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The Young Lion
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No image available.
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Location
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The Binding Grounds
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Boss(es)
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Roy
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The Young Lion (Japanese: 若き獅子 Young Lion) is the twelfth paralogue chapter of Fire Emblem Engage, unlocked upon the completion of Chapter 19. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. In this chapter, Alear takes on a challenge from Emblem Roy in a place familiar to him in order to deepen their bonds.
Plot
- Main article: The Young Lion/Script
In a field in Firene, Alear and Roy stumbled upon a ruin that the latter recognizes. He explains that, in his world, he fought Bern's general Murdock in a grueling battle within ruins like those before them. After reminiscing, he then challenges Alear to a trial which will strengthen their bonds. Alear accepts his challenge.
Alear manages to defeat Roy, who thanks them for entertaining his request to fight. After Alear praises him back, Roy tells them that they remind him of the Demon Dragon, Idunn because of their shared heterochromia. He then explains that, when forced to battle her, he had to choose between killing her and eliminating all the dragons, or saving her life, despite her threatening humanity. Alear asks him to say which choice he made, but Roy simply tells them that he will reveal it after the war has ended.
Beginning log
A place of significance to Emblem Roy. Here, the Divine Dragon will face an important trial.
Chapter data
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Victory: Defeat Emblem Roy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Alear dies
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1–12
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{{{partner}}}
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{{{other}}}
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26+18
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{{{third}}}
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Map dimensions: 24 columns by 26 rows
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Victory: Defeat Emblem Roy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Alear dies
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1–12
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{{{partner}}}
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{{{other}}}
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34+22
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{{{third}}}
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Map dimensions: 24 columns by 26 rows
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Victory: Defeat Emblem Roy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Alear dies
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1–12
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{{{partner}}}
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{{{other}}}
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40+27
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{{{third}}}
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Map dimensions: 24 columns by 26 rows
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Character data
Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started.
Note: The returning Emblems list only those obtained by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have obtained more Emblems than the above by the point the chapter is started.
Additionally, Emblem Energy appears in the following locations:
- Column 7, row 20: Just south of the southernmost forests
- Column 9, row 9: At the entrance to a house
- Column 9, row 22: West of the southern squad of Wyvern Knights
- Column 14, row 12: Just south of the square of Generals and Snipers
- Column 18, row 12: Southeast of the square of Generals and Snipers
Item data
Completing this chapter will also unlock Roy's maximum bond level.
Enemy data
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
|
Def
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Res
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Cha
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Lck
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Bld
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Mov
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Inventory and Skills
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Roy
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Emblem
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35+5
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1
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36+4
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20+4
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2+1
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16+2
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26+2
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5+8
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4+7
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19+4
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12
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5
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Binding Blade • Lancereaver • Wyrmslayer Hold Out+++ • Advance • Rise Above • Blazing Lion
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• Can use Blazing Lion multiple times. • Starts on a protection tile. • Will not move until a unit is in range of him or the nearby Sage.
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Fabrication
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Sage
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20
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1
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37
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5
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20
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27
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24−9
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7
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24
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21
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11
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5
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Meteor • 1000G
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Immobile.
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Fabrication
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General
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11
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6
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54
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24
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1
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21
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9
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26
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2
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8
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17
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4
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Silver Lance
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• The northwestern two will not move until turn 4, or until a unit is in range of either of them or the nearby Sniper, at which point both begin moving. • The southern two do not act. • The northeastern two will not move until a unit is in range of either of them or a nearby Sniper, at which point both begin moving.
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Fabrication
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Sage
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11
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4
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32
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4
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15
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20
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18−3
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12
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18
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11
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8
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5
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Bolganone
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• The southwestern two immediately begin moving unprovoked. • The northeastern two will not move until turn 3, or until a unit is in range of either of them, at which point both begin moving.
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Fabrication
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Wyvern Knight
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11
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3
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50
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21
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8
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25
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24−1
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13
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8
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9
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12
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6
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Silver Lance
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• The western two immediately begin moving unprovoked. • The eastern one will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
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Wyvern Knight
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11
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4
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50
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21
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8
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25
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24−3
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13
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8
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9
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12
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6
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Silver Axe
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• The northern two immediately begin moving unprovoked. • The southern two will not act until the Phantom Wyrm is provoked, or until either of them or a southern or eastern Wyvern Knight is fought, at which point both begin moving.
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Fabrication
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Sniper
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11
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2
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43
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20
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1
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29
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20−1
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16
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6
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10
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9
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5
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Silver Bow
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• The western one will not move until turn 4, or until a unit is in range of her or a nearby General. • The eastern one will not move until a unit is in range of her or a nearby General or Sniper.
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Fabrication
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Sniper
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11
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1
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43
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20
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1
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29
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20−1
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16
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6
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10
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9
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5
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Silver Bow • 1000G
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Will not move until a unit is in range of her or a nearby General or Sniper.
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Fabrication
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Wyvern Knight
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11
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1
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50
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21
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8
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25
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24−4
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13
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8
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9
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12
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6
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Tomahawk
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
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Wyvern Knight
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11
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1
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50
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21
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8
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25
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24−1
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13
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8
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9
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12
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6
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Silver Lance • 1000G
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
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Wyvern Knight
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11
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1
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50
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21
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8
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25
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24−3
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13
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8
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9
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12
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6
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Spear
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
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Phantom Wyrm
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28
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1
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48
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0
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10
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10
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2
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16
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15
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4
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17
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2
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Fire Breath • Fireball
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• Automatically equips Fire Breath after initiating combat with Fireball. • Begins moving if a southern or eastern Wyvern Knight is fought.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Bld
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Mov
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Inventory and Skills
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Roy
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Emblem
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35+5
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1
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40+4
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29+4
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6+1
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18+2
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28+2
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14+8
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12+7
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21+4
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13
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5
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Binding Blade • Lancereaver • Wyrmslayer Hold Out+++ • Advance • Rise Above • Blazing Lion
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• Can use Blazing Lion multiple times. • Starts on a protection tile. • Will not move until a unit is in range of him or the nearby Sage.
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Fabrication
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Sage
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20
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1
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39
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13
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27
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30
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26−9
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17
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38
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22
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11
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5
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Meteor • 1000G Spell Harmony
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Immobile.
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Fabrication
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General
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11
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6
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59
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33
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3
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24
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10
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36
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9
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9
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18
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4
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Silver Lance Swap
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• The northwestern two will not move until turn 4, or until a unit is in range of either of them or a nearby Sniper, at which point both begin moving. • The southern two do not act. • The northeastern two will not move until a unit is in range of either of them or a nearby Sniper, at which point both begin moving.
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Fabrication
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Sage
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11
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2
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32
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9
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23
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22
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20−8
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16
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28
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12
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8
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5
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Thoron Spell Harmony
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Does not act.
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Fabrication
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Sage
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11
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4
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32
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9
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23
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22
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20−3
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16
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28
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12
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8
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5
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Bolganone Spell Harmony
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• The southwestern two immediately begin moving unprovoked. • The northeastern two will not move until turn 3, or until a unit is in range of either of them, at which point both begin moving.
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Fabrication
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Wyvern Knight
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11
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4
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46
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25
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13
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25
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20−1
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17
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12
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9
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12
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6
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Silver Lance Air Raid
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• The western two immediately begin moving unprovoked. • The eastern two will not act until the Phantom Wyrm is provoked, or until either of them or a southern or eastern Wyvern Knight is fought, at which point both begin moving.
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Fabrication
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Wyvern Knight
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11
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8
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46
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25
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13
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25
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20−3
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17
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12
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9
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12
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6
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Silver Axe Air Raid
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• The northern five immediately begin moving unprovoked. • The southern three will not act until the Phantom Wyrm is provoked, or until any of them or a southern or eastern Wyvern Knight is fought, at which point all three begin moving.
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Fabrication
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Sniper
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11
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3
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47
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27
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6
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33
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25
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23
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13
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11
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10
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5
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Silver Bow No Distractions
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• The western two will not move until turn 4, or until a unit is in range of either of them or a nearby General, at which point both begin moving. • The eastern one will not move until a unit is in range of her or a nearby General or Sniper.
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Fabrication
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Sniper
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11
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1
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47
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27
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6
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33
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25
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23
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13
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11
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10
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5
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Silver Bow • 1000G No Distractions
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Will not move until a unit is in range of her or a nearby General or Sniper.
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Fabrication
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Wyvern Knight
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11
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1
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46
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25
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13
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25
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20−4
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17
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12
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9
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12
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6
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Tomahawk Air Raid
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
|
Wyvern Knight
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11
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1
|
46
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25
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13
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25
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20−1
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17
|
12
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9
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12
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6
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Silver Lance • 1000G Air Raid
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
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Wyvern Knight
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11
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1
|
46
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25
|
13
|
25
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20−3
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17
|
12
|
9
|
12
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6
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Spear Air Raid
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Will not act until the Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
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Fabrication
|
Phantom Wyrm
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28
|
1
|
52
|
0
|
18
|
12
|
3
|
24
|
23
|
4
|
19
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2
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Fire Breath • Fireball
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• Automatically equips Fire Breath after initiating combat with Fireball. • Begins moving if a southern or eastern Wyvern Knight is fought.
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Name
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Class
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Lv
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#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Roy
|
Emblem
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35+5
|
1
|
47+4
|
31+4
|
6+1
|
18+2
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24+2
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19+8
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13+7
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21+4
|
13
|
5
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Binding Blade • Lancereaver • Wyrmslayer Hold Out+++ • Advance • Rise Above • Veteran+ • Blazing Lion
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• Can use Blazing Lion multiple times. • Starts on a protection tile. • Will not move until a unit is in range of him or a nearby Sage or General.
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Fabrication
|
Sage
|
20
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1
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43
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20
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48
|
34
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30−10
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20
|
44
|
17
|
10
|
5
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Meteor • 1000G Seal Resistance • Spell Harmony
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Immobile.
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Fabrication
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General
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11
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7
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64
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36
|
7
|
29
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14
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43
|
15
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9
|
18
|
4
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Silver Lance Steady Stance • Swap
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• The northwestern three will not move until turn 4, or until a unit is in range of any of them or a nearby Sniper, at which point both begin moving. • The northeastern two will not move until turn 5, or until a unit is in range of either of them or a nearby Sniper, at which point both begin moving. • The southern two will not move until a unit is in range of either of them, Roy, or a nearby Sage, at which point both begin moving.
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Fabrication
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Sage
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11
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3
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37
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13
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35
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27
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24−8
|
19
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35
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12
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8
|
5
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Thoron Seal Resistance • Spell Harmony
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• The northern one will not move until turn 5, or until a unit is in range of her or a nearby General or Sniper. • The southern two will not move until a unit is in range of either of them, Roy, or a nearby General, at which point both begin moving.
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Fabrication
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Sage
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11
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5
|
37
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13
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35
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27
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24−3
|
19
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35
|
12
|
8
|
5
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Bolganone Seal Resistance • Spell Harmony
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• The southwestern two immediately begin moving unprovoked. • The northeastern three will not move until turn 3, or until a unit is in range of either of them, at which point both begin moving.
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Fabrication
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Wyvern Knight
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11
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4
|
54
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30
|
17
|
30
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25−1
|
22
|
15
|
9
|
12
|
6
|
Silver Lance Certain Blow • Air Raid
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• The western two immediately begin moving unprovoked. • The eastern two will not act until a Paladin or Phantom Wyrm is provoked, or until either of them or a southern or eastern Wyvern Knight is fought, at which point both begin moving.
|
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Fabrication
|
Wyvern Knight
|
11
|
8
|
54
|
30
|
17
|
30
|
25−3
|
22
|
15
|
9
|
12
|
6
|
Silver Axe Certain Blow • Air Raid
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• The northern five immediately begin moving unprovoked. • The southern three will not act until a Paladin or Phantom Wyrm is provoked, or until any of them or a southern or eastern Wyvern Knight is fought, at which point all three begin moving.
|
|
Fabrication
|
Sniper
|
11
|
3
|
51
|
31
|
10
|
37
|
25
|
23
|
20
|
11
|
10
|
5
|
Silver Bow Seal Defense • No Distractions
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• The western two will not move until turn 4, or until a unit is in range of either of them or a nearby General, at which point both begin moving. • The eastern one will not move until turn 5, or until a unit is in range of her or a nearby General or Sniper.
|
|
Fabrication
|
Sniper
|
11
|
1
|
51
|
31
|
10
|
37
|
25
|
23
|
20
|
11
|
10
|
5
|
Silver Bow • 1000G Seal Defense • No Distractions
|
Will not move until turn 5, or until a unit is in range of her or a nearby General or Sniper.
|
|
Fabrication
|
Wyvern Knight
|
11
|
1
|
54
|
30
|
17
|
30
|
25−4
|
22
|
15
|
9
|
12
|
6
|
Tomahawk Certain Blow • Air Raid
|
Will not act until a Paladin or Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
|
|
Fabrication
|
Wyvern Knight
|
11
|
1
|
54
|
30
|
17
|
30
|
25−1
|
22
|
15
|
9
|
12
|
6
|
Silver Lance • 1000G Certain Blow • Air Raid
|
Will not act until a Paladin or Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
|
|
Fabrication
|
Wyvern Knight
|
11
|
1
|
54
|
30
|
17
|
30
|
25−3
|
22
|
15
|
9
|
12
|
6
|
Spear Certain Blow • Air Raid
|
Will not act until a Paladin or Phantom Wyrm is provoked, or until he or a southern or eastern Wyvern Knight is fought.
|
|
Fabrication
|
Paladin
|
11
|
3
|
58
|
31
|
11
|
33
|
28
|
29
|
23
|
12
|
12
|
6
|
Silver Sword Pivot
|
All three begin moving if any of them or the Phantom Wyrm is provoked, or if a southern or eastern Wyvern Knight is fought.
|
|
Fabrication
|
Phantom Wyrm
|
28
|
1
|
56
|
0
|
29
|
16
|
6
|
29
|
29
|
4
|
19
|
2
|
Fire Breath • Fireball Spirit Strike
|
• Automatically equips Fire Breath after initiating combat with Fireball. • Begins moving if a Paladin is provoked, or if a southern or eastern Wyvern Knight is fought.
|
|
|
|
Reinforcements
- Turn 3
- 6 (Normal)/8 (Hard/Maddening) Wyvern Knights with Silver Axes; three (Normal)/four (Hard/Maddening) from the southwestern rock, three (Normal)/four (Hard/Maddening) from the northeastern forests
- After engaging combat with a northeastern Sniper
- 2 Wyvern Knights with Silver Axes from southwest of the house (Hard/Maddening only)
- 6 (Normal/Hard)/8 (Maddening) Wyvern Knights with Silver Lances; two (Normal/Hard)/three (Maddening) from north of the southwestern rock, two from north of the house, two (Normal/Hard)/three (Maddening) from the northeastern forests
- After engaging combat with the Sage with Meteor
Boss data
- Main article: Roy
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
Just like the original, this map is loaded to the absolute brim with Wyvern Knights. Very convenient and wonderful! Every single Wyvern Knight on the map has exactly 69 magical bulk, meaning simply putting the Ike engraving on Marni's Hurricane Axe will allow the weapon (20+3 MT, x3 due to effectiveness) to unconditionally OHKO on hit. Reclass someone bulky into Axe General and give them the Ike ring for even more durability. Send them in to wipe out entire hordes of Wyverns on enemy phase. If a large group starts to form, particularly those with 1-2 range, use Great Aether to kill them all in one go.
As for the rest of your units, bow users are appreciated as cleanup against any stragglers left on Player Phase, as well for dealing with the other enemies on the map. Enemy Snipers and Sages have Seal skills that can be detrimental to the Axe General who needs to take a lot of hits, so don't let these enemies get the jump on you.
Be careful when approaching the Shrine of Seals; "Lilina" has a nuclear 61 Atk with Meteor, which will probably OHKO your weaker units, and 20 AS, enough to double units with 15 AS or less, likely including your Axe General. Letting her attack spawns "Galle"'s squad behind you, so be prepared to be ambushed from behind. It's best to let "Lilina" blast a Lyn double to spawn "Galle" so he can be dealt with, then assassinate "Lilina" to stop further Meteors. Roy himself isn't too tough if approached cautiously; he may be very bulky due to his high defenses and Hold Out+++, but he is alone, and can be swarmed. However, be very careful with who is used to lure him out. Alear (and Nel/Rafal) are allergic to his Binding Blade and will probably die in one hit from the effective damage; the Binding Blade has 1-2 range so hiding behind someone else is not sufficient. Additionally, Advance turns his other weapons into 1-2 range too, provided he isn't obstructed by another unit or terrain; this can lead him to getting the jump if you were only expecting the Binding Blade to be used; he can break Lance users with his Lancereaver, so avoid trying to use the weapon triangle on him and instead take neutral matchups to be safe. Blazing Lion is mostly a non-threat, provided the unit you were using as bait was either baiting at 2-range/Advance-range or had nobody else adjacent to them, but do beware of the extra movement costs potentially blocking your attackers from getting into position.
Trivia
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
The Young Lion
|
--
|
Japanese
|
若き獅子
|
Young Lion
|
Spanish
|
El Joven León
|
The Young Lion
|
French
|
Le Jeune Lion
|
The Young Lion
|
German
|
Der junge Löwe
|
The young lion
|
Italian
|
Il Giovane Leone
|
The Young Lion
|
Korean
|
젊은 사자
|
Young lion
|
Simplified Chinese
|
幼狮
|
Young lion
|
Traditional Chinese
|
幼獅
|
Young lion
|
|
Gallery
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References