The sixteenth chapter ofFire Emblem: Engageoffers a turn-based water puzzle that, while simple, provides an interesting challenge and introduces well the newest emblem to the roster: Eirika. For this chapter, you’ll be tasked with balancing dangerous new foes while knee-deep in the tide.

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This map will favor those that prioritize fast-paced, speedy movement throughout the field while keeping your eye on the Turn Clock. As long as you stick your allies close together and keep your toes out of the water, you’ll be blasting through this map in record time - dry, whole, and with a Master Seal to sweeten the deal.

Setup Phase

With a fairly straightforward map design and only one gimmick to worry about, your priority in unit selection will be those withhigh mobility and range.

Rosado and Goldmary are both force-deployedfor this map, with the former - a highly-mobile wyvern-rider - having Eirika equipped as an Emblem and the latter a backup unit with a ranged Spear equipped.

Unit Selection Menu For Chapter 16 Featuring Swordmaster Alear

Although there’s a good spread of weapons on the enemy side, most of the enemy army features mounted combatants. This will leave you with the opportunity to make use ofpoleaxes, ridersbanes, and bows.Equip your army accordingly.

Furthermore, you’ll want tokeep a Restore staffon one of your staff units. The Royal Knight at the southern fortress will becarrying Freeze, and an additional Freeze staff can be found on the Royal Knight reinforcement that appears at the end of the map

Swordmaster Alear Prepares To Break Mounted Elusian Soldier Stance

Hortensia is an excellent staff-user for this map due to her access to the Sleipnir class. Although a squishy unit, her ability to fly and use staves means she can stay in the back, flying between the three paths to provide healing for allies while staying out of the way.

Giving her Byleth can also mean a mobile Dance user with which to spur your units at a moment’s notice.

Stat Preview Of Corrupted Wyrm In Chapter 16

The more worrisome enemies are theCorrupted Wyrms. Their tanky nature, high damage output, and special attacks thatignore Defense and Resistancemake them a difficult enemy for many units.

However,Emblem Eirika’s Engage attack will almost one-shot themunanswered, and the creatures' low hit rate means they arehighly susceptible to being outdone by Avoidance Tankslike Lapis and Alear. Astrength-based Ike-userwith dependable usage of Urvan will also usually put these monsters in the grave easily.

Fire Emblem Engage - Chloe and Eirika in battle

In short, the optimal deployment for this map will include:

Notes On Using Eirika And Corrin

This map gives the opportunity to test out two emblems for the very first time: Eirika and Corrin.

Eirika will be equipped to Rosado, so you won’t need to decide which unit to pair her with just yet.

Zelkov And Corrin Use Engage Attack To Movement Lock Marni

Her strengths lie inincreasing the damage output of her wieldervia ignoring the defenses of an opponent (the “Luna” feat). Additionally, you canswap skills to change that ability for a “Sol”-copycatthat gives back health when dealing damage.While Engaged, these abilities combineand are used simultaneously.

Additionally, you’ll getaccess to a Rapierfor the armored units Rosado may otherwise struggle against.

Goldmary Comments On Rising And Falling Tide Of Chapter 16

You received Corrin in the last map, so if you haven’t done any skirmishes before, this will be thefirst time you use her,and you’ll need toassign her to a unit.

Corrin is azoning Emblem and perfect for set-ups.HerDragon Vein ability changes the fieldaround the user, herEngage Attack leaves effectson the ground, and she has a number of abilities tolower the stats of opponentswhen initiating an attack.

Jade and Edelgard Try To Move Through High Tide Reduced Movement

As a result, the best partner for Corrin is typicallya covert-class(preferably a thief)or a dragon like Alear, Nel, or Nil.The use of Fog Vein with an avoidance tank makes her an excellent Emblem for baiting and switching.

Changing Tides

As you start the map, you’ll be introduced to this map’s special gimmick: the tide.

On Turn One and subsequently every two turns, thetide will rise in areas marked by darker-colored sand.The tide is an obstacle that isdifficult to cross, and ground units caught in the tide willtemporarily decrease their movement to either one or two- depending on the unit.

Overview And Minimap Collage Of Chapter 16

This debuff applies to both your units and the enemy. This mechanic can be as much a bane as a boon.

The tide willlast for two turns(except on Turn One and Two, where it lasts just one round to introduce you to the mechanic),lower for two turns, andthen repeatthroughout the remainder of the map.

Arrow Movements Of Party Across Map Turn One Of Chapter 16

For success in this map, you’ll want toprioritize moving onto islands before the tide risesto prevent getting stuck in the water when you don’t want to.

Choosing flying unitswill help in countering any challenges suffered from the tide, and thelack of archers(sans two) in this map means you’ll be able todeploy and use them in relative safety.

Paladin Sits Mounted In Fort Behind Corrupted Wyrm

If you have issues with units being left behind in the tide or fear this may happen, you may wish to equip one of your staff users with Rescue.

Battle On The Seashore

Enemies

2x Corrupted Wyrms, 3x Martial Masters, 4x Thieves, 1x Bow Knight (Radiant Bow), 3x Lance Fighters, 1x Great Knight (Sword), 3x Heroes, 3x Axe Fighters, 4x Griffin Knights (Sword), 2x Axe Cavaliers, 2x Paladins, 2x Mage Knights, 1x Royal Knight, Mauvier, Marni

Additional Troops (Fortresses):North - 2x Axe Fighters, 1x Mage Knight; South - 2x Lance Fighter, 1x Bow Knight

Additional Troops (Late Follow-Up):North Fortress - 1x Sword Flier, 1x Bow Knight (Radiant Bow); Eastern Map Edge - 1x Griffin Knight (Axe), 1x Griffin Knight (Sword), 1x Royal Knight; South Fortress - 1x Sword Flier, 1x Bow Knight (Radiant Bow)

Defeat Marni and Mauvier

Recover Staff (saved house reward)

★★★★★★★☆☆☆ (7/10)

Hortensia, Ivy, Fogado, High Priest Anna

The enemies on this mapplay aggressively.Some will move forward even when you haven’t breached their area of movement yet. For this reason, you’ll need to ensure strength in your army on all fronts.

You’ll want tosplit your party with at least three units to the northern and southern paths.The optimal party split for the fortresses will include:

All other remaining units shouldfocus on barreling down the center.

If you don’t use Hortensia to fly between these, you may want to send a staff user along the northern path for a total of four. Keep Restore on hand to take off any poison-ticks that may accumulate against the Thieves.

Your first obstacle will be thelarge Corrupted Wyrmblocking the central path. You canuse Rosado and Eirika’s Twin Striketo deal the brunt of the damage, put it down with an Avoidance tank’s critical, or finish it with a powerful magic blast.

To the north, the Thieves and Martial Master can be dealt with byusing Fog Vein to lure them outand set up for a Turn Two sweep.Keep your flying unit heading as far west as you canwithout alerting the Bow Knight, gunning for the Axe fighter who will appear and begin heading toward the house to destroy it.

To the south, you canlure out the enemies below with a tanky cavalry unitand sweep them just like you did in the north.

You can use Lyn to weed out one of the Griffin Knights on the southern side of the map, cutting down the enemies you’ll need to bait.

As the tide dissipates, you canbegin heading down the central path.Breaking to the central island, however, is no easy feat.

The best way to approach is toset up a tank(avoidance or axe-defense)in the center to bait the knight forward. Analternative is to set your reliable tank on the north sidein the path of both the knight and an axe fighter, setting up a Qi-adept behind your unit with chain guard if needed; this will help avoid the Freeze staff from below.

Use this turn at the fortresses north and south totake care of all enemy unitsand ensure your place on the islands. The goal should be toget most units onto the islands before the end of Turn Three.

To the south, you’ll also want tomove forward and bait the Mage Knights with a high-resist unitonce the standard physical enemies are dealt with.

Thecentral island will need to take care of the Bow Knight.This will require ahigh-resist mage unitplaced on the corner of its range as it carries a Radiant Bow and a lance.

With the Bow Knight handled, you may nowchase down the axe unitto the north freely without worry.

However, if you’re using a magic flying unit like Ivy or Zelestia, you don’t need to wait if you use their ranged magic attacks. A strong Astra Storm or two strong Bolting attacks can likewise make waiting for the bow knight to be dealt with irrelevant.

If you don’t manage to get all units to the islands before the end of Turn Three (this is most likely with the Southern team), don’t fret. It is only a goal, and not meeting this will not spell disaster for your army. Justwork on getting your units onto dry land.

Once everyone is on dry land, the next worry is theTurn Six reinforcements.They will appearat the fortresses, andstanding on themduring the turn will usually negate their appearance.

This is most recommended for the southern side which will spawn a highly dangerous Bow Knight.

Keep your units close by, anddon’t try to bait any enemiestoward these teamswhile the central squad claims the rest of their island.

The central squad will need todeal with the enemies on the far side of their island. There aresword Heroesto the west, flanked byAxe Cavaliers and a Paladinthat will charge once you start nearing their movement range.

To avoid getting overrun, you’ll need someone todraw the Heroes forwardand deal with them in the following turn and then answer the mounted units in the next.

If you time this baiting correct, you can use the tide to slow the advancement of the mounted enemies.

By this point, you should besending your northern squad toward the houseto claim its prize. Either go as a group or, if they’re a flying Avoidance tank like Wyvern Knight Lapis, send your flying unit in alone.

At the same time,wrap up the central island and begin baiting the large wyrmforward.If you don’t have a unit with 32 healthto tank the damage,use an Avoidance tank. You can spare your Corrin Thief from the northern group at this point, if needed.

Down south, you’llbegin approaching the Thieves and Griffin Knightsoon.Bait them forwardonce the reinforcements behind you are dealt with.

Don’t worry about Mauvier coming if you walk into his staff range. He won’t move.

This may take two turns, but take out all three beforepositioning your units for the final encounter.Wrap up on all fronts and begin placingall three parties on the edges of Mauvier and Marni’s range.

However, things are not so simple, and you’ll receiveanother round of reinforcements on Turn 10.These will appear at the same northern and southern forts, but there will be an additional squad near the eastern spawn point where you began.

Thesouthern unit will have to defend on their own, but you canleave three strong units on the central aisleto muck up the reinforcements before they pose any trouble.

Bait down the Bow Knightwith a high Resistance unit and then mop up the rest before continuing tostand on the edge of Mauvier and Marni’s range.

Facing Two Hounds

Each of the hounds isguarded by at least one Martial Master.These Qi-Adept unitscarry Physicand can use Chain guard to put a wrench in your plans.

Thankfully,neither have Emblemsto worry about, and theywon’t move until you walk into their range or attackeither them or their support units. You’ll only need toconsider that each has a Revival Beadfor one extra health bar.

Their weaponsshould also be noted:

Before you begin to move your units to face Mauvier and Marni, you’ll want to ensure you walk into their range on the turn just after the tide has lowered.

To wrap up this fight quickly, you’ll want to:

If you brought Byleth Hortensia, you’re able to Engage for Instruct, which gives additional Resistance to adjacent units. Use it on the Mauvier bait.

Once these groups have been brought forward, you canbegin closing in on them.

Marni is particularlyweak to magic attacks, and she hasno ranged options.

As such, you canattack Marni with mage unitsfrom a distance without having to worry about damage. She’ll a sitting duck while your mages put her out of commission.

On the other hand,Mauvier is a little trickier. His balanced stats, ability to hit in melee and ranged, and decent outgoing damage make him a threat. Additionally,he has a silence stafffor your mage and staff units.

To defeat him, you’ll need tofocus your entire southern team on him.

Youmay not be able to defeat Mauvier in a single turnwithout the use of Byleth or Seadall’s Dance (or aid from up top), so ensure that youdeal with the Martial Masterif you know you’re able to’t one-turn Mauvier to cut down on potential problems.

You can cut down on the amount of damage needed to deal with Mauvier bystacking poison debuffson him. Pairing your dagger unit with Lucina will also allow your Chain Attacks to put on even more stacks.

Keep an eye on Mauvier’s potential damageas well, as any magic-susceptible unit could be put out of commission in a single hit.

Once Mauvier and Marni are re-educated in respect, the map will end, and you’ll be able to pocket Eirika’s Emblem Ring for the next chapter.