Recollections
Recollections is the twenty-fourth chapter of Fire Emblem Engage.
Story[]
Alear and their army arrive near a lake in a mountainous region of Gradlon, where Veyle senses another Fell Dragon Shard at the bottom of. They use the enchanted crystal given to them by Zephia, which drains the lake and raises a mountain from underneath it, but separates Alear from their army. While separated, they meet themself, but with red hair, a black outfit, and an emotionless voice. The other Alear tells to hand over their Emblem Rings, as it is their duty to their father Sombron to do so, and mentions that they are at war with the Divine Dragons. The original Alear then reasons that the crystal brought them into the past, with the red-haired Alear being them from one thousand years ago. Past Alear demands again for Alear to give them their Emblem Rings, and speaks of how they do not want to be seen of as a "defect" and executed like their siblings. Alear asks their past self what will happen when they give the rings to Sombron, but they are interrupted by a sudden avalanche that also agitates nearby Corrupted. As Alear runs back to find their army, past Alear beckons their Dark Emblem, Marth, and declares that Alear will not escape.
Alear manages to reconvenes with their army. Veyle tells them that the Fell Dragon Shard is near, but Alfred also informs them that they have been followed by Zephia. When Ivy and Veyle are confused by her presence, Alear explains to them that they have traveled a thousand years back in time. Past Alear catches up to the group, and commands Zephia to leave Alear's army to them. Veyle expresses worry over having to fight her sibling to destroy the shard. Past Alear then challenges Alear to a battle; if past Alear wins, they take Alear's Emblem Rings, but if Alear wins, they can destroy the shard. The two Alears show their Emblems Marth to each other, and begin to fight each other.
Alear defeats their past self, causing the Fell Dragon Shard to shatter. Some time latter, members of Alear's army tend to their past self's wounds, so that they may awaken later. As the power of the enchanted crystal wears off, Alear and Veyle reminisce on the past Alear and Zephia, and they return to their time. Back in the past, Sombron and Zephia meet, too late to see the battle. Sombron states that he sensed an unusual Emblem that he wanted to see, but that he now senses nothing. Zephia offhandedly mentions wanting loyal subordinates, which Sombron says she can gain by making children. Zephia asks to have a child with him, but he puts it off until after the war's end, and he leaves to return to his temple. Zephia then contemplates what it would be like to truly love a child, and if her parents loved her.
Elsewhere in the mountains, Lumera arrives to find the past Alear as they awaken. Alear tells her that they dreamt of someone who had their own face, but Lumera's blue hair and eyes. Lumera offers to bring them to somewhere warm, which Alear accepts, as they tell her that this is the first time they have ever received kindness. The two give each other their names, and Alear recognizes her as Sombron's enemy, but does not want to fight her. They repeatedly call themself a "defect", and confide to Lumera about their situation and desire to keep living. Lumera and Alear make a pinky promise to keep the day to them.
One thousand years later, Alear reconvenes with their army, and Veyle senses that the barrier guarding the portal has weakened. When she attempts to sense the last shard, she senses something that shocks her, which she opts to not say. Alear gives her the time she needs to rest. When Veyle is left alone, she worries about how she will tell the army about what she sensed.
Items[]
- Boots - Dropped by Past Alear
- Ukonvasara - Dropped by Corrupted near the Ballista on the center lane.
- Lendabair - Dropped by Corrupted stationed on the Ballista on the center lane.
Initial enemies[]
- Past Alear
- 4x Sniper
- 3x Hero
- 3x Corrupted Wyrm
- 1x Berserker
- 2x Griffon Rider
- 2x Swordmaster
- 1x Sage
- 2x Martial Master
- 2x Warrior
- 2x General
- 2x High Priest
Reinforcements[]
Turn 2
- 2 (Normal/Hard)/1 (Maddening) Hero(es) from east of the southern ballista
- 1 Sniper with a Silver Bow from east of the southern ballista (Maddening only)
- 1 Berserker with a Silver Greataxe from southwest of past Alear's starting position
- Has Cornered Beast on Maddening
- 1 Berserker with a Hurricane Axe from northwest of past Alear's starting position
- 2 (Normal/Hard)/1 (Maddening) Sniper(s) with Radiant Bow(s) from east of the northern ballista
- 1 Sniper with a Longbow from east of the northern ballista (Maddening only)
Turn 4
- 2 Sages from east of the southern ballista
- 1 Martial Master from east of the southern ballista (Maddening only)
- 2 Wolf Knights from just west of past Alear's starting position
- 1 Wyvern Knight with a Killer Axe (Normal/Hard)/Tomahawk (Maddening) from near the eastern border of the upper mountain pass
- 1 Wyvern Knight with a Silver Greataxe from near the eastern border of the upper mountain path
Turn 6
- 1 Griffin Knight with a Killer Lance (Normal/Hard)/Flame Lance (Maddening) from just south of the southeasternmost rock
- 1 Griffin Knight with a Silver Blade from just north of the southeasternmost rock
- 2 Great Knights from just west of past Alear's starting position
- 2 High Priests from east of the northern ballista
Turn 8
- 1 Hero from just north of the southeasternmost rock
- 1 Hero with Triangle Adept from just south of the southeasternmost rock (Maddening only)
- 1 Berserker with a Silver Greataxe from south of past Alear's starting position
- 1 Berserker with a Hurricane Axe from north of past Alear's starting position
- 1 Sniper with a Radiant Bow from the eastern border of the upper mountain path
- 1 Sniper with a Brave Bow from the eastern border of the upper mountain path (Maddening only)
Turn 10 (Hard/Maddening only)
- 2 Corrupted Wyrms; one from the southeast corner of the upper and middle mountain paths respectively
Turn 12
- 2 Wyvern Knights with Silver Greataxes from the southern border of the map, aligned with the center ballista
- 1 Wyvern Knight with a Killer Axe from the southern border of the map, aligned with the center ballista (Hard/Maddening only)
- Has Certain Blow on Maddening
- 2 Griffin Knights with Silver Blades from the northern border of the map, aligned with the center ballista
- 1 Griffin Knight with a Killer Lance from the northern border of the map, aligned with the center ballista (Hard/Maddening only)
- Has Darting Blow on Maddening
Strategy[]
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Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers. |
Your army is split into three paths. Start by taking out the ballistae while dealing with fog tiles. Every few turns there will be avalanches on a given row. Be sure to positions your units behind enemies or boulders after thier turns to prevent falling back too much. Using Sigurd and Lyn will be of great help.