked.
|
|
Elusian Soldier
|
Archer
|
9
|
2
|
23
|
6
|
0
|
12
|
7
|
1
|
0
|
1
|
5
|
4
|
Iron Bow
|
• The southwestern one immediately begins moving unprovoked. • The northeastern one begins moving unprovoked on turn 2, or if the nearby Lance Armor is provoked.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
4
|
24
|
5
|
0
|
10
|
11
|
2
|
1
|
2
|
6
|
4
|
Iron Sword
|
• The eastern one and the southwestern two immediately begin moving unprovoked. • The northwestern one begins moving unprovoked on turn 3, or if a nearby Axe Fighter is provoked.
|
|
Elusian Soldier
|
Axe Fighter
|
8
|
2
|
30
|
9
|
0
|
6
|
6
|
1
|
0
|
0
|
8
|
4
|
Iron Axe
|
Both begin moving unprovoked on turn 3, or if either of them or the nearby Sword Fighter is provoked.
|
|
Thief
|
Thief
|
9
|
1
|
23
|
3
|
0
|
9
|
9
|
2
|
1
|
2
|
5
|
3
|
Iron Dagger
|
Prioritizes opening both chests, then escaping via the west.
|
|
Nelucce
|
Axe Fighter
|
12
|
1
|
34
|
12
|
0
|
7
|
8
|
6
|
3
|
8
|
9
|
4
|
Hand Axe • Seraph Robe
|
• Starts on a protection tile. • Begins moving if a nearby Lance Cavalier is provoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Elusian Soldier
|
Lance Cavalier
|
9
|
2
|
30
|
10
|
2
|
12
|
11
|
8
|
5
|
2
|
7
|
5
|
Iron Lance
|
Both begin moving if either of them or Nelucce is provoked.
|
|
Elusian Soldier
|
Martial Monk
|
8
|
1
|
23
|
6
|
8
|
8
|
8
|
5
|
12
|
2
|
4
|
4
|
Iron-Body Art • Heal
|
Begins moving if a nearby Axe Fighter or Sword Fighter is provoked.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
2
|
34
|
13
|
0
|
7
|
8
|
5
|
2
|
0
|
8
|
4
|
Hand Axe
|
• The northern one begins moving if a nearby Martial Monk or Sword Fighter is provoked. • The southern one begins moving if the nearby Lance Armor, Axe Fighter, or Archer is provoked, or if the rickety wall is destroyed; he will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
2
|
26
|
9
|
1
|
11
|
13
|
6
|
5
|
2
|
6
|
4
|
Iron Sword
|
Both begin moving if either of them or the nearby Martial Monk or Axe Fighter is provoked.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
33
|
12
|
0
|
10
|
3
|
17
|
2
|
1
|
9
|
4
|
Ridersbane • Vulnerary
|
Begins moving if a nearby Axe Fighter or Archer is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
1
|
34
|
13
|
0
|
7
|
8
|
5
|
2
|
0
|
8
|
4
|
Iron Axe
|
Begins moving if the nearby Lance Armor, Axe Fighter, or Archer is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Archer
|
8
|
1
|
24
|
10
|
1
|
13
|
8
|
4
|
3
|
1
|
5
|
4
|
Iron Bow
|
Begins moving if a nearby Lance Armor or Axe Fighter is provoked, or if the rickety wall is destroyed; will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
33
|
12
|
0
|
10
|
3
|
17
|
2
|
1
|
9
|
4
|
Iron Lance • Vulnerary
|
Will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Axe Fighter
|
8
|
3
|
33
|
13
|
0
|
7
|
7
|
5
|
2
|
0
|
8
|
4
|
Iron Axe
|
• The southern two both begin moving unprovoked on turn 3, or if either of them or the nearby Sword Fighter is provoked. • The northern one will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
5
|
26
|
9
|
1
|
11
|
13
|
6
|
5
|
2
|
6
|
4
|
Iron Sword
|
• The eastern one and the southwestern two immediately begin moving unprovoked. • The northwestern one moves to be just south of the nearby Axe Fighter on turn 2, then will not move until turn 5 except to set up chain attacks. • The northwestern one begins moving unprovoked on turn 3, or if a nearby Axe Fighter is provoked.
|
|
Elusian Soldier
|
Archer
|
9
|
3
|
25
|
10
|
1
|
14
|
8
|
5
|
4
|
2
|
5
|
4
|
Iron Bow
|
• The southwestern one immediately begins moving unprovoked. • The northeastern one begins moving unprovoked on turn 2, or if the nearby Lance Armor is provoked. • The northwestern one begins moving unprovoked on turn 5.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
33
|
12
|
0
|
10
|
3
|
17
|
2
|
1
|
9
|
4
|
Iron Lance • Vulnerary
|
Begins moving unprovoked on turn 2, or if the nearby Archer is provoked.
|
|
Thief
|
Thief
|
9
|
1
|
25
|
7
|
2
|
11
|
13
|
5
|
5
|
2
|
5
|
3
|
Iron Dagger
|
Prioritizes opening both chests, then escaping via the west.
|
|
Nelucce
|
Axe Fighter
|
12
|
1
|
38
|
17
|
1
|
8
|
9
|
10
|
5
|
9
|
10
|
4
|
Hand Axe • Seraph Robe
|
• Starts on a protection tile. • Begins moving if a nearby Lance Cavalier is provoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Elusian Soldier
|
Lance Cavalier
|
9
|
2
|
31
|
11
|
3
|
14
|
11
|
9
|
7
|
2
|
7
|
5
|
Iron Lance
|
Both begin moving if either of them or Nelucce is provoked.
|
|
Elusian Soldier
|
Martial Monk
|
8
|
1
|
23
|
6
|
8
|
8
|
8
|
5
|
12
|
2
|
4
|
4
|
Iron-Body Art • Heal
|
Begins moving if a nearby Axe Fighter or Sword Fighter is provoked.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
1
|
36
|
15
|
2
|
9
|
8
|
7
|
4
|
0
|
8
|
4
|
Hand Axe
|
Begins moving if a nearby Martial Monk or Sword Fighter is provoked.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
2
|
27
|
10
|
2
|
13
|
13
|
8
|
7
|
2
|
6
|
4
|
Iron Sword
|
Both begin moving if either of them or the nearby Martial Monk or Axe Fighter is provoked.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
34
|
14
|
2
|
11
|
3
|
19
|
3
|
1
|
9
|
4
|
Ridersbane • Vulnerary
|
Begins moving if a nearby Axe Fighter or Mage is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Axe Fighter
|
9
|
1
|
36
|
15
|
2
|
9
|
8
|
7
|
4
|
0
|
8
|
4
|
Iron Axe
|
Begins moving if a nearby Lance Armor or Mage is provoked, or if the rickety wall is destroyed.
|
|
Elusian Soldier
|
Mage
|
8
|
1
|
22
|
3
|
12
|
10
|
9
|
5
|
13
|
1
|
5
|
4
|
Fire
|
Begins moving if the nearby Lance Armor, Axe Fighter, or Mage is provoked, or if the rickety wall is destroyed; will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Mage
|
8
|
1
|
22
|
3
|
12
|
10
|
9
|
5
|
13
|
1
|
5
|
4
|
Thunder
|
Begins moving if the nearby Lance Armor, Axe Fighter, or Mage is provoked, or if the rickety wall is destroyed; will not be provoked by units outside the throne room.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
34
|
14
|
2
|
11
|
3
|
19
|
3
|
1
|
9
|
4
|
Iron Lance • Vulnerary
|
Will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Axe Fighter
|
8
|
3
|
34
|
14
|
1
|
8
|
7
|
7
|
3
|
0
|
8
|
4
|
Iron Axe
|
• The southern two both begin moving unprovoked on turn 3, or if either of them or the nearby Sword Fighter is provoked. • The northern one will not move until turn 5, or until fought.
|
|
Elusian Soldier
|
Sword Fighter
|
9
|
7
|
27
|
10
|
2
|
13
|
13
|
8
|
7
|
2
|
6
|
4
|
Iron Sword
|
• The eastern two and the southwestern three immediately begin moving unprovoked. • The northwestern one moves to be just south of the nearby Axe Fighter on turn 2, then will not move until turn 5 except to set up chain attacks. • The northwestern one begins moving unprovoked on turn 3, or if a nearby Axe Fighter is provoked.
|
|
Elusian Soldier
|
Archer
|
9
|
3
|
26
|
11
|
2
|
15
|
8
|
6
|
5
|
2
|
5
|
4
|
Iron Bow
|
• The southwestern one immediately begins moving unprovoked. • The northeastern one begins moving unprovoked on turn 2, or if the nearby Lance Armor is provoked. • The northwestern one begins moving unprovoked on turn 5.
|
|
Elusian Soldier
|
Lance Armor
|
9
|
1
|
34
|
14
|
2
|
11
|
3
|
19
|
3
|
1
|
9
|
4
|
Iron Lance • Vulnerary
|
Begins moving unprovoked on turn 2, or if the nearby Archer is provoked.
|
|
Thief
|
Thief
|
9
|
1
|
26
|
8
|
3
|
12
|
13
|
6
|
6
|
2
|
5
|
3
|
Iron Dagger
|
Prioritizes opening both chests, then escaping via the west.
|
|
Nelucce
|
Axe Fighter
|
12
|
1
|
39
|
19
|
2
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10
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9
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13
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7
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9
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10
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4
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Hand Axe • Seraph Robe
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• Starts on a protection tile. • Begins moving if a nearby Lance Cavalier is provoked.
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Reinforcements
- Two (Normal/Hard)/One (Maddening) turn(s) after the four enemies behind the door are provoked:
- 2 Lance Cavaliers; one from each of the stairs within the throne room
- 2 Archers; one from each of the stairs within the throne room
Boss data
- Main article: Nelucce
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Before each battle, make sure to return to the Somniel. This time, you will receive your Expansion Pass bonuses (stat boosters for wave 1, Silver Weapons, SP books, bond fragments, and money for wave 2), a free set of Steel weapons and ingots, 3000G, and 20 of each engage weapon upgrade crystal. You may be tempted to donate the money to various nations through the bulletin board. Don't do this - it's a money sink with not nearly enough payoff to justify it. You should have reached bond level 5 between Alear and Marth, unlocking the ability to inherit his skills. You also unlock the ability to visit the Stable, do Strength Training, raise Sommie, do shopping, and visit the Ring Chamber. At the Stable, you can let your adopted animals out to graze, and they will produce items. As mentioned before, dogs are always the best options since they produce metal ingots. For Strength Training, you can play a minigame to give Alear a stat boost that last for one battle. Note that this stat boost does not stack with tonics; whichever effect is stronger will take priority. Sommie produces bond fragments and can help you in minigames. At the item shop, you can stock up on healing staves if you need to. There are also tonics available, but only one of each. At the armory, you definitely want to buy the Javelin for Louis, the Hand Axe for either Vander or Boucheron (whoever doesn't have the one from Chapter 4), and a Mini Bow for Etie. Finally, in the Ring Chamber, you can have a unit polish an Emblem Ring for free bond points, inherit skills, and turn bond fragments into new Bond Rings. Note that the cost of higher-ranked skills (for example, Marth's Avoid +20) is cumulative and covers all of the lower-ranked versions - in other words, there's no reason not to buy lower-ranked skills. Alear may as well pick up Avoid +10. Finally, making more Bond Rings can give you the stat boosts you need to hit stat benchmarks in battle.
In battle preparations, it is wise to make use of your Emblem and Bond Rings, tonics, and supporting skills to make sure to hit useful benchmarks. 22 physical attack two-shots the enemy Sword Fighters, 19 two-shots the enemy Archers, Thief, and Martial Monk and three-shots the enemy Axe Fighters, and 16 two-shots the Mage. 21 magic attack two-shots the enemy Sword Fighters, 20 two-shots the enemy Lance Armors and Axe Fighters, and 18 two-shots the enemy Archers. 10 Speed doubles enemy Axe Fighters, 12 doubles Nelucce, 13 doubles enemy Archers and the Martial Monk, and 14 doubles the Mage. 13 Defense allows you to attack the Thief without taking damage from the counterattack. Also note that Nelucce is the first enemy with a Revival Stone; this basically acts as an extra life bar. Enemies can't counterattack on attacks that destroy a Revival Stone, so keep that in mind.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Retaking the Castle
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--
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Japanese
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王城奪還
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Recapture of the royal castle
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Spanish
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Liberar el castillo
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Liberate the castle
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French
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Reconquête du château
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Reconquest of the castle
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German
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Rückeroberung
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Reconquest
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Italian
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Ripresa del castello
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Recovery of the castle
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Korean
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왕성 탈환
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Recapture of the royal castle
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Simplified Chinese
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夺回王城
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Recapture of the royal castle
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Traditional Chinese
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奪回王城
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Recapture of the royal castle
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.