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The Battle for Solm
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The Battle for Solm (Japanese: ソルム攻防戦 The Battle of Solm) is the fourteenth chapter of Fire Emblem Engage. In this chapter, Hortensia and the Four Hounds assault Solm's palace.
In addition to the next main chapter completing this chapter will also unlock the sixth paralogue chapter.
Plot
- Main article:
The Battle for Solm/Script
Alear, Timerra, and Ivy arrive in Solm Palace, where they find Hortensia taking Queen Seforia hostage. Hortensia tells them that she was able to enter the palace easily by simply telling the guards she was separated from Ivy. Hortensia offers the group an ultimatum: give her the Emblem Rings, or she kills the queen. Ivy urges her to reconsider, but Hortensia berates her in response, calling her a traitor. Alear refuses to hand over the rings, and Timerra stands by them, refusing to let the hostage situation affect her. Hortensia breaks down, begging for her situation to return to how it was before Hyacinth was killed. Alear and Seforia even challenge Hortensia to kill her, showing that she lacks the conviction to do so. Ivy consoles her sister.
Zephia then arrives, chastises Hortensia for taking one of the Emblem Rings from her, and informs her that her retainers could not hold her back. Following this, Marni and Mauvier arrive, with the former taking Seforia away so she can be kept as a sacrifice for Sombron. Zephia brainwashes Hortensia into fighting for her, then aids her, as well as a battalion of Elusian soldiers, against Alear's army. Alear and company manage to fend off their forces.
Hortensia comes to her senses and notices that all the Elusian soldiers have left. She considers returning to Elusia to ensure that it has somebody to lead it, but Ivy makes her reconsider, stating that Elusia is now under Sombron's and the Four Hounds' control. Ivy tells Hortensia that she understands her pain, but that returning is no longer an option. Dejected at having left everyone else behind, Hortensia joins with Ivy and Alear, and hands over the Ring of the Instructor. Alear then invokes the ring's Emblem, Byleth.
Timerra brings out Seforia, who was saved from her hostage situation by the Solm royal guard. Seforia thanks Alear for their aid, likening them to their mother Lumera. Hortensia and Ivy apologize to Seforia, with Alear vouching for them, though Seforia is unconvinced. Despite this, she chooses not to punish them, reasoning that Hortensia had only followed along the true invaders, i.e. the Fell Dragon's forces. Seforia urges the two to make amends by defeating Sombron and restoring Elusia. Timerra then begins lead Alear's army to the Northern Fortress, where Solm's second Emblem Ring is held.
Out in the desert, Veyle takes note that Alear has obtained another Emblem Ring, and suddenly convulses from exhaustion. She then wakes up with the purple eyes she had when she had first met Alear, and finds herself confused at being in the desert instead of the snow-laden Elusia.
Beginning log
Receiving word of Hortensia's attack, the Divine Dragon's army hastens back to Solm Palace.
Chapter data
Normal/Hard Maddening
Character data
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New units
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Required characters
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Available characters
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Emblem Ring data
Characters | |||||||||||
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New units
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Available characters
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Additionally, Emblem Energy appears in the following locations:
- Column 10, row 14: Left of the western beacon
- Column 10, row 15: Left of the western heal tile
- Column 12, row 14: Right of the western beacon
- Column 12, row 15: Right of the western heal tile
- Column 18, row 14: Left of the eastern beacon
- Column 18, row 15: Left of the eastern heal tile
- Column 20, row 14: Right of the eastern beacon
- Column 20, row 15: Right of the eastern heal tike
Item data
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Marketplace data
Armory Item Shop Flea Market
Name | Stock | Price | |
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Slim Sword | ∞ | 500 | |
Iron Sword | ∞ | 1,000 | |
Steel Sword | 3 | 2,000 | |
Armorslayer | 2 | 2,500 | |
Killing Edge | 1 | 2,500 | |
Iron Blade | 3 | 1,500 | |
Slim Lance | ∞ | 500 | |
Iron Lance | ∞ | 1,000 | |
Steel Lance | 3 | 2,000 | |
Javelin | 6 | 1,800 | |
Ridersbane | 2 | 2,500 | |
Killer Lance | 1 | 3,000 | |
Iron Greatlance | 3 | 1,500 | |
Compact Axe | ∞ | 500 | |
Iron Axe | ∞ | 1,000 | |
Steel Axe | 3 | 2,000 | |
Hand Axe | 6 | 1,800 | |
Hammer | 2 | 2,500 | |
Poleaxe | 2 | 2,500 | |
Killer Axe | 1 | 3,000 | |
Iron Greataxe | 3 | 1,500 | |
Mini Bow | ∞ | 500 | |
Iron Bow | ∞ | 1,000 | |
Steel Bow | 3 | 2,000 | |
Longbow | 2 | 2,000 | |
Killer Bow | 1 | 3,000 | |
Short Knife | ∞ | 500 | |
Iron Dagger | ∞ | 1,000 | |
Steel Dagger | 2 | 2,000 | |
Kard | 2 | 1,000 | |
Surge | ∞ | 1,500 | |
Fire | ∞ | 1,000 | |
Thunder | 3 | 1,000 | |
Wind | 3 | 1,000 | |
Elsurge | 1 | 2,500 | |
Elfire | 1 | 2,000 | |
Initiate Art | ∞ | 500 | |
Iron-Body Art | ∞ | 1,000 | |
Steel-Hand Art | 2 | 2,000 | |
Shielding Art | 2 | 2,500 |
Enemy data
Normal Hard Maddening
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Reinforcements
- Turn 2 (Hard/Maddening)/3 (Normal)
- 1 Thief from the southeast corner of the map
- Turn 2 (Maddening)/3 (Hard)/4 (Normal)
- 1 Thief from the southwest corner of the map
- Turn 7 (Hard/Maddening)/8 (Normal)
- 2 Sword Fighters from south of the eastern treasure room
- 2 Lance Cavaliers from south of the western treasure room
- Turn 12 (Hard/Maddening only)
- 1 Sword Flier from the southern border of the map
- 1 Wyvern Knight from the southern border of the map
- 1 Axe Flier from the southern border of the map
- Turn 13 (Normal/Maddening only)
- 1 Sword Flier from the southern border of the map
- 1 Wyvern Knight from the southern border of the map
- 1 Axe Flier from the southern border of the map
- Upon Hortensia using one of her Revival Stones
- 1 Sword Fighter from the westernmost stairs within the throne room
- 1 Axe Fighter from the easternmost stairs within the throne room
- 1 Lance Fighter from the northwestern stairs within the throne room
- 1 Archer from the northeastern stairs within the throne room
Boss data
- Main article:
Hortensia
Normal Hard Maddening
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- Note: Hortensia gets the Sword of the Creator after using one of her Revival Stones.
- Main article:
Zephia
Normal Hard Maddening
- Main article:
Marni
Normal Hard Maddening
- Main article:
Mauvier
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
The limited enemy reinforcements and vulnerable starting position of the two Thieves make this one of the easiest missions in the game. The player can choose to only bring as many units as they have Emblem Rings and Bracelets, and deploy a low-level unit that will appreciate a chance to catch up in experience. Turn 1 should see the player split their army and simultaneously attack towards the east and west with maximum force; this is the only part of the mission where worrying about who gets the experience from kills is ill-advised. At the end of turn 1, two thieves will spawn, a player who did a strong initial push will find themselves in an excellent position to eliminate the thieves before they make any headway.
Once the thieves are destroyed, the next few turns can be spent fighting a few more enemies near where the thieves spawned, but the player's army should regroup in the initial deployment zone (southern entrance to the map) by turn 11.
At end of turn 11, a somewhat dangerous wave of 3 fliers will spawn, with the player's army in a perfect position to destroy them before they move. An identical, final reinforcement wave will spawn 1 turn later. By this time, the two earlier reinforcement waves (infantry and cavalry) from the north may be closing in on the player's position, along with any non-reinforcement enemies who were provoked into moving. The numerous nearby pillars can be used to stall these attackers until the duck shoot at the main entrance is concluded. If the player's army is very small or otherwise struggling to destroy the enemies faster than they arrive, it's possible to form a strong defensive formation in the pillars and fight at a slower pace.
Once the reinforcements are destroyed, the enemy will be completely passive and the player can clear the rest of the map at their leisure. There are 4 chests with valuable treasure and 8 gauge-recharging powerups that can optionally be converted into experience by Tiki. Attacking the lone enemy unit on the throne room's stairs is safe, it will not provoke Hortensia's party. The throne room itself poses little challenge, with Hortensia preferring dancing over reaching for her moderately dangerous weapons.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Battle for Solm |
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Japanese |
ソルム攻防戦 |
The Battle of Solm |
Spanish |
La batalla de Solm |
The battle of Solm |
French |
Bataille pour Solm |
Battle for Solm |
German |
Der Kampf um Solm |
The Battle at Solm |
Italian |
La battaglia del Solm |
The battle of Solm |
Korean |
솔룸 공방전 |
Solm battle |
Simplified Chinese |
索尔姆攻防战 |
Solm battle |
Traditional Chinese |
索爾姆攻防戰 |
Solm battle |
References
← Heroes of the Oasis • | The Battle for Solm | • Dancer in the Ruins → |
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