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<small>Note: During this chapter, all Emblems available from the base game in the previous chapter can be synced with by interacting with them on the map. When an Emblem is synced during this chapter, they will function as a Dark Emblem and cannot have their engage [[skills]], engage weapons, or engage attacks used. Units retain whatever bond level they had with these Emblems prior to this chapter, but cannot have these grow during this chapter. [[Marth]] is also locked to [[Alear]], and cannot be switched off of them. Syncing with one of the Dark Emblems will remove any bond rings and their effects from the unit. Units that have already synced with a Dark Emblem can attempt to talk to another, but this will only remove it from the map and not replace the unit's current Emblem.</small> | <small>Note: During this chapter, all Emblems available from the base game in the previous chapter can be synced with by interacting with them on the map. When an Emblem is synced during this chapter, they will function as a Dark Emblem and cannot have their engage [[skills]], engage weapons, or engage attacks used. Units retain whatever bond level they had with these Emblems prior to this chapter, but cannot have these grow during this chapter. [[Marth]] is also locked to [[Alear]], and cannot be switched off of them. Syncing with one of the Dark Emblems will remove any bond rings and their effects from the unit. Units that have already synced with a Dark Emblem can attempt to talk to another, but this will only remove it from the map and not replace the unit's current Emblem.</small> |
Revision as of 01:17, 22 July 2023
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The Fell & the Divine (Japanese: 神竜と邪竜 Divine Dragon and Evil Dragon) is the twenty-second chapter of Fire Emblem Engage. In this chapter, Veyle resurrects Alear, and the two and their army attempt to regain the Emblem Rings.
It is not possible to return to the world map or the Somniel during this chapter. In addition to the next main chapter, completing this chapter will also unlock the fourteenth and fifteenth paralogue chapters.
Plot
- Main article:
The Fell & the Divine/Script
In a mysterious vision, a red-haired Alear stands before a defeated Sombron, and then strikes him dead with their sword. As they walk away, they encounter a distressed Lumera. As Alear is telling her that the war is over, Sombron uses his remaining strength to blast Alear through the heart before succumbing to his wounds. Lumera rushes to cradle her dying child, who laments not being able to be a "good dragon". Lumera assures them that they will be a good, living dragon someday, and that she will give him a proper birthday gift when that arises. Alear thanks her, expressing their wish to be a Divine Dragon like her, then dies in her arms.
Alear awakens in a strange celestial realm, and they recognize the vision as one of their memories rather than a nightmare. They realize that they died protecting Veyle, and wonder if they might find their mother in the realm. Soon after, Veyle appears and tells them that Sombron has raised Gradlon, and that she had died to her evil personality. She apologizes to Alear and laments her failure to have her father see her as more than a defect. Though she suggests that the two fall asleep now, Alear urges her not to give up hope, but she does not accept. She mentions her ability to create the Corrupted, which gives Alear the idea to have her revive them as one. Veyle objects on account of Alear's fear of the Corrupted, but Alear responds by asking what she wants to live her life for. Caught off guard by the question, Veyle answers that she wants to be like them: a dragon who saves the world, and finally accepts their request.
In the real world, the malevolent Veyle taunts Mauvier and the rest of Alear's army, when her benevolent self suddenly fights back against her. Despite the malevolent self's protests, the benevolent Veyle manages to break the enchanted helmet and wrest control of her body, permanently dispelling her evil self. After briefly conversing with Mauvier, Veyle then moves to resurrect Alear as a Corrupted. Alear rises up and explains their plan to their army, assuring them that they are the same self as before. Veyle hands them the Ring of the Hero-King, and they attempt to summon Marth. Their second invocation brings him forth as a Dark Emblem, unable to speak. Suddenly, a horde of Corrupted comes forth, reacting to the summoned Emblem. Alear orders their army to move on to find the remaining Emblems and summon them all.
The group succeeds in regaining the rings and fending off the Corrupted. Alfred apologizes to Alear for doubting them, and Ivy, Timerra, and Diamant thank them and Veyle for their efforts. Suddenly, Alear loses the ability to move, and begins to vanish. Veyle attempts to re-cast her summoning spell, but it fails. Alear entrusts the Emblems to their army, then dies for a second time. As they are fading away, they hear the voices of all the Emblems, and they wish to continue fighting like the Emblems have. In response, the Emblems perform a miracle that grants Alear life by reviving them as the thirteenth Emblem: the Fire Emblem. Alear finds the ring Lumera gifted them as a birthday present, which has become their Emblem Ring. The Emblems explain that all twelve of them agreed to use the miracle on Alear, and that it would be their final gift to the world of Elyos. Alear thanks the Emblems, and thanks Marth personally.
As Alear reconvenes with Veyle, Vander, and the royals, they feel immense tremors coming from Gradlon. Marth directs their attention to the portal Sombron opened in the sky, and notes that a barrier prevents them from attempting to close it. He informs the group that the barrier is powered by Fell Dragon Shards, and Veyle offers to use her powers to guide the army to the three of them.
Chapter data
Normal Hard Maddening
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Victory: Recover all of the Emblem Rings, then rout the enemy | Player | Other | Enemy | |||
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Defeat: Crpt. Alear dies | 1–13+1 | 1−1+11−11 | 27+10 | |||
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Map dimensions: 21 columns by 27 rows | ||||||
Character data
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New units
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Required characters
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Available characters
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Emblem data
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New units
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Required characters
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Available characters
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Note: During this chapter, all Emblems available from the base game in the previous chapter can be synced with by interacting with them on the map. When an Emblem is synced during this chapter, they will function as a Dark Emblem and cannot have their engage skills, engage weapons, or engage attacks used. Units retain whatever bond level they had with these Emblems prior to this chapter, but cannot have these grow during this chapter. Marth is also locked to Alear, and cannot be switched off of them. Syncing with one of the Dark Emblems will remove any bond rings and their effects from the unit. Units that have already synced with a Dark Emblem can attempt to talk to another, but this will only remove it from the map and not replace the unit's current Emblem.
Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
- Turn 5
- 2 Thieves from near ally starting positions (Normal only)
- 2/3 Wolf Knights from near ally starting positions (Hard/Maddening only)
- 2 Thieves; one from southwest of the northwestern large pillar, one from northeast of the northeastern large pillar (Hard/Maddening only)
- Turn 8
- 2 Sages; one from southwest of the northwestern large pillar, one from northeast of the northeastern large pillar
- 1 Paladin from the rubble near the northwest corner of the map
- 1 Great Knight with a Silver Axe from west of the rubble near the northeast corner of the map
- Turn 11
- 2/3 Wyvern Knights from the rubble west of the two western large pillars
- 2/3 Griffin Knights from east of the northeastern large pillar
- 1 Sniper with a Killer Bow from southwest of the two western large pillars (Hard/Maddening only)
- 1 Sniper with a Radiant Bow from southeast of the northeastern large pillars (Hard/Maddening only)
- Every third turn starting from turn 13 (Maddening only)
- 1 Great Knight with a Silver Blade and Void Curse from near the southern border of the map
- 1 Mage Knight from near the southern border of the map
- 1 Great Knight with a Tomahawk and Void Curse from near the southern border of the map
- Note: All reinforcements are halted when all of the Emblem Rings have been regained.
NPC data
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Reinforcements
- If Alear ends their turn within 3 spaces of any Emblem Ring within a predetermined group, they will summon all Emblems from that group as NPC units. Player units can then talk to these Emblems to sync with them, removing them from the map as NPC units. The Emblem Rings are located and grouped as follows:
- Byleth (column 17, row 10), Lucina (column 19, row 11), and Lyn (column 18, row 9)
- Micaiah (column 7, row 14) and Celica (column 9, row 13)
- Ike (column 5, row 21), Sigurd (column 4, row 19), and Eirika (column 3, row 20)
- Roy (column 15, row 21), Leif (column 17, row 21), and Corrin (column 16, row 20)
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.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Fell & the Divine |
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Japanese |
神竜と邪竜 |
Divine Dragon and Evil Dragon |
Spanish |
El Caído y el Divino |
The Fallen and the Divine |
French |
Dragons divin et déchu |
Divine and fallen dragons |
German |
Dämonisch und göttlich |
Demonic and divine |
Italian |
Divino e Maligno |
Divine and Evil |
References
← The Return • | The Fell & the Divine | • The Four Hounds → |
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