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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
Chapter data
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Victory: Defeat Tiki
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Lose Alear
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8
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{{{partner}}}
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?+31
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{{{third}}}
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Character data
Item data
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.
Reinforcements
- At end of turn 13 and every 3 turns afterwards until a total 8 waves have spawned by end of turn 34:
- 2 Fabrication dragons at the main entrance to the complex, each pair except the last is screened by 2 additional units, in this order:
Boss data
- Main article: Tiki
Boss data
- Tiki's stats and weapons vary depending on the dynamic difficulty
- Once the last seal is removed, 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.
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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
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Name
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Definition, etymology, and notes
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English
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The Ancestor
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Japanese
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祖たる神竜
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The ancestor Divine Dragon
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References