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The Last Engage
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The Last Engage (Japanese: ラストエンゲージ Last Engage) is the twenty-sixth and final chapter of Fire Emblem Engage. It is accessed from the second floor balcony of the Somniel's Café Terrace. In this chapter, Alear engages against their father, Sombron, in their ultimate battle.
Plot
- Main article:
The Last Engage/Script
Alear has the Somniel ascend into the portal in the skies. As they ascend, Marth suddenly convulses from the portal's energy. He then informs Alear that, due to the portal destabilizing Elyos, its closure will cause all Emblems apart from Alear to disappear forever. Alear begs Marth not to leave them, but he affirms his will to protect the world, even if it means the Emblems' ends. Alear loses heart, but Marth assures them that he will stay by their side until the very end, as he had promised them at the beginning. Alear thanks Marth, and the Somniel rises into the portal.
Within the portal, Alear and Veyle confront Sombron. He expresses disinterest in Elyos, and that he will simply leave it alone after entering other worlds, but Alear refuses to let him invade other worlds after all the suffering he has brought to Elyos. Sombron then tells them that he is invading worlds so he can reunite with "Zero Emblem", an Emblem from Sombron's home world. He explains that, in his world, he was the sole survivor of the Fell Dragons after a war over control over their own Emblem Rings, and that he had been exiled to Elyos, with him secretly holding the Zero Emblem during this exile. He mentions that the Emblem supposedly fought alone, and that its story inspired him to isolate himself completely. However, the Emblem deserted him after he was taken in by villagers, so Sombron destroyed their village in response. Afterwards, he gathered an army of his own children to fight for him, and waged war upon Elyos. Veyle tells him that he had many companions in Elyos—his family, his worshippers, and the Four Hounds—but he replies that he saw them only as pawns. Alear admonishes his beliefs about his Emblem, and states that such a lonely figure would surely have understood Sombron's loneliness and wanted him to make companions of his own. Sombron rejects this notion, but Alear replies that neither of them truly know what the Emblem's intentions were, and Marth reiterates the futulity of Sombron's search. Sombron stays obstinate in his beliefs, so Marth and Alear reaffirm that the Emblems are a force for good, and they and their army prepare to fight against Sombron.
Sombron berates Alear and their army for standing against him, and begins to seal the portal, causing the Emblems to fade away. Though Alfred, Diamant, Ivy, and Timerra lament their fate, Alear rallies their army to believe in each other and the Emblems. In response, Veyle, Alfred, and all the others express their faith in Alear. With their encouragement, Alear proceeds to invoke all the Emblems one by one, bringing them back to their side, and finishes by invoking themself, the Fire Emblem. Sombron chastises their bonds, saying that they will only bring them pain when the bonds are inevitably ended. Despite his discouragement, Alear replies that these bonds can always, and will be, reforged stronger than before, and they begin their assault on Sombron.
When they manage to defeat him, he transforms into his enormous dragon form, and calls forth twelve Dark Emblems to reinforce him. Marth recognizes these Emblems as the villains that he and the other eleven Emblems fought in their own worlds. Despite his increase in power, Alear and they army succeed in felling Sombron, and he transforms back into his human form. He laments the end of his search for the Emblem, speaking of how he might have wanted someone to appreciate how far he had come, but he still rejects his connections to others. In response, Alear tells him that they will only remember him as an evil that was slain. They ask Sombron what the invocation for the Emblem was, and he responds with "Burn us, Emblem of Foundations." He then seems to hallucinate the Emblem, and then dies, fading into nothingness. With their fight ended, Alear and their army return to Elyos to shut the portal.
After returning to the Somniel, Marth and Alear thank each other, and the former asks the latter to keep helping others. Veyle and the royals then show up to voice their support to Alear. As they begin to cry, Sigurd and Marth urge them to smile in farewell instead. The twelve Emblems then each say their goodbyes to Alear, and disappear one by one. Marth bids farewell last, asking Alear to remember the Emblems, which Alear agrees to do. Marth disappears, and Alear promises to follow the Emblems' example.
Some time later, a celebration is held at Lythos Castle for Alear's coronation as Divine Dragon monarch. They visit the ring chamber, where they attempt to invoke Marth once more, to no avail. Timerra, Diamant, Ivy, Alfred, and Veyle arrive, with the latter pulling Alear back out to their ceremony. Then, when no one is in the chamber, Marth's voice speaks through his ring, and the twelve rings all shine a beam into the sky.
Chapter data
Normal/Hard Maddening
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Victory: Defeat Fell Sombron | Player | Enemy | ||||
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Defeat: Alear dies | 1–14 | 11+30+∞ | ||||
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Map dimensions: 29 columns by 29 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 Ring data
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New units
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Required characters
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Available characters
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Additionally, Emblem Energy will appear in the following locations after Sombron's first form is defeated:
- Column 5, row 17: On the westernmost edge of the island, southwest of the western sigil
- Column 7, row 13: Near the western edge of the island, north of the western sigil
- Column 10, row 23: On the southwestern edge of the island, southeast of the southwestern sigil
- Column 11, row 7: Near the northernmost edge of the island, northeast of the northwestern sigil
- Column 13, row 25: Near the southernmost edge of the island, southwest of the southern sigil
- Column 21, row 14: Next to the northeastern chasm, northwest of the eastern sigil
- Column 23, row 10: Near the northeastern edge of the island, southeast of the northeastern sigil
- Column 23, row 22: Near the southeastern edge of the island, southeast of the southeastern sigil
- Column 25, row 17: On the easternmost edge of the island, southeast of the eastern sigil
Item data
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Marketplace data
Armory Item Shop Flea Market
Enemy data
Normal Hard Maddening
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Reinforcements
- After Sombron's first form is defeated, he will reappear in the center of the map as a Great Fell Dragon. When this happens, the turn immediately progresses to the next, skipping the next enemy phase, and all playable units are moved to positions south of him, fully healed and with their engage meters filled completely. It is not possible to use the turn rewind to go before this turn. Additionally, the following reinforcements will appear:
- 1 Berserker synced with Dark Emblem Shadow Dragon from the southwestern sigil
- 1 General synced with Dark Emblem War Father from the northwestern sigil
- 1 Hero synced with Dark Emblem Dark God from the southeastern sigil
- 1 Bow Knight synced with Dark Emblem Dark Bishop from the northeastern sigil
- 2 Griffin Knights with Wyrmslayers from the southeastern sky
- 2 Wyvern Knights with Silver Lances from the southwestern sky
- 1 General with a Steel Greataxe from just north of the western sigil
- 1 General with a Spear from just northeast of the western sigil
- 1 General with a Steel Greataxe from just northwest of the eastern sigil
- 1 General with a Tomahawk from just north of the eastern sigil
- 1 Warrior with a Brave Axe from just southeast of the northwestern sigil (Maddening only)
- 1 Swordmaster with a Silver Sword (Normal/Hard)/Brave Sword (Maddening) from southeast of the northwestern sigil
- 1 Warrior with a Silver Axe from southeast of the northwestern sigil
- 2 Mage Knights with Excalibur; one from east of the northwestern sigil, one from west of the northeastern sigil
- 1 Halberdier with a Brave Lance from southwest of the northeastern sigil
- 1 Hero with a Silver Sword and a Spear from southwest of the northeastern sigil
- 1 Halberdier with a Silver Lance from just southwest of the northeastern sigil (Maddening only)
- 2 Wolf Knights from just north of the northern sigil
- 1 (Normal/Hard)/2 (Maddening) High Priest(s) with Elwind from just south of the northern sigil
- 1 Martial Master with a Divine Fist Art and Physic from just south of the northern sigil (Maddening only)
- Starting seven (Normal)/five (Hard/Maddening) turns after Sombron's first form is defeated, then every four (Normal)/two (Hard/Maddening) turns after if a particular Dark Emblem-synced Corrupted is present
- Shadow Dragon, if at least one (Normal)/two (Hard) other Dark Emblem(s) are present
- 1 Paladin with a Silver Lance from just north of the southwestern sigil
- 1 Paladin with a Silver Lance (Normal/Hard)/Brionac (Maddening) from just east of the southwestern sigil
- Dark God, if at least one (Normal)/two (Hard) other Dark Emblem(s) are present
- 2 Mage Knights with Thoron from adjacent to the southeastern sigil
- The west one has Seal Magic on Maddening
- 2 Mage Knights with Thoron from adjacent to the southeastern sigil
- War Father, if at least one (Normal)/two (Hard) other Dark Emblem(s) are present
- 1 Martial Master with a Silver-Spirit Art from just south of the northwestern sigil
- 1 Martial Master with a Silver-Spirit Art (Normal/Hard)/Divine Fist Art and Recover (Maddening) from just east of the northwestern sigil
- Dark Bishop, if at least one (Normal)/two (Hard) other Dark Emblem(s) are present
- 1 Berserker with a Silver Axe from just west of the northeastern sigil
- 1 Berserker with a Silver Axe (Normal/Hard)/Ukonvasara (Maddening) from just south of the northeastern sigil
- Demon Dragon
- 1 Halberdier with a Silver Lance from just west of the northern sigil
- 1 Halberdier with a Spear from just east of the northern sigil
- Dark Druid
- 2 Swordmasters with Silver Swords from adjacent to the western sigil
- The northern one has Death Blow on Maddening
- 2 Swordmasters with Silver Swords from adjacent to the western sigil
- Mad King
- 2 High Priests with Elfire from adjacent to the southern sigil
- The eastern one has Warding Blow on Maddening
- 2 High Priests with Elfire from adjacent to the southern sigil
- Demon King
- 2 Wolf Knights from adjacent to the eastern sigil
- The southern one has Poison Strike on Maddening
- 2 Wolf Knights from adjacent to the eastern sigil
- Judgment
- Despair
- 1 Great Knight with a Silver Greatlance from just south of the northwestern sigil
- 1 Great Knight with a Silver Greataxe from just east of the northwestern sigil
- Liberation King
- 2 Bow Knights from adjacent to the northeastern sigil
- The southern one has Seal Strength on Maddening
- 2 Bow Knights from adjacent to the northeastern sigil
- Mad Dragon
- 1 Hero with a Silver Sword from just north of the southeastern sigil
- 1 Hero with a Silver Axe from just west of the southeastern sigil
- Shadow Dragon, if at least one (Normal)/two (Hard) other Dark Emblem(s) are present
- Starting nine (Normal)/six (Hard) turns after Sombron's first form is defeated, then every four (Normal)/two (Hard/Maddening) turns after if a particular Dark Emblem-synced Corrupted has been defeated
- Shadow Dragon
- 1 Royal Knight with Fracture (Normal/Hard)/Freeze (Maddening) from just north of the southwestern sigil
- 1 Royal Knight with Silence from just east of the southwestern sigil
- War Father
- 1 Warriors with a Silver Axe from just east of the northwestern sigil
- 1 Warriors with a Silver Axe (Normal/Hard)/Silver Greataxe (Maddening) from just south of the northwestern sigil
- Dark God
- 1 General with a Silver Greataxe from just west of the southeastern sigil
- 1 General with a Silver Greataxe (Normal/Hard)/Venomous (Maddening) from just north of the southeastern sigil
- Dark Bishop
- Demon Dragon, if at least two (Normal/Hard)/exactly three or one (Maddening) other Dark Emblems are present
- 2 Wyvern Knights with Silver Lances from near the northern border of the map; one aligned with the northwestern and northeastern sigils respectively
- 1 Griffin Knight with a Wyrmslayer and Physic from near the northern border of the map, aligned with the northern sigil (Hard/Maddening only)
- Demon Dragon, if one (Normal/Hard)/two (Maddening) other Dark Emblem(s) are present
- 1 Sniper with a Silver Bow from just west of the northern sigil
- 1 Sniper with a Silver Bow (Normal/Hard)/Lendabair (Maddening) from just east of the northern sigil
- Dark Druid, if at least two (Normal/Hard)/exactly three or one (Maddening) other Dark Emblems are present
- 1 Griffin Knight with a Silver Sword from near the western border of the map, aligned with the northwestern sigil
- 1 Wyvern Knight with a Tomahawk from near the western border of the map, aligned with the western sigil (Hard/Maddening only)
- 1 Griffin Knight with a Silver Sword and Physic from near the western border of the map, aligned with the southwestern sigil
- Dark Druid, if one (Normal/Hard)/two (Maddening) other Dark Emblem(s) are is present
- 1 Hero with a Silver Sword from just north of the western sigil
- Has Triangle Adept on Maddening
- 1 Hero with a Spear from just south of the western sigil
- 1 Hero with a Silver Sword from just north of the western sigil
- Demon King, if at least two (Normal/Hard)/exactly three or one (Maddening) other Dark Emblems are present
- 1 Griffin Knight with a Silver Sword and Physic from near the eastern border of the map, aligned with the northeastern sigil
- 1 Wyvern Knight with a Tomahawk from near the eastern border of the map, aligned with the eastern sigil (Hard/Maddening only)
- 1 Griffin Knight with a Silver Sword from near the eastern border of the map, aligned with the southeastern sigil
- Demon King, if one (Normal/Hard)/two (Maddening) other Dark Emblem(s) are present
- 1 Great Knight with a Silver Lance from just north of the eastern sigil
- 1 Great Knight with a Silver Lance (Normal/Hard)/Silver Greatlance (Maddening) from just south of the eastern sigil
- Has Warding Stance on Maddening
- Mad King, if at least two (Normal/Hard)/exactly three or one (Maddening) other Dark Emblems are present
- 2 Wyvern Knights with Silver Lances from near the southern border of the map; one aligned with the southwestern and southeastern sigils respectively
- 1 Griffin Knight with a Wyrmslayer and Physic from near the southern border of the map, aligned with the southern sigil (Hard/Maddening only)
- Mad King, if one (Normal/Hard)/two (Maddening) other Dark Emblem(s) are present
- 1 Thief with a Silver Dagger from just west of the southern sigil
- 1 Thief with a Silver Dagger (Normal/Hard)/Cinquedea and Savage Blow (Maddening) from just east of the southern sigil
- Shadow Dragon
- Note: Reinforcements from the set above will only appear from where particular Dark Emblem-synced Corrupted have been defeated. If only one Dark Emblem-synced Corrupted out of the first four remains on the map, then only the reinforcements from the sigil on the opposite side of the map will appear. These are halted if a set of Dark Emblem-synced Corrupted have all been defeated.
- Starting nine (Normal)/six (Hard/Maddening) turns after Sombron's first form is defeated, then every four (Normal)/two (Hard/Maddening) turns after if only one Dark Emblem is on the map
- Shadow Dragon or War Father
- 1 Griffin Knight with a Silver Sword from near the western border of the map, aligned with the northwestern sigil
- 1 Griffin Knight with a Silver Sword and Physic from near the western border of the map, aligned with the southwestern sigil
- Shadow Dragon or Dark God
- 2 Wyvern Knights with Silver Lances from near the southern border of the map; one aligned with the southwestern and southeastern sigils respectively
- Dark God or Dark Bishop
- 1 Griffin Knight with a Silver Sword from near the eastern border of the map, aligned with the northeastern sigil
- 1 Griffin Knight with a Silver Sword and Physic from near the eastern border of the map, aligned with the southeastern sigil
- War Father or Dark Bishop
- 2 Wyvern Knights with Silver Lances from near the northern border of the map; one aligned with the northwestern and northeastern sigils respectively
- Shadow Dragon or War Father
- Two (Normal)/one (Hard/Maddening) turn(s) after the first set of four Dark Emblem-synced Corrupted are all defeated (on Normal, this may be delayed by one turn if Fell Sombron is preparing to use Whirling Death, Howling Beam, or Disengage)
- 1 Warrior synced with Dark Emblem Demon Dragon from the northern sigil
- 1 Griffin Knight synced with Dark Emblem Dark Druid from the western sigil
- 1 Paladin synced with Dark Emblem Demon King from the eastern sigil
- 1 Halberdier synced with Dark Emblem Mad King from the southern sigil
- Two (Normal)/one (Hard/Maddening) turn(s) after the second set of four Dark Emblem-synced Corrupted are all defeated (on Normal, this may be delayed by one turn if Fell Sombron is preparing to use Whirling Death, Howling Beam, or Disengage)
- 1 Great Knight synced with Dark Emblem Judgment from the southwestern sigil
- 1 Wyvern Knight synced with Dark Emblem Despair from the northwestern sigil
- 1 Mage Knight synced with Dark Emblem Mad Dragon from the southeastern sigil
- 1 Sage synced with Dark Emblem Liberation King from the northeastern sigil
- Starting nine (Normal)/six (Hard/Maddening) turns after Sombron's first form is defeated, then every four (Normal)/two (Hard/Maddening) turns after if three or fewer Dark Emblems from the third set are on the map, previous reinforcement patterns will be repeated depending on which Dark Emblems remain, and in what position relative to each other.
- If three Dark Emblems are present, or two are present on opposite corners of the map, then reinforcements will appear from the sigils on the corners missing a Dark Emblem.
- If two Dark Emblems are present on the same side of the map, then reinforcements will appear from the sigil between the two remaining Dark Emblems, as well as from near the border of the map on the opposite side of the two.
- If one Dark Emblem is present, then reinforcements will appear from the sigil on the opposite corner of the map as the remaining Dark Emblem, as well as from near the borders of the map nearest to it.
- Note: On Hard and Maddening, the logic used in the above set of reinforcements is also used for the first set of Dark Emblems.
- Note: All reinforcements are halted when all of the twelve Dark Emblem-synced Corrupted are defeated.
Boss data
Main boss
- Main article:
Sombron - First battle
Normal Hard Maddening
- Second battle
Normal Hard Maddening
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Sub-bosses
- Corrupted & Shadow Dragon
Normal Hard Maddening
- Corrupted & War Father
Normal Hard Maddening
- Corrupted & Dark God
Normal Hard Maddening
- Corrupted & Dark Bishop
Normal Hard Maddening
- Corrupted & Demon Dragon
Normal Hard Maddening
- Corrupted & Dark Druid
Normal Hard Maddening
- Corrupted & Demon King
Normal Hard Maddening
- Corrupted & Mad King
Normal Hard Maddening
- Corrupted & Judgment
Normal Hard Maddening
- Corrupted & Despair
Normal Hard Maddening
- Corrupted & Mad Dragon
Normal Hard Maddening
- Corrupted & Liberation King
Normal Hard Maddening
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Final Preparations
This is the final map of the game. If you've been holding onto gold, valuable items, statboosters or the like, this is the time to use them. Pump up your best units with meals and statboosters, dump all your gold and ingots into forging up your last few uber-weapons, get any supports you have yet to, spend your SP for skills you may be using, because it's time to finish the run.
This map, is, in reality, more like two consecutive maps. Once you clear out the first objective, you cannot time crystal to before the start of the second phase of the map. If you take casualties during the first part, make sure to rewind immediately, or you won't be able to rewind and get that unit back.
Deploy your units however you wish. It's highly advisable to bring the Nodus and someone to use it. However, it may be a good idea to put the Marth and Celica holders towards the left, and Sigurd and Leif users to the right, for some minor payoff later, though this doesn't matter too much if you aren't bringing these specific rings.
The Fell Monarch
The map begins with your party facing off against Sombron and his crew of S-rank weapon users. However, you don't actually have to bother much about the corrupted. The moment Sombron is defeated, these enemies get removed from the map anyways, so there's no real point in fighting them beyond last-minute experience or setting up Speedtaker or low-HP skills to use against Sombron next turn. Stay out of enemy range, and for units who may need it, chug a Pure Water now instead of later if necessary for survival against Sombron (most applicable to slow classes like General or Great Knight).
Have the entire party engage. Don't worry, you are not being wasteful here. On turn 2, simply bumrush Sombron with everything you have, using Byleth's Goddess Dance to get extra attacks off. Do not be afraid to commit Engage attacks now. As long as he dies before the end of player phase, you are fine.
Once Sombron goes down, he will transform into his dragon form, beginning the second phase of the battle. Your units will get sent back to their deployment positions, get fully healed and more importantly, have their Engage refunded (but get disengaged in the process); it is as if you just started another chapter. This is why you were free to go nuts on Fell Monarch Sombron earlier.
Great Fell Dragon
Sombron transforms into a behemoth of a dragon, taking up a 5x5 area and putting even the already big 3x3 monsters from Three Houses to shame in raw size. Since he also has 1-3 range, this gives him an attack range the covers much of the map, especially the "sides" of the platform that you must traverse to reach the far end. He also has Bond Breaker to make chain attacks basically worthless, as well as Fell Barrier, which is linked to the main gimmick of the map.
Sombron calls in a huge wave of corrupted, but amongst them are four specific corrupted. You see, they are equipped with four of the Dark Emblems, specifically Medeus, Duma, Veld and Loptous (from bottom left, clockwise). Unfortunately, despite their stat boosts, they don't move, at all, and since none of them start with 1-2 range equipped, they are pretty easy to attack without fear of retaliation. Furthermore, Dark Emblems get hit by effective damage by units that equip certain Emblems; Marth for Medeus, Celica for Duma and so on and so forth. While it may seem prudent to equip all twelve base-game Emblems to kill them, it's not actually that important. As stated before, Dark Emblem-using Corrupted don't move, have barely-improved stats compared to their mobile counterparts and often don't come with 1-2 range equipped, making them easy pickings for standard units; they do not require any specialized methodology to get rid of.
While Dark Emblems are present, Sombron will get increasingly powerful versions of Fell Barrier. They grant him damage reduction based on how many Dark Emblems are still on the map, going from 50% all the way up to 100%; consequently, you have to kill off at least one Dark Emblem to even scratch Sombron, unless you're willing to chip him down with 200 Chain attacks at 30% accuracy. However, if so much as one Dark Emblem is present, Sombron also becomes immune to effective damage, and against his 43/42 defenses on Maddening, good luck killing him through it, as there are healers present to heal Sombron. As such, the fastest way to bring him down is to kill off all four Dark Emblems and then try to burst Sombron down in a single turn.
If you kill all four Dark Emblems, Sombron will spawn another wave of four, and upon those four being defeated, a final wave of four for a total of twelve, one for each base-game Emblem ring. Thus, it's best to leave one alive until the rest of the army is ready to go in for the kill, then have a less-important unit finish off that Dark Emblem to break the barrier while the rest of the party moves in for the kill.
Split your forces into two groups. One will take the left lane, killing Medeus along the way. The other will go up the right, killing both Loptous and Veld. Have your most powerful units rendezvous north of Sombron to prepare for the kill, while a magic user prepares to finish off Duma. Since Duma is synced to a General, who has bad speed, resistance and virtually nonexistent avoid, he is the easiest to leave alive and finish off at one's leisure.
By now, Sombron may have cast Disengage. If you have Nodus handy, and someone in High Priest or Sleipnir Rider to use it, casting it will refill the party's Engage meters, and the caster's own in the process. If not, Enchanter's Item Surge Elixir, can help get Engages back sooner, though this requires DLC. Failing that, it's fine to simply wait and fight reinforcements for Engage charge; as long as you don't engage, Sombron won't cast Disengage again even if he has waited out the cooldown. Once everyone has their Engages ready, it is time to move in for the kill.
The Duma-killer killing off Duma signals the start of the assault. The first objective is to put Alear next to Sombron without expending their action, and the best way of achieving that is with Warp. Once Alear is in position, have a powerful unit move next to them and Engage+, using Bond Blast to knock off an entire healthbar; ideally this unit should be able to equip a heavily-forged Silver Blade to capitalize off of the Engage+ giving them effective damage and ensure they knock off a healthbar in one go. Thereafter, Alear can trade the powerful Silver Blade to themselves, and use a second Bond Blast to take off the second healthbar. Even if they aren't enough to knock off a healthbar each, weaker units can move in and finish off that healthbar to avoid wasting Bond Blast damage.
With Sombron at half health and Alear next to him, other units now start moving in for the kill. Alear and their engage partner turn Wyrmslayers and the like into anti-Sombron weapons, hence why their forward presence is important. Many emblems have engage weapons that deal anti-dragon damage, like Roy's Binding Blade or Lyn's Mulagir; with Alear in position, these high-MT weapons also hit Sombron with effective damage. With them, the rest of the army now bumrushes Sombron for as much damage as possible. Between the remaining player units and a Goddess Dance, they must deal the last 200 damage to Sombron. Remember that Alear and their engage partner deal effective damage with ANY weapon, not just anti-dragon ones, so it may be prudent to refresh and heal them so they can make additional attempts; effective damage on Smash weapons in conjunction with Engage attacks that can use them can deal nuclear damage to Sombron without being countered. As long as the party has enough firepower, Sombron will go down in one turn, skipping the remaining 2 waves of Dark Emblems and clearing the game.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Last Engage |
-- |
Japanese |
ラストエンゲージ |
Last Engage |
Spanish |
La última fusión |
The last fusion |
French |
Dernière fusion |
Last fusion |
German |
Das letzte Bündnis |
The last alliance |
Italian |
L'ultima unione |
The last union |
Korean |
라스트 인게이지 |
Last engage |
Simplified Chinese |
最终结合 |
Last fusion |
Traditional Chinese |
最終結合 |
Last fusion |
References
← The Final Guardian • | The Last Engage |
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