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This is the walkthrough for The Holy Knight Paralogue of Fire Emblem Engage (FE Engage). Read on to see a full list of rewards in Paralogue: The Holy Knight, how to unlock, and all obtainable weapons and items!
List of Contents
Completing Sigurd's paralogue increases his Bond Level cap from 10 to 20, opening up the option to learn new skills and gain the Tyrfing. This references the map's source, Chapter 10 of Genealogy of the Holy War, where Sigurd's son, Seliph, gains the same weapon.
Sigurd Engage Skills, Abilities, and Engage Weapon
Once you reach Chapter 18: The Cold Voyage, the River of Light and Dark becomes available on the world map and unlocks Paralogue: The Holy Knight.
Chapter 18: The Cold Voyage Walkthrough
Victory Conditions | |||
---|---|---|---|
Defeat Emblem Sigurd. | |||
Defeat Conditions | |||
Alear is defeated. | |||
Location | River of Light and Dark | ||
Restrictions | Cannot use Sigurd's Emblem Ring. | ||
Recommended Level | Advanced Class Lvl 5 | ||
# of Player Units | 12 | ||
# of Enemies | 31 |
Class | Explanation |
---|---|
Griffin Knight
Wolf Knight |
The map is full of mages, so bringing units with high Res and can counterattack is recommended. Fliers like the Griffin Knight are notable as they can also cross the river to reach Sigurd early. |
Lindwurm | Ivy has great utility in this map if she's leveled enough. She should have enough Spd, Def, and Res to fly across the river, survive a Meteor, and take on Sigurd. Otherwise, she can still use Staves to support the party. |
Lyn | Lyn allows the use of Astra Storm to damage Sigurd from afar. She also has the Mani Katti which is effective against Sigurd's Cavalry unit type. |
Objective | |
---|---|
1 | Move your units toward the lower fortress. Your units should kill any enemies along the way to the Sage guarding the fortress. Ignore the two Sages on the lower left corner unless you want a challenge. |
2 | Send your Flying units toward Sigurd. Sigurd's movement spans almost the entire upper portion of the map. Place one of your Fliers on a tile where only Sigurd and the Sage with Meteor can target you. This should draw him in, allowing the rest of your fliers to finish him off the next turn. Make sure the unit you choose can survive both Meteor and Sigurd's initial attack. |
3 | Defeat Sigurd with your Fliers. After Sigurd's first attack, close in with your Flying units, attacking with ranged or Cavalry-effective weapons like the Ridersbane or Mani Katti. |
4 | Alternate Route: Kill the Sage guarding the fortress to lower the bridge. If you find yourself unable to isolate Sigurd or lack good Flying units, you can defeat the Sage on the Fortress to lower the bridge on the next turn. This will spawn reinforcements on the upper section of the map and Sigurd will start moving. |
5 | Alternate Route: Lure in Sigurd then defeat him. Once the bridge is lowered, bring your army closer to it. Have a tanky unit take an attack from Sigurd. Avoid having any unit directly adjacent to your tank since he will use Override. Finish him off with Cavalry-effective weapons or ranged attacks. |
Sigurd stands out with his massive movement. However, unlike the other Emblems, his stats aren't that much higher compared to the enemies you were facing in the chapter before unlocking his paralogue. This makes him easier to bait out and finish off alone. He's also a Cavalry unit, giving him an exploitable weakness to the Ridersbane, Noble Rapier, and Mani Katti. Magic and Bows also work as Sigurd doesn't carry a ranged weapon.
Item | How to Get |
---|---|
2000 G | Dropped by the Sage guarding the bridge fortress. |
1000 G | Dropped by the 2 Sages representing Julius and Ishtar. |
Goddess Icon | Have a unit wait on the ground above the rocks and beach on the upper rightmost corner of the map. |
Materials | |
---|---|
Iron Ingot | Steel Ingot |
Ingredients | |
Spices | |
Animals | |
Hop Rabbit | Eastern Freecat |
Elusian Cat | - |
Base Game Paralogues | |
---|---|
Budding Talent | Mysterious Merchant |
The Exalt | The Lady of the Plains |
The Radiant Hero | The Instructor |
The Crux of Fate | The Azure Twin |
The Holy Knight | The Sage Lord |
The Dawn Maiden | The Young Lion |
The Caring Princess | The Hero-King |
The Connector | - |
Divine Paralogues (DLC) | |
The Ancestor | The Radiant Strategist |
The Brash General | The Doting Sister |
The Shepherd Exalt | The Lonely Heir |
Fell Xenologue Chapter | |
---|---|
Dragons From Afar | Seeds of Unrest |
Path to War | Clash of Queens |
The Fell Heir | Seven Bracelets |
You can farm exp. with micaiah by healing damaged units since the sage with the meteor wont move.
Paralogue: The Holy Knight Walkthrough
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If you clear out the bottom side of the map before killing the sage, another tactic is to bait Sigurd into using Override through your units. Then he'll be alone in the middle of your team and you can kill him in 1 turn. Just position a line of tanky units in range of Sigurd on the bridge just outside of range of the units that spawn after the bridge is lowered. Sigurd will most likely override through them into you