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The Brash General
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The Brash General is the second divineparalogue inFire Emblem Engage, unlocked upon the completion ofThe Ancestor. As a divine 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 awakensEmblem Hector from his bracelet in hopes of having him join their team. Hector briefly recalls memories of when he,Eliwood, andLyn battled against theBlack Fang before askingAlear if they would be willing to hold a friendly competition. Alear accepts Hector's challenge and so a battle begins in a place familiar to the emblem.
Plot
- Main article:
The Brash General/Script
This section has been marked as astub. Please help improve the page by adding information.
Beginning log
A bracelet has been sighted in a dank cave filled with miasma.
Chapter data
NormalHardMaddening
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| Victory: Defeat EmblemHector | Player | Partner | Other | Enemy | Third | |
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| Defeat:Alear dies | 1–8 | {{{partner}}} | {{{other}}} | 31+8+4~16 | {{{third}}} | |
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| Map dimensions: 30 columns by 22 rows | ||||||
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| Victory: Defeat EmblemHector | Player | Partner | Other | Enemy | Third | |
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| Defeat:Alear dies | 1–8 | {{{partner}}} | {{{other}}} | 42+15~19 | {{{third}}} | |
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| Map dimensions: 30 columns by 22 rows | ||||||
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| Victory: Defeat EmblemHector | Player | Partner | Other | Enemy | Third | |
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| Defeat:Alear dies | 1–8 | {{{partner}}} | {{{other}}} | 36+8+15~19 | {{{third}}} | |
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| Map dimensions: 30 columns by 22 rows | ||||||
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Note: Divine paralogues are subject to dynamic difficulty in which the number of enemies, along with their stats and weapons, change depending on the internal level of Alear and the other player units set to the deployment slots before the chapter begins.
Character data
| Characters | |
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New units | |
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Forcibly deployed characters | |
Available characters | |
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.
Emblem Ring data
| Characters | |
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New units | |
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Forcibly deployed characters | |
Available characters | |
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 3, row 13
- Column 5, row 6
- Column 11, row 2
- Column 13, row 16
- Column 22, row 20
- Column 23, row 21
Item data
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Completing this chapter will unlockHector'sEmblem Bracelet with the maximum bond level.
Enemy data
This section has been marked as astub. Please help improve the page by adding information.
Reinforcements
Either formation A, B, or C will appear depending on the dynamic difficulty
Formation A
- Turn 5, from the southeast
- 2Sword Cavaliers(Hard/Maddening)
- Turn 8, from the southeast
- 2Lance Cavaliers and 1Axe Flier(Hard/Maddening)
- Turn 11, from the southeast
- 2Sword Fliers and 1Axe Armor(Hard/Maddening)
- Turn 14, from the southeast
- 2Lance Fliers and 1Lance Fighter(Hard/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Formation B
- Turn 5, from the southeast
- Turn 8, from the southeast
- 2Lance Cavaliers and 1Axe Flier(Hard/Maddening)
- Turn 11, from the southeast
- 2Sword Fliers(Normal)
- 2Sword Fliers and 1Axe Armor(Hard/Maddening)
- Turn 14, from the southeast
- 2Lance Fliers and 1Lance Fighter(Normal/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Formation C
- Turn 5, from the southeast
- Turn 8, from the southeast
- 2Paladins(Normal)
- 2Paladins and 1Wyvern Knight(Hard/Maddening)
- Turn 11, from the southeast
- 2Griffin Knights(Normal)
- 2Griffin Knights and 1Great Knight(Hard/Maddening)
- Turn 14, from the southeast
- 2Griffin Knights(Normal)
- 2Griffin Knights and 1Royal Knight(Normal/Maddening)
- If Hector is attacked and no player unit is to the left of column 9, from the northern area
Boss data
- Main article:
Hector
NormalHardMaddening
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- Hector's stats vary depending on the dynamic difficulty
- The first time Hector starts his turn in the movement range of a player unit, he will move near them and useStorm's Eye. Every other turn afterwards, if a player unit is in range, he will use Storm's Eye again but may not move before doing so.
Strategy
| This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Be sure to equipAntitoxin to deal with all the poison gas. The enemies in this chapter carry plenty if you need it. You also want to bring Emblem Tiki and some powerful magic Emblems like Celica and Soren.
Your first order of business is the enemy thieves who will open the chests and attempt to escape the map. The one in the center lane on the left will start moving immediately and steal the Dracoshield in the center top, but will double back to escape via the southwest and can be intercepted on the return trip. The one on the right will start moving on turn 3, but will claim the 2,000G in the northeast before fleeing the turn afterwards. Start by clearing out the bottom center area. You want the right thief dead on turn 4 at the latest. Be sure to take advantage of Emblem Tiki's Divine Blessing to give a squishy unit a Revival Stone. This allows the recipient to turn what would normally be a suicide attack into a safe and aggressive attack. Once you control the bottom south, you can bunker down and take out the reinforcements who try to outflank you. Afterwards, you can clear out the east side of the map and the southwest corner at your own pace.
On Maddening, Hector will move off the Protection Tile and attack when the players pass the 9th(?) row in the far left area, approximately where the Longbow Archers end their threat range. Fortunately, one of the enemy Mages can attack a single square in the north center. If you place someone here, both Mages and both Archers will aggro, letting you take them out safely. Once they're dead, move north, snatch the final chest with the Elixir, and provoke Hector. Hector will prioritize attacking Alear over other units. The safest way to deal with him is to engage with Tiki, give a Revival Stone to a hard-hitting caster with Emblem Celica, and use Warp Ragnarok and Fog Breath to punch through his first health bar. He will waste his first move activating Storm's Eye, at which point you can overwhelm him with your casters.
Trivia
- This chapter is based off ofChapter 30 ofHector's tale inFire Emblem: The Blazing Blade.
Etymology and other languages
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| Names, etymology, and in other regions | ||
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| Language | Name | Definition, etymology, and notes |
| English | The Brash General | -- |
Gallery
This section has been marked as astub. Please help improve the page by adding information.
References
| ← The Ancestor • | The Brash General | • The Lonely Heir → |
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