The second chapter of theFire Emblem: Engagefourth wave of DLC, the Fell Xenologue, is a step down in difficulty from its first chapter, but it introduces a new character and provides a healthy challenge. You’ll venture to the kingdom of Firene to try your hand against the alternate-reality versions of Alfred and Celine.

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Unlike the Alfred and Celine you’re used to, you’ll be faced with their bloodthirsty, warmongering doubles in a battle to determine the fate of Hector’s ring. They’re no pushovers, and you’ll need to face them with the utmost caution.

Unit Selection And Battle Preparations

Like with all maps except the final Xenologue chapter, this map will add another Force Deployed unit to your roster.

Zelestia, Zephia’s double,is the addition this time, and she specializes in theusage of both tomes and swords.

Zelestia Zephia Uses Elthunder Through Moat Wall On General

She’s a solid unit that, unlike Nel and Nil, is not an annoying weight to lug around these maps.

For the best use of Zelestia, it’s recommended tomove an Elfire via tradinginto her inventory andpair her with Chromfor an additional +10 Magic when Engaged.

Nel Trades Spear From Panette Into Inventory

With the abundance of low-resist and high-defense units in this map, making use of Nel and Nil will require some set-up and smart Emblem pairings.

You’ll be allowedfour guest unit choices-two for each path.With Alear fixed as a sword unit (who you should move Celine’s Levin Sword onto), you’ll already have the following team on each path:

Alear Unit Selection Menu With Veyle Pandreo Panette And Louis

Given theweakness of the south team, it’s crucial youpick exceptional unitsto carry the group without losing either Fell Dragons.

With so many lance and axe units on the southern side, you’ll definitely wantone strong axe user equipped with a Hammerto take on the southern side. Additionally, there should be astrong mage unit for support.

Pandreo And Soren Unit Selection Menu Chosen For Southern Path

Thebest pairing for the southern side is Panette and Ike with a good Soren user (like Pandreo or Jean).Placing them together will allow the use of Cataclysm+ when the two units are next to each other. This will widen its use to hit the large groups of low-resistance all at once.

Additionally, you may use Soren’s ability to Assign Decoy on the Ike user for Great Aether or otherwise, saving Nel and Nil from a potentially fatal encounter and defeating several enemies at one time.

Overhead And Map 2D Preview Of Chapter 2 Maps

Thenorthern side is far more flexible.There is anexcess of sword unitson the northern path, giving you the opportunity touse any good lance unit.

Zelestia provides good magic support, but anadditional mage is helpful here,thanks to theexcess of low-resist units.

Louis Moves Forward In Northern Room One To Bait Enemies

Enemies

Northern Reinforcements- x4 Mage, x3 Enchanter, x1 Lance Armor, x1 Archer

Levels are setaround Base Class 15

Veyle And Alear Deal With Room One Mage Reinforcements

4

Victory:Defeat Celine and Alfred

Northern Room Two Enemies Split To Southern Path

Defeat:Alear, Nel, or Nil is defeated

★★★★★☆☆☆☆☆ (5/10)

Thief Takes Physic Staff In Southern Path Room Two

Louis and Sigurd, Panette and Ike, Good Soren User

For this battle, you’ll want totake the map in three sections(for both North and South):

Louis And Alear Hold Chokepoint Wall In Northern Path Room Two

There are reinforcements to worry about, appearing at different points throughout your progression.Some will appear in two wavesinstead of all at once, requiring you to camp their spawning point to prevent them from becoming an issue.

Otherwise, there areno special map gimmicks, and you can complete each of the paths without ever needing your two teams to cross.

Room One

Each of the two paths will start your teams in front of the enemy group. Sending everyone in to defeat them all at once is a recipe for disaster, so it’s best tobait these enemies forwardto take them out on Round Two.

For thenorth path,bait them with your lance uniton the edge of the enemy’s range. Do the same in thesouth path with your axe unit (never Nil!).

Taking out each path’s enemy units, you’ll want toprioritize taking out the archer on the northern pathfor Zelestia’s sake.

Otherwise, take out each path’s enemies andbegin moving your units forward on the southern path.Leave the northern pathbecauseenemy reinforcementswill start appearing after you defeat all the northern path’s first room enemies (or on Turn Four).

Enemy reinforcements will featuretwo mages and an enchanter, and they’llcome in two waves-on Turn Four and Turn Five.Bait them with a high-resist unit and deal with them accordingly.

One of the mages will have Elthunder equipped. It’s recommended to have a mage character like Zelestia or otherwise with Elthunder also equipped to answer their damage.

Room Two

Things begin to be a bit complicated as you move into the next stage of the fight. You’ll want tobait the enemy units forward on each path again, but if you don’t defeat the units on these paths fast enough, you’ll need to contend withstacking reinforcementson both fronts.

The fastest way to deal with these enemies is touse at least one Engage for each path.Using Ike’s Great Aether, Byleth’s Goddess Dance, Soren’s Cataclysm, and Sigurd’s Override are greatcrowd-control Engage actionsthat can boost your survivability chances.

If you start moving the southern team forward into this room before the northern team and keep them on the northern side of the path, you might end up splitting the northern path’s Room Two enemies. Two of them will begin marching south to join the southern enemy’s team and bolster their forces.

In this case, time will be of the essence. If you don’t defeat the southern forces quickly, you’ll be pinched between the northern path enemy, the southern team, and the southern reinforcements.

As you deal with these, you’ll probably want to think aboutgetting to the thievesin each path. Chances are,you won’t be able to grab the Ridersbanein the north, but you’ll havegood chances for the Physic staffto the south.

If you took Sigurd for a northern path unit, you won’t need to worry about Ridersbane. His Engage weapon is a better version of the treasure chest item and not worth the hassle.

Within a round of beginning this stage of the fight, you’ll see agroup of three reinforcements in the north.The one to worry about isthe archer, threatening Zelestia’s advancement.

For this group, verify tokeep Alear and your lance unit as a wall at the Room One and Two chokepoints.Use Zelestia and your other mage unit’s ranged attacks over their shoulders to systematically cut down on your enemies.

To the south, two rounds of physical units(a sword fighter, axe fighter, and Enchanter each turn)will appear as reinforcementson the edge of the map. They’re troublesome due to the Enchanter’s buffs.

Like with the main room,crowd-controlling AOE Engage attacksare useful here, but if you can’t,prioritize the sword fighterto prevent your axe fighter from being stance-broken.

If you have Soren, it’s a good idea to Assign Decoy here.

Once both sets of enemies are defeated, you canbegin tentatively working your way to the third stageand pick up any Engage well charges on the way.

Room Three - Facing Alfred And Celine

As you begin your approach to the final bosses of this map, Alfred and Celine will havenear-endless reinforcements spawning on their end of the map. These appear to be random butfavor archers and axe fighters.

Thesouthern path will be far more straightforward,with only a single-tile path forward to Celine. AnEngage well is also at the end of itand out of Celine’s reach, allowing you to recharge after smacking the reinforcements and before challenging her.

Defeat those in her way andbait down any enemies that aren’t in Celine’s range.

With the minions out of the way, you canmove your units in and begin smacking Celinewith several hard-hitting attacks. Great Aether and Camilla’s Dark Inferno are all good ideas if you have Assign Decoy, but Celine is a tricky unit to reach.

Heraccess to thunder tomesand theLevin Swordmakes her a threat to your axe unit and give her several ranged options.

Thankfully,Celine doesn’t have strong physical defenses, so you’ll be able to make quick work of her so long as you can get her minions out of the way.

As ever, make sure Nil is in the back using his Physic staff or Micaiah’s Great Sacrifice far away from the field of battle.

For Alfred he’s far more confrontationalthan Celine. As soon as you bait one of his units, he’llbegin charging northtoward your team.

Since he’llalways begin the first round of attacks against you with Hector’s Storm’s Eye, you have one turn to cut down on his minions.

However, since Celine is so easily and quickly defeated, you’ll likely have defeated her before ever engaging with Alfred. As such,all you have to do is defeat Alfred to end the map.

For this reason, you canplace Zelestia west of Alfred’s position over the water to spam Elthunderandcreate a wall for Alfred to run into with Alear and your lance unit.

Catching him in this trap will open you up for a chance to defeat him in one turn the following round.

Alternatively, since Alfred generally runs into the corner to use Storm’s Eye, you canmove your units forward to pin him in that corner.

This will prevent Alfred from moving but may leave your units susceptible to attacks from other enemies if they haven’t been dealt with.

Alfred can’t be stance-broken, but he issusceptible to ranged attacks. Use Zelestia and your ranged unit todo chip damage from afar, and haveAlear and your lance unit mop up the remaining HP.

With both defeated, you can end the map and move on to the much harder third chapter.