Fire Emblem Engagecontains 26 main story chapters. 2 of these chapters take place in the same location, meaning there are 25 unique maps in the main story. All 12 Emblem characters have an optional Paralogue Quest that takes the player to a map that originated in their home game.
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Additionally, there are two entirely new Paralogues Quest maps. This brings the grand total of maps up to 39 without any DLC. This list will highly the 12 beat maps in the entire game based on their gameplay and significance.
12The Binding Grounds (Roy’s Quest)
The Binding Grounds is a returning area from The Binding Blade. It is the location where Roy unlocks his legendary sword that shares a name with the game’s title. It’s a relatively small map but contains a branching path that players can split their party to go around.
It’s not as visually impressive as other maps in the game, but being able to move around an important location from a previous game is always a delight. Most maps that come from previous games are at least somewhat important to their storylines, but some are more important than others.

11Dark Ruins (Eirika’s Quest)
Out of all the returning maps, this is the only one that is a final boss location. This is where Fire Emblem The Sacred Stone’s finale takes place, but thankfully for the party, the main antagonists aren’t here this time.
Eirika and Ephraim are the last Emblem that the party meets in Engage’s storyline, so this is a Paralogues Quest that only becomes available in the second half of the game. Many strong enemies are on this map.

10Crossroads Of Fate (Corrin’s Quest)
This river map originated from Fire Emblem Fates. It is a location that was very important, as it is where Corrin decided which story route they wanted to take. Corrin was able to choose between fighting with their original family, their newer adopted family, or carving their own fate for peace.
It is an optional Paralogues Quest map in Engage. There are no large-scale story-altering moments here like there were before, but Corrin’s dialogue does make reference to her home game.

9Route for Elusia (Ch 18)
Chapter 18 involves the party crossing the central sea to get across the world faster. While on their way, they get ambushed by enemy ships. The story on this map is somewhat forgettable compared to other maps, but it introduced a new gameplay mechanic to spice things up.
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A single cannon is placed in the center, which can be used by units to launch a fireball at opponents from opposing ships — Cannons show up fairly consistently after this map.
8Arena Of The Gods (Lucina’s Quest)
Arena Ferox is a location that shows up early on in Fire Emblem Awakening. It is a large coliseum where an event that decides the next ruler of a country takes place. Lucina fought for one Khan, while the main party of the game fought for another.
It’s an optional map in Engage. Lucina is once again the main opponent, so it is very reminiscent of the original iteration. The players can look around the coliseum after the battle. Being able to look up at the roof gives a new perspective of what Arena Ferox really looks like.

7Plains of Swift Winds (Lyn’s Quest)
Fire Emblem Blazing Blade was the very first Fire Emblem game to release outside of Japan. This map is a recreation of Lyn’s hometown, making it one of the very first Fire Emblem locations seen by western players.
It is one of the most interesting locations to explore after the battle is complete, as much of the entire village was remade into a 3D environment. Even Lyn’s house, where the very first scene takes place, is remade, although the insides can only be viewed from the entrance.

6Sacred Tomb (Byleth’s Quest)
The optional Sacred Tomb stage is based on a secret part of the Garreg Mach Monastery from Fire Emblem Three Houses. It’s an important location where Byleth’s Sword of the Creator is kept away.
It also contained multiple other relics and is where a large turning point in Three Houses’s story takes place. Engage’s mission in this map is to prevent crystals from being destroyed, which references how items from this area are trying to be stolen in Three Houses.
5Lava Fields (Ch 23)
Chapter 23 takes players to the site of an active volcano. The two bosses here have a pillar behind them, which can cause blasts of molten rock to fall down on tiles near the player’s units.
This mostly acts as an obstacle but can help early on. The falling rocks can crash into boulders that are already on the map. This will damage them enough to give players access to more of the map. It can be a little tricky to fight the boss fight at the end while also avoiding the falling projectiles.
4Givre Port (Ch 19)
Givre Port takes the cannon mechanic from Route to Elusia and makes it much more useful. There are now three cannons that can be fired down corridors. This does, however, involve blocking off one’s own path to the enemy.
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This means players must decide when to shoot and who to leave behind to do the firing. There are two tough bosses on the story version of this map and a few traps that can trick players into bad situations.
3Northern Fortress (Ch 15)
Chapter 15 of the main storyline takes place in the Northern Fortress. It is where players are first introduced to Seadall and Emblem Corrin. The map appears to be small at first but is soon revealed to be a maze of locked-off hallways.
Players must safely guide Seadall to the exit on the opposite side while also learning how to use Corrin’s ability to replace miasma with ice. It is one of the best maps at teaching players how to use an Emblem’s unique gimmick.