Fire Emblem: Engagefinal Emblem-only DLC introduced two new Emblem Bracelets. Returning from Fire Emblem: Awakening, Chrom and Robin make their debut appearance in Engage sharing a bracelet, and returning fromFire Emblem: Heroesis the Lonely Heir, Veronica.

RELATED:Fire Emblem Engage: How To Recruit Every DLC Wave 2 EmblemBoth are available to recruit once you’ve defeated them in their paralogues in the Divine Paralogues section of your map. Thankfully, their maps aren’t as difficult as some of those found in Wave Two, and both Emblems have a range of unique skills you’ll definitely want for your units in the early game.

Heroes Emblem Veronica Summoning First Time

Recruiting The Emblem Of Heroes, Veronica

Veronica’s Paralogue is set on thesouth side of the Divine Paralogues map. As with all other DLC battles,you’ll need only to have completed Tiki’s mapin order to access Veronica.

There is no special dialogue to look out for, and the straight-forward nature of Veronica’s map means that, so long as you have two generically decent tanks, there is noneed to wait when attempting this paralogue. Challenge Veronica any time you see fit.

Emblem Veronica’s In Game And Overview Maps In Pre-Battle

Additionally, since this isarguably the easiest map in all three waves of DLC, it is recommended to attempt this map before any of the others for extra levels and an additional Emblem.

An Island Battle - Map

Enemies

5x Berserker, 1x Swordmaster, 2x Thief, 3x Bow Knight, 2x Paladin (Lance), 1x Paladin (Axe), 3x General (Sword), 1x General (Lance), 5x Sage, 3x Halberdier, 3x Wolf Knight, 1x Mage Cannoneer, 1x Veronica

Summoned Enemies (Turn One):1x Berserker, 1x Martial Master (Fracture), 1x Paladin (Axe), 1x Sage, 1x Halberdier

Final Wave Of Veronica’s Reinforcements In Map Center

Summoned Enemies (Right Island Cleared):1x Paladin (Axe), 1x Griffin Knight (Flame Lance), 1x General (Sword), 1x Swordmaster, 1x Martial Master

Summoned Enemies (Left Island Cleared):1x Wyvern Knight, 1x Griffin Knight (Sword), 1x Warrior, 1x Halberdier, 1x Martial Master

After Using Activation Tiles Island Joining In Veronica’s Map

Summoned Enemies (Veronica Triggered):1x Griffin Knight (Lance), 1x Halberdier, 1x General (Sword), 1x Wyvern Knight, 1x Berserker

*Changes based on level & difficulty: enemy number increased on higher difficulties; classes and levels differ depending on story progression

Close Up Stat, Weapons, and Skills Preview Of Boss Veronica

8

Defeat:Alear is defeated

Alear And Byleth Face Veronica For A Final Kill

Treasures

x2 Elixir (Thief to the West and General to the East)

★★★☆☆☆☆☆☆☆ (3/10)

Chrom And Robin’s Engage Ring Preview With Alear

Diamant, Louis, Yunaka and Corrin

Veronica’s map consists of a collection of islands upon which your army will be split into two teams of four. There areno special map challenges to keep track ofwhile continuing,except for Veronica’s summoning of enemy unitsas you progress.She will summon these enemies four timeson any standard playthrough:

In Game And Overview Map Images For Chrom and Robin Paralogue

While it is possible to get overwhelmed or caught off-guard in a preliminary playthrough, they thankfullydon’t stack on top of previously existing enemiesand are fairly easy to dispatch once you know they’re coming.

Although you only have eight units, the map is small enough that it doesn’t pose an issue. To make the most of these units,you’ll want one of each of these units on both sides:

All 50 Turns Of Reinforcements With Chrom And Robin

For the left path, your fourth unit can be anything you wish, butfor the right path, you’ll probably want your fourth unit to be mageto deal with the surplus of Generals on that side.

You can use Flying units and/or Warp staves to gimp part of the map, but the bow knights on the left and the general ease of this map make such strategies too much of an investment to be worth the time or resources- though it may be worth the laugh.

Overhead Map Preview Turn One Of Chrom And Robin Paralogue

Traversing The Islands - Battle

Given the straightforward nature of the islands, the go-to strategy for this map is simply touse your physical tank to draw forward enemies into the chokehold positions that are the bridges.

Equipping your tank unit with a ranged weapon can be useful here to avoid taking unanswered damage - weapons like:

Use your staff units to heal chip damage, come in with ranged units to provide support, and progress forward at your own pace.

The beginning can be a little tricky with the summoned units in the lower center, but baiting them forward with your tank units on both sides to split them will both save you from becoming overwhelmed and spending time venturing to the center of the map.

Once you’ve almost cleared all the units on the furthest island of either side, you’ll want totry and keep yourself on the southern-most side of the island to prepare for Veronica’s reinforcements.When they’re summoned, bait them down again with the appropriate unit to deal with them accordingly.

After all of them are defeated, you can place one unit on the Activation Tile on the northern side of the island.Placing a unit on the Activation Tiles both sides will allow the islands to join together and give you access to Veronica(if you didn’t already have a flying unit).

Since there is no timer here, you should take a moment to use any energy wells on the islands and prep your units for the center of the map before using the Activation tiles.

Facing Veronica

Veronica is thankfully a somewhat-tanky mage unit whofalls behind her defending allies, due to losing an entire round to summoning reinforcements on the southern side of the map.These reinforcements are so far away that they can be entirely ignored if you go ahead and kill Veronica within one or two rounds. She does have some interesting skills to note:

Her weapons are also very powerful and scale well with her high Magic stat, and her staff can be slightly concerning due to its ability to negate the chance of a foe to counterattack. In general, you want toensure that Veronica doesn’t get the opportunity to attack your units.

Deal first with the Mage Cannoneerwho, although not very damaging, can be annoying to deal with, and thenuse your ranged units to eliminate Veronica’s allieson the edges of her personal island on the first turn.

You’ll have an easier time if you’ve preemptively placed your ranged units in the corner of the maps before end of the turn where the islands join, giving you a headstart that will allow you even more turn advantage than you already have with Veronica’s spent summon.

Once meeting Veronica, you shoulduse physical units that are either capable of taking at least one hit(since Veronica’s tanky defenses makes one-shotting her unlikely)or can deal exceptional damage with an Engage Attack, which Veronica cannot counterattack.

She also does not have the ability to attack at Range Three, so using Longbows or Claude’s Failnaught will allow you to get in some unanswered damage. In general, Veronica will be an easy enemy to face so long as you relentless send in your physical units to deal with her swiftly.

Once Veronica is defeated, the map will end, and all remaining enemy units need not be dealt with.

RELATED:Fire Emblem Engage: Best Unit Pairings For Every Emblem

Recruiting The Emblem Of Bonds, Chrom And Robin

Chrom and Robin’s Paralogue is availableas soon as Tiki is recruitedand can be found in the Divine Paralogues in the farthest north-eastern corner.

It is recommended, if you enjoy special dialogue, to wait until you have recruited Emblem Lucina(after Chapter 11). Chrom and Robin both have unique dialogue with Lucina, which will require two instances of both - one each - to trigger them.

Their map, although not too difficult at the start, does have a sharp difficulty curve the longer the map carries on. As such, it is recommended towait to attempt this map until you have a comfortable collection of either highly mobile or high-range unitsto complete this map in as short a time as possible.

The Altar - Map

2x Berserker, 2x Griffin Knight (Lance), 2x High Priest, 4x General (Lance), 2x Sage, 2x Sniper, 2x Great Knight (Lance/Axe), 1x Robin, 1x Chrom

10

Victory:Defeat Chrom and Robin

2x 2,000GP (on each Sage in the center)

★★★★★★☆☆☆☆ (6/10)

Yunaka and Corrin (or any good avoidance tank), Any Soren Mage, Ivy and Lucina

The entirety of this map isbest conceptualized in two stages: before and after the removal of the barrier.Chrom and Robin will be placed behind a magical barrieryou cannot cross until all three crystals are simultaneously broken on the same turn.

During the first half of the map, you’ll need to work your way up to each crystal while dealing withsmall batches of reinforcements roughly every two roundsso long as the barrier is up and until Turn 50.Therefore,the longer the map continues and barrier is raised, the more difficult this map will become.

x2 Snipers - behind the barrier with Chrom and Robin

Turn 4

x2 Martial Masters - behind the barrier with Chrom and Robin - and x2 Paladins (Sword) - to the south where your units began

“Turn 4” (Second Wave)

x4 Wyvern Knights - SE and SW corners - and x2 Sages (Meteor) - NE and NW corners

Turn 6

x2 Griffin Knights - East, x2 Great Knights (Lance/Axe and Lance/Sword) - West, x2 General - near Chrom and Robin, and x2 Paladin (Sword) - south

Turn 8

x1 Paladin (Lance) and x1 Griffin Knight (Sword) - NE and NW corners

Turn 11

x1 Hero and x1 Halberdier - either side of Chrom and Robin

Turn 14

x1 Sage and x1 Sniper - either side of Chrom and Robin

Turn 17

x1 Great Knight (Lance/Axe) and x1 Wyvern Knight (Sword/Axe) - NE and NW corners

Turn 20

x1 Halberdier and x1 Swordmaster - either side of Chrom and Robin

Turn 22

x1 Mage Knight and x1 High Priest - either side of Chrom and Robin

Turn 24

x1 Bow Knight and x1 Berserker - either side of Chrom and Robin

Turn 26

x2 Berserker - either side of Chrom and Robin

x2 Phantom Wolves - either side of Chrom and Robin

Turn 40, 42, 44, 46, 48

x2 Phantom Wolves - only the right side of Chrom and Robin

Regardless of whether the barrier is down, if all Turn Four reinforcements have arrived, and your units have spread out to begin approaching the furthest crystals,Chrom and Robin will deploy a field of Water Tilesthat decrease both movement range and Avoid.

Additionally,this will come with a second wave of reinforcements.If you manage to destroy the barrier before Turn Four, this will automatically happen after the barrier is destroyed.

Thankfully, you’re given an ample ten units to tackle this map with.You’ll want the following units on your team:

The gaps in your roster can be filled with any units of your choice, butmages here are exceptionally importantwith the lack of enemies with good Resistance on this map and the number of Generals on the northern section guarding the Sages.

Alternatively, you may use Axe units with Hammers or more Sword units with Levin swords if you don’t have enough decent mages.

Most of your units should have some form of mobilityto them to make this map as swift as possible. Mage Knights, Great Knights, flying units (as long as they avoid the Snipers on the left), and other such units with six or more movement perform very well on this map.

Lowering The Barrier

For the first stage of this fight, you’ll want toset a goal of lowering the barrier within four turns.

To begin the map,send a sword unit into the closest pillars on the east sideto bait the Berserkers in. Your archers should also begin moving eastward without entering the Berserkers' range.To the west, send your axe unit into the pillars as wellto bait the Great Knights with a mage on standby to give support on Turn Two. Finally,place a high-Resistance mage with any tome of the Thunder line into the range of the Sages up above(but outside the range of the Generals) to bait them down on the next turn.

Once the Berserkers and Great Knights are dealt with on either side, you’ll want to do the following:

When all of this is completed and the Martial Masters on either side are also dealt with, an archer and your axe unit should have made it to the crystals up above. It is during this time that Turn Four should begin with reinforcements and the Water Tile appearance. Your Avoidance tank will deal with the reinforcements to the south while youdestroy the barrier crystals.

Yunaka and Corrin is an excellent choice for holding position here since there will be several Back-up type enemies that ignore Avoid Tile bonuses. The Pair-Up ability nullifies this damage, and no other attack should otherwise be able to hit them while using Dragon Vein’s fog.

Onward To Chrom And Robin

When the barrier is destroyed, it’s a race to complete this map before you’re overrun with the next turn’s reinforcements.As a consequence of the barrier being brought down, the next turn should spawn:

You can ignore them all with your Avoidance tank in place and focus instead on Chrom and Robin.

You’ll want tobait down Chrom and the snipers using any of these methods:

Whatever you choose, they should have a ranged option to prevent the enemy attack from going unanswered.

Additionally,the archer you sent in the east and the axe unit you sent in the west should quickly advance northward to deal with the Meteor-spamming Sagesbefore they become an issue. Any other units in the center should make quick work of Chrom and Robin’s supporting cast due to the trouble their Back-Up status can cause.

Chrom and Robin are very lackluster and not particularly concerning as stand-alone units; thus, taking care of them is very straightforward.

Robin is a squishy mage with only a rally skill, sousing any strong physical unit against him will make quick work of the tactician. Chrom, on the other hand, does need a bit of caution due toFalchion and its extra effectiveness against dragons(namely Alear).

He has no way of countering Range Three attacks, so chipping away with Thunder or a Longbow is a good strategy, and most mages have the Resistance to ignore his Levin Sword if he has it equipped.

Whatever method you choose to use, they’re quite easy as bosses andmost strategies will work well enough without needing to overthink it so long as you do it quickly.

Once Chrom and Robin are both defeated, the map will end, and all other enemy units will be irrelevant. You can leave the map with Chrom and Robin’s Emblem Bracelet in short time.

NEXT:Fire Emblem Engage: How To Recruit Every DLC Wave 1 Emblem Ring