The Holy Knight
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The Holy Knight is the ninth Paralogue in Fire Emblem Engage.
Story[]
Alear and Sigurd arrive in an uncanny Elusian landscape that the latter likens to his homeland of Chalphy. He tells Alear that he wished he could have lived there peacefully with his wife, Deirdre, but she was kidnapped and used by followers of a dark god. He then hints at a hope to his tale, which he intends to reveal after Alear defeats him in a trial to strengthen their bonds. Alear briefly ponders the nature of their trial, and soon accepts his challenge.
Alear manages to defeat Sigurd, who commends their skill. He then asks them if they seek to avenge Lumera's death, to which they express uncertainty about. Sigurd tells them that, despite the family and friends he lost, he has held no grudges. He also tells how he taught his own son, Seliph, that grief, justice, and truth were subjective, and asks if Alear is willing to fight knowing that. Alear answers that they are indeed willing, and Sigurd pledges to continue fighting alongside them.
Initial enemies[]
- 1x Sigurd
- 9x Sage
- 2x Martial Master
- 1x Warrior
- 1x Sniper
- 1x High Priest
- 1x Hero
Reinforcements[]
After the sage guarding the southern fortress:
- 1x Mage Knight
- 3x Paladin
- 2x Great Knight
- 1x High Priest
- 5x Sage
- 6x General
Items[]
- 1000G - Dropped by Sage
- 1000G - Dropped by Sage
- 2000G - Dropped by Sage
- Goddess Icon - Hidden treasure (on the easternmost point of the northern landmass)
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. |
If you aren't concerned with the Goddess Icon (you'll need a flying unit because there's only one way by land to Sigurd and he'll suicide his way into your army after you provoke him) you should take note of just how many mages there are on the map and which weapons that they have. The one standing guard in front of the castle is thankfully immobile and has a Meteor tome, directly south of him is someone who has a Fracture staff...Which is technically a problem, if you didn't clear out the immediate group of melee enemies in the forest. There's also a handful of them (including one of the stand-ins for Julius and Ishtar) armed with lightning magic that strike from 3 tiles away). As for dealing with the two mages in the bottom-left corner of the map, the short answer is that you'll need to silence them and subsequently commit your entire army towards fighting them. Or just try to duel them with any unit that has a high enough resistance.
With the drawbridge, you actually get a free turn to recuperate before the real fighting begins. On Hard, the first group to lead the charge was around 7-9 mages, at least one of which is armed with Meteor. But by setting the bottleneck on fire with Corrin's Dragon Veins, the AI for Sigurd is extremely hesitant to either fight a losing battle against Louis on hazardous terrain. But at any rate, it's important not to have your army lined up for an Override; other than that, it basically takes one turn to win against Sigurd since he doesn't have any ranged weapons on him and he doesn't provide the greatest boss battle amongst most of the Emblems
Trivia[]
- The layout of this map is pulled from Chapter 10 of Genealogy of the Holy War.
- Emblem Sigurd takes the original place of Arvis as the boss of the map.
- The two Sages with the Revival Stones in the lower left corner of the map are a reference to Julius and Ishtar.
- Placing a unit next to the water at the top of the map gives the player a Goddess Icon, referencing a scene where when placed next to water, Seliph is able to speak to his parents and is given a Life Bracelet.