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Location
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White Sands
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New units
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Shiro
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Boss(es)
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Tarba
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“
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Hmm... So THIS is the world that has been kept a secret from me? Pretty dull if you ask me. Maybe if I can find this Hoshido place, then it'll all make sense. From what I overheard back home, my dad is a bigger deal here than I thought. What's he called again? Big Cheese of Hoshido? Which would make me... I dunno. Little Cheese? I must be some kind of royalty though. I always knew Dad was a major deal. But, royalty?! I still can't believe it.
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”
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— Shiro
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Father & Liege (Japanese: 父の背を追って Chasing After Father's Back) is the seventh paralogue chapter of Fire Emblem Fates. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after either chapter 13 in Birthright or chapter 17 in Revelation is cleared, and Ryoma is married.
In this chapter, Shiro, tired of his father Ryoma's neglect, flees his Deeprealm and runs into trouble with a group of wandering bandits.
Plot
- Main article: Father & Liege/Script
The Hoshidan princes Ryoma and Takumi discover that Ryoma's son Shiro has gone missing from his Deeprealm. The two incredibly worried brothers immediately form a search party to locate him. Meanwhile, Shiro arrives in Ryoma's world. He resolves to seek out Hoshido and find out if his father truly is the crown prince. However, he is accosted by bandits led by Tarba, who demand his weapons and armor or his life. Shiro prepares to fight them just as Ryoma and Takumi arrive to rescue him.
When Ryoma reaches Shiro, he demands that Shiro flee and leave the bandits to him. However, Shiro remains confident that he can take them on, although he agrees to follow his commands. After a fierce battle, Ryoma rebukes Shiro, stating that he has not been maturing into the role of a prince of Hoshido. However, Shiro calls Ryoma out for his failure to spend time with him and be his father and points out that if he had simply been honest with him, he would have taken himself more seriously. He admits to being shaken by the battle, and Ryoma explains that the power they wield comes with great responsibility. Realizing Shiro cannot continue his development in the Deeprealms, Ryoma allows Shiro to leave and travel with their group.
Summary
Ryoma's son, Shiro, disappears from his Deeprealm, having doubts about his bloodline. After Ryoma receives word, he takes a group out in search of Shiro.
Chapter data
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Corrin dies* or the player's army is routed*
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12+1
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{{{partner}}}
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1-1
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33
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{{{third}}}
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The chapter's map is 25 columns by 20 rows.
Character data
Note: The returning characters list only those recruited by the time this chapter can first be unlocked (after completing chapter 8 in Birthright or after completing chapter 17 in Revelation). In Birthright, Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female; in Revelation, both Felicia and Jakob are available regardless of Corrin's gender. 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.
There are no event tiles during the events of the chapter. When returning to the area for skirmishes, the following event tiles appear:
- Column 4, row 7: Three squares east, six squares south of the northwestern corner of the map
- Column 18, row 15: Adjacent to the southwest corner of a group of rubble tiles
Dragon Veins in this chapter are stated to have the effect "Turn desert spaces into plains." They are located as follows:
- Column 6, row 18: Adjacent to Ryoma's initial deployment position in preparations
- Column 8, row 19: Two squares east of the deployment position southeast of Ryoma's initial position
- Column 16, row 18: A Steel Axe Fighter is on this tile initially
- Column 22, row 16: A Steel Yumi Archer is on this tile initially
- Column 22, row 8: Adjacent to a Steel Bow Outlaw
- Column 16, row 4: Adjacent to the northwest corner of a group of rubble tiles
- Column 11, row 7: Adjacent to a Steel Shuriken Ninja
- Column 5, row 6: Adjacent to a Steel Club Oni Savage
- Column 7, row 12: One square north, one square west of a Steel Yumi Archer
- Column 11, row 13: A Steel Shuriken Ninja is on this tile initially
- Column 15, row 11: One square south, one square east of Shiro's initial position
Level scaling data
This chapter's enemy and NPC units are subject to level scaling mechanisms that increase their levels as the player makes progress along the main story path. The tables below show the differences between the initial levels of the units and the levels of the units at each particular main story path chapter position. Initial unpromoted units who reach an effective level of 21 will become promoted units of level (effective level -20) unless otherwise stated.
Chapter
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14
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15
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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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Levels from previous chapter
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0
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+1
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+2
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+1
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+2
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+2
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+2
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+2
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+2
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+2
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+2
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+2
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+2
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+2
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Total levels gained
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0
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+1
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+3
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+4
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+6
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+8
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+10
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+12
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+14
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+16
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+18
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+20
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+22
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+24
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- Additional notes: Shiro stops visibly scaling upon hitting level 20 unpromoted at the chapter 18 position; from the chapter 19 position onward, Shiro will have an Offspring Seal in his inventory. Initial unpromoted enemy units become promoted at the chapter 19 position. Tarba reaches level 20 at the chapter 22 position and stops scaling from this point.
Enemy data
Note: The following enemies' levels are those assuming the player plays this chapter closer to chapter 14 than closer to the final chapter. Levels may be higher depending on progress along the main story path.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Ruffian
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Mercenary
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14
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4
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Steel Sword
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• The center one immediately begins moving unprovoked. • The northwestern one and the southern one begin moving unprovoked on turn 2.
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Ruffian
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Outlaw
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14
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4
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Steel Bow
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• The furthest southeastern one begins moving unprovoked on turn 4. • The center-eastern two begin moving unprovoked on turn 6.
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Ruffian
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Dark Mage
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14
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4
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Thunder
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• The southwestern one begins moving unprovoked on turn 2. • The lowest northeastern one begins moving unprovoked on turn 6.
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Ruffian
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Ninja
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14
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4
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Steel Shuriken
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• The furthest northwestern one immediately begins moving unprovoked. • The other three begin moving unprovoked on turn 4.
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Ruffian
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Diviner
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14
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4
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Ox Spirit
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• The southwestern three begin moving unprovoked on turn 2. • The northern one begins moving unprovoked on turn 4.
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Ruffian
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Archer
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14
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4
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Steel Yumi
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• The furthest northwestern one immediately begins moving unprovoked. • The lower northwestern one begins moving unprovoked on turn 2. • The remaining two begin moving unprovoked on turn 4.
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Ruffian
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Fighter
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14
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4
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Steel Axe
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• The southwestern two begin moving unprovoked on turn 2. • The eastern two begin moving unprovoked on turn 6.
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Ruffian
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Oni Savage
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14
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4
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Steel Club
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Begins moving unprovoked on turn 2.
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Tarba
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Berserker
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6
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1
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Killer Axe
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--
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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NPC data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Boss data
- Main article: Tarba
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 14 playthrough, the earliest possible point where this chapter may be undertaken in the Birthright campaign; the figures to the right of the ~ are taken from a chapter 27 playthrough, the latest possible point a save file may be positioned at.
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Inventory
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Skills
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Killer Axe
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--
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Weapon Levels
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--
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--
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B
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--
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--
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--
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--
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--
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Inventory
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Skills
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Killer Axe
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--
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Weapon Levels
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--
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--
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S
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--
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--
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--
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--
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--
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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When playing this chapter late in the game, for the love of all that is holy, bring a Rescue rod. If you don't, Shiro will be chopped to pieces before you can blink.
Trivia
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Father & Liege
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Gallery