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Cold Reception
- This article is about the chapter from Fates's Conquest campaign. For the History Mode map in Warriors based on this chapter, see Cold Reception (Warriors).
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“ | The colder it gets, the closer we are. It won't be long until we arrive. The cold air is quite refreshing! I rather enjoy it, don't you? | ” | — Jakob |
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Cold Reception (Japanese: 氷の村の少女 Girl of the Ice Village) is the eighth chapter of the Conquest campaign in Fire Emblem Fates. In this chapter, Corrin and his/her army arrive at the Ice Tribe's village, and are forced to fight against the tribalists when Elise gives away the army's position as Nohrians out to quash a rebellion.
Plot
- Main article:
Cold Reception/Script - The below plot corresponds to the use of a female Corrin. If you refresh this page, it is possible to get an alternate reading using a male variation instead.
Having arrived in Ice Tribe territory, Corrin notes that it's colder in this area than back in the Woods of the Forlorn and that the Ice Tribe lives up to its name; Jakob states that it gets colder the closer to the village they get and it won't be long until they're there, then states that he enjoys the cold air. Corrin states that she can't feel her fingers anymore, to which Jakob states he had no idea that she was suffering and suggests that everyone run in order to keep warm and to reach the village faster. Elise notices Jakob's speed and asks him to wait for her; Silas asks Elise to slow down herself, stating that she must not get ahead of the group, after which Corrin notices the others are gone. After a brief flash of light, the snow starts to fall harder to Corrin's notice; Corrin asks if everyone is OK, to which Silas confirms but also states that they've been separated from the others. Corrin and Silas spend some time trying to search for the direction Jakob went, after which Corrin suddenly collapses and has trouble keeping awake before the two are spotted by a mysterious figure who asks the two of them to stop.
Corrin comes to in a bed inside a building being watched over by Silas, to which Corrin asks Silas what happened and where they are; the mysterious figure from earlier, Kilma, tells them that they are safe and in the Ice Tribe's village, then introduces himself. Corrin thanks Kilma for saving her life and begins to introduce herself before getting stopped by Silas while introducing herself as a princess of Nohr, after which Silas suggests Corrin get more rest before they resume introductions. Once Kilma is out of the room, Silas reminds Corrin that they're in the area to suppress a rebellion and that it's a bad idea for Corrin to introduce herself as Nohrian royalty; Kilma returns to the area and offers Corrin hot tea, then notices Corrin's Yato and states it to be the reason he helped her. As Kilma states that he's talked about the Ice Tribe's legend s long enough, he notices that his daughter has arrived, after which Flora arrives on the scene; as Corrin and Flora have an awkward exchange over why they're both in the area, Elise arrives and states that she was worried ever since she got separated from Corrin. Jakob asks Flora why she's in the area, as Flora had previously stated that she was going to hold down the fort in Jakob's absence, with Jakob deducing Felicia is also in the area; Flora states that she came to the area alone, then asks Jakob why the others followed him to the area, to which Jakob states that he had no idea Flora was even in the area. Elise states that the group reached the area on their own, then gives away the group's position as Nohrians sent by Garon to stop the rebellion; Kilma deduces that Corrin's army tricked him into helping them so they could infiltrate the village and has Flora sound the alarm to alert the village of an invasion. Jakob tries to convince Flora to stand down, only to fall on deaf ears; Silas warns Corrin to be on her guard. Preparations take place at this point.
Once preparations are finished, Kilma states that the time has come for the Ice Tribe to defeat the Nohrian army, and that the villagers should be informed; Silas takes notice of Kilma's intentions, and suggests that ones from Corrin's army should get to the villages first and possibly dissuade the villagers from fighting. The game explains the mechanics of the chapter's villages and that the best reward comes from visiting at least three of them; the battle begins at this point. Should one of the Dragon Veins be triggered, Kilma will chime in about the vein's effects being temporary.
At the end of turn one enemy phase, two mysterious figures appear onto the scene; the first one goes into theatrics, after which the second one tells the first one, revealing his name to be Odin, that he's weird and that he won't let him take all of the glory for himself. Corrin asks just what's going on and who the mysterious figures are, after which Odin theatrically introduces himself and states himself to be Leo's retainer, with the second mysterious figure, whose name is revealed to be Niles, doing likewise. Odin and Niles express their desire to inflict as much pain as possible, to which Corrin states that she wishes to settle things with as little bloodshed as possible; Odin and Niles agree to help Corrin despite their intentions, to which Corrin suggests that they finish things quickly. Should Jakob fight Flora, Flora reveals that she and Felicia were taken as hostages to keep the Ice Tribe from rebelling, implying that she and Felicia did not become Corrin's retainers of their own free will, and that it was due to Jakob that Flora didn't run away a long time prior.
Once the battle ends, Corrin notes that they have achieved a victory without taking any lives, and asks Elise to heal the injured regardless of which side they fought on, to which Elise agrees before she and Jakob leave; Kilma and Corrin talk about Corrin's tactics and her desire for peace, after which Silas lets slip Corrin's status as not actually of Nohrian blood to Kilma's and Flora's surprise. Corrin asks Kilma if the Ice Tribe can stop their rebellion on the promise that she will do whatever it takes to restore their autonomy, to which Kilma agrees; as Corin, Kilma, and Flora talk about restoring their normal relations, Elise and Jakob return, after which Silas states that all that's left is for Garon to recognize Corrin's victory. Elise states that she had forgotten that Corrin was supposed to stop the rebellion on her own yet the others ruined everything, to which Corrin states that she'll think about it on the way back; Kilma attempts to get Corrin to stay a little longer, to which Corrin states that the army has to get going but hopes to return once the world is a better place. Should at least one village have been visited during the course of the chapter, a villager thanks Corrin for stopping futile battle and promises a reward.
Summary
Corrin emerges from the Woods of the Forlorn near the Ice Tribe village. However, the freezing winds complicate matters.
Chapter data
Normal Hard Lunatic
This chapter's map is 25 columns by 17 rows.
Character data
Characters | ||||||||||||||||||||||
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New units
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Available characters
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Avatar f-default |
Note: Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female. The returning characters list does not include any characters recruitable in paralogues or xenologues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
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Dragon Vein data
Dragon Veins in this chapter are stated to have the effect "Melt the ice to make a lake for 1 turn". They are located as follows:
- Column 17, row 14: Five squares west, one square north of the southeastern village
- Column 10, row 17: Five squares east, one square south of the southwestern village
Enemy data
Normal Hard Lunatic
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Reinforcements
- Reinforcements will arrive when a Lancer reaches one of the villages. They generally appear within each village's vicinity, and do not act on the same turn they appear.
- From the northeastern village (all but guaranteed during turn 1)
- 1 Fighter with a Steel Axe (Hard/Lunatic only)
- 1/2 Fighter(s) with Iron Axe(s)
- One of these has Quick Draw on Hard and Lunatic
- 1 Dark Mage with Fimbulvetr and Malefic Aura (Lunatic only)
- 2 Dark Mages with Thunder
- 1 Dark Mage with Fire
- Has Malefic Aura on Hard and Lunatic
- From the northern village
- 1 Fighter with a Steel Axe and HP +5 (Hard/Lunatic only)
- 1 Fighter with an Iron Axe
- Has Quick Draw on Hard and Lunatic
- 2 Dark Mages with Fimbulvetr
- One has Malefic Aura and the other has Heartseeker on Hard and Lunatic
- 1/2 Dark Mage(s) with Thunder
- Has Malefic Aura on Hard and Lunatic; the Lunatic-exclusive one has Heartseeker
- From the western village
- 1 Fighter with an Iron Axe
- 1 Dark Mage with Fimbulvetr
- 1 Dark Mage with Thunder and Malefic Aura (Hard/Lunatic only)
- 1 Dark Mage with Fire
- 1/2 Fighter(s) with Steel Axe(s)
- Has HP +5 on Hard and Lunatic; the Lunatic-exclusive one has Quick Draw
- From the southwestern village
- 1/2 Dark Mage(s) with Fimbulvetr
- One has Heartseeker, the other has both Malefic Aura and Heartseeker on Hard and Lunatic
- 2/3 Dark Mages with Thunder
- One has Heartseeker and another has Malefic Aura on Hard and Lunatic; the Lunatic-exclusive one has Malefic Aura
- 1/2 Fighter(s) with Steel Axe(s)
- Has HP +5 on Hard and Lunatic; the Lunatic-exclusive one has both HP +5 and Quick Draw
- 1/2 Dark Mage(s) with Fimbulvetr
- From the southeastern village
- 2/3/4 Dark Mages with Thunder
- The Hard/Lunatic-exclusive one has Malefic Aura; the Lunatic-exclusive one has Heartseeker
- 1 Fighter with a Steel Axe
- Has HP +5 on Hard and Lunatic
- 1/2 Dark Mage(s) with Fimbulvetr
- Both have Heartseeker on Hard and Lunatic
- 2/3/4 Dark Mages with Thunder
Boss data
Main boss
- Main article:
Kilma
Normal Hard Lunatic
Sub-boss
- Main article:
Flora
Normal Hard/Lunatic
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
This map is unique in that it encourages highly intelligent use of the resources at your disposal to get the maximum reward. Before you even begin, you should reclass Corrin into a Wyvern Rider (or other mounted unit). Pair Silas and Jakob up and place them in the bottom-left corner with Silas in front. Place Arthur one space above them and Effie one space to Arthur's right. Finally, pair up Corrin and Elise. Make sure that Silas has a Vulnerary in his inventory. In addition, you can trade Mozu's Brass Naginata to Silas to give him a little extra bulk (give his Bronze Lance to Effie). If you're still having trouble keeping him alive once he reaches the northwestern village, you can always hop him up on Tonics.
Turn 1: Have Corrin and Elise go north towards the village and have Elise use her Freeze staff on the Lancer. This stops him from reaching the village and calling in reinforcements. Have Effie visit the southeast village. Then move Arthur down one space and left three spaces so that Effie can pair up with him next turn. Finally, move Silas below the Dragon Vein and have him drop Jakob onto the vein. On the enemy phase, three Dark Mages will approach from the southwest.
Turn 2: Enter Odin and Niles. Odin is a balanced Dark Mage who can take a hit far better than the other Dark Mage, Nyx. Niles is a high-speed, high-resistance Outlaw who kills mages and captures enemies you like. Have Corrin start hacking away at the Lancer. Jakob should head north and kill a nearby Dark Mage. Have Niles pair up with Odin and kill the nearest southwest Dark Mage. Move Arthur to Silas' left and transfer Effie to him. Move Silas just outside of Flora's Freeze range and equip his Brass Naginata. On the enemy phase, one Dark Mage will suicide-attack Jakob, the two in the southwest will gang up on Silas and mess him up, and the northeastern Lancer will run away.
Turn 3: Have Jakob heal Corrin, who finishes her Lancer. Move Odin/Niles to Silas' left, transfer Niles to Silas, and have Effie attack a Dark Mage. Move Silas one space below and one space to the left of Flora and switch to Niles; he should be able to reach the northwestern village next turn. DON'T attack Flora; he can't survive if he does. Move Arthur one space down into the woods and have him pull out his Hand Axe. On the enemy phase, Flora and a Fighter should attack Niles, who survives thanks to a Dual Guard from Silas. Other Fighters will attack Effie and Jakob, and the Dark Mages will attack Effie and Niles.
Turn 4: Have Jakob finish his Fighter. Have Arthur finish off a Fighter by Dual Striking with Effie. Then have Odin finish the wounded Dark Mage. Move Silas onto the northwestern village, blocking the Lancer from visiting it, and have him equip his Iron Sword and use a Vulnerary. On the enemy phase, Odin will be frozen and attacked by the fighter, while the Dark Mage will attack Arthur. Finally, the Lancer will attack Silas.
Turn 5: Have Arthur finish the Dark Mage and Effie wound the Fighter. (Make sure Arthur ends the turn with his Iron Axe equipped, or he will be doubled and killed by the Fighter.) Have Silas continue to damage the Lancer.
At this point, the battle is effectively under your control. Visit all of the remaining villages and waste Flora and Kilma. Watch out for Kilma's Vantage, as it will allow him to skewer one of your units if you are not careful. After the battle, make sure to build a Prison at My Castle since the next chapter has a captureable boss.
Trivia
- This chapter reuses the map from Birthright Chapter 17.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Cold Reception |
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French |
Accueil glacial |
Icy welcome |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← A Dragon's Decree • | Cold Reception | • Another Trial → |
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