Hey everyone, it's your friendly neighborhood FE nerd here! As of 2025, I'm diving back into the Fell Xenologue DLC for Fire Emblem: Engage, and let me tell you, Chapter 2 is a wild ride. It's a step down in difficulty from the first chapter, but don't let that fool you—this alternate-reality Firene is packed with bloodthirsty versions of Alfred and Celine, and they're out for Hector's ring. Man, these guys are no pushovers; it's like facing your best friends turned into warmongering maniacs! 😱 You'll need sharp tactics to survive, but with the new addition of Zelestia, it's a fresh challenge that'll keep you on your toes. Trust me, this map is a blast once you get the hang of it, and I'm here to break it all down for you in true Bilibili style—let's get into the nitty-gritty!

Unit Selection and Battle Prep: Meet the Crew

First off, like all maps except the final one, this chapter force-deploys an extra unit: Zelestia, Zephia's double. Wow, she's a total game-changer! 🎮 Zelestia struts in with her dual-wielding tomes and swords, making her a versatile magic-sword hybrid—unlike Nel and Nil, who can feel like dead weight sometimes. For max efficiency, I recommend trading an Elfire into her inventory and pairing her with Chrom for that sweet +10 Magic boost when Engaged. Seriously, this combo melts enemies!

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Now, dealing with Nel and Nil requires some finesse. Nil should be your backline healer—pair him with Micaiah and trade Physic onto him on Turn One. He's like the quiet medic who saves your bacon! For Nel, slap her with Camilla (or Marth/Veronica as subs) to abuse the Bolt Axe and Dragon Vein. Don't forget to trade a Spear onto her for ranged pokes; she'll thank you later.

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You get to pick four guest units—two for each path. With Alear fixed as a sword unit (move Celine's Levin Sword onto him, duh!), your base teams are:

  • North Path: Alear (sword) and Zelestia (sword/magic)

  • South Path: Nel (lance) and Nil (axe)

The south team is weak sauce, so you need powerhouse picks to carry them without losing the Fell Dragons. Here's my go-to squad:

Path Recommended Units Why?
South Panette with Ike + Good Soren user (e.g., Pandreo or Jean) Axe user with Hammer for smashing, plus Soren for Cataclysm+ AOE magic when paired—wipes low-resist mobs!
North One lance unit (Louis or Chloe) + One mage unit Lance counters swords, mage handles low-resist enemies; Zelestia's magic is good but extra backup rocks.

Battle Map Breakdown: Enemies and Strategy

Alright, let's talk enemies. This map's divided into three rooms, with reinforcements popping up like uninvited guests. 😅 Levels hover around Base Class 15, and you've got forced deployments: Alear, Nel, Nil, Zelestia. Victory? Defeat Alfred and Celine. Lose if Alear, Nel, or Nil falls. Treasures include Physic (south chest) and Ridersbane (north chest), but honestly, the Physic is a lifesaver—don't sweat it if you miss the Ridersbane! Difficulty? A solid 5/10; manageable with smart plays.

Top units I swear by: Louis with Sigurd, Panette with Ike, and a top-tier Soren user. Here's the enemy lineup:

Enemy Type Quantity Notes
Sword Armor x4 High defense, low resist—use magic!
Archer x3 Annoying for fliers/mages
Celine & Alfred x1 each Bosses with nasty tricks
...and more See full list below Total chaos!

Full enemy count: Sword Armor (x4), Sword Fighter (x3), Archer (x3), Martial Monk (x2), Lance Armor (x3), Lance Fighter (x2), Enchanter (x5), Axe Armor (x5), Axe Fighter (x1), Mage (x3), Thief (x2), plus bosses. Reinforcements include northern waves (mages, enchanters) and southern physical units. Whew!

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Room-by-Room Tactics: Smash and Grab

Room One: Bait and Switch

Start by baiting enemies forward—don't rush in or it's game over! For north, use your lance unit on the edge of range. South? Bait with your axe unit (never Nil, he's fragile!). Priority targets: take out archers ASAP to protect Zelestia. After clearing, move south units forward but leave north alone—reinforcements spawn on Turn Four and Five (two mages and an enchanter per wave). Bait 'em with a high-resist unit and crush 'em. Easy peasy!

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Room Two: Crowd Control Chaos

Things heat up here! Bait enemies again, but if you're slow, reinforcements pile up. Use Engage skills for crowd control—Ike's Great Aether, Byleth's Goddess Dance, Soren's Cataclysm, or Sigurd's Override are clutch. ⚔️ Aim to grab the Physic staff from the south thief; forget Ridersbane if it's risky. Reinforcements include a northern archer (threat to Zelestia)—wall up with Alear and lance unit, then attack from range. South sees sword/axe fighters and enchanters; prioritize sword fighters to avoid stance breaks. Once cleared, head to Room Three with Engage well charges.

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Room Three: Boss Showdown

Alfred and Celine summon endless reinforcements (archers and axe fighters favored). South path is simpler: single-tile to Celine with an Engage well nearby. Bait minions out of her range, then unleash hard-hitters like Great Aether or Camilla's Dark Inferno. Celine's tricky with thunder tomes and Levin Sword—low physical defense, so pile on attacks! Defeat her fast.

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For Alfred, he charges north with Hector's Storm's Eye—ouch! Since Celine falls quick, focus on Alfred. Place Zelestia west over water to spam Elthunder, while Alear and lance unit wall him. Chip from range, then finish him off. He can't be stance-broken, but ranged attacks work wonders. Boom, map cleared! 💥

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And that's a wrap! With both bosses down, you're set for the tougher Chapter 3. Remember, stay patient, use those Emblem pairings, and have fun out there—this DLC still slaps in 2025! 😊