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Murder Holes

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.

Murder Holes (Japanese: マーダーホレス) is the side quest of the eleventh chapter of Fire Emblem: Thracia 776. In order to play this chapter, the must have completed the previous chapter in 30 turns or fewer, triggered the trap by allowing Leif to enter the central courtyard, and kept Fred alive.

Murder Holes

Cm fe05 11x.png

Location

Fort Dandrum dungeon

Weather

Fog of War

New units

Fred, Olwen

Boss(es)

Oltoph

Previous chapter(s)

Fort Dandrum

Next chapter(s)

The Bandits of Dacia

All you have to do is kill the enemy before they kill you. Of course, you'll have to be prepared for the worst...
— Kempf's advice to Oltoph

Plot

Main article: Murder Holes/Script

August, feeling that time is of the essence, instructs Leif to have their forces enter the fortress's dungeons to clear out any remaining troops and rescue any child prisoners before they are executed.

Kempf is then seen ordering a begrudging Oltoph to stay behind and fight to the death to guarantee escape. Kempf also orders Oltoph to execute any remaining prisoners as an afterthought and makes his way to the exit.

Olwen, who is locked in one of the cells with some children, witnesses their terror and fully grasps what the child hunts really are. The children are initially angry at her due to being a soldier of the Empire but she reassures them that she will help them escape. She is freed by Leif's forces and her subordinate Fred during the fighting.

After Friege's forces are cleared out of the dungeon and the children escape, Olwen overhears August and Dryas discussing the honor of house Friege in light of the fact that Ishtar's romantic relationship with Julius and open participation in the child hunts makes the entire house followers of Loptous. Olwen is confused by this information and voices her objections to this; she then agrees to accompany Leif's forces to learn the truth of what the Empire, and her brother Reinhardt, have really been doing.

Chapter data

Chapter Data
Conditions
Unit Data
Victory: Seize the throne Player Partner Other Enemy
Defeat: Leif dies 6–8+2+12 {{{partner}}} 4−1 36+18
 

Units are arranged based on their position in deployment order after Leif.

 
Placement of returning units captured in the previous chapter.

Additionally, up to twelve units that were captured in the previous chapter will return here as prisoners in the upper cells. They are positioned based on their place in deployment order in the previous chapter. If thirteen of the fourteen deployable units were captured, the unit last in deployment order will not be present; however, they will still be re-recruited at the end of the chapter. The second, fourth, fifth, and sixth prisoners will overlap with Olwen and the Civilians; they cannot be interacted with until the NPC no longer shares the tile, either through movement on their turn, being rescued, or being killed.

Version 1.06 of the Lil' Manster fan translation adjusted the positions of the first six captives, placing them in the middle cell rather than sharing Olwen's (shifting each of them four tiles west).[1]

Character data

Characters
New units
Fred
 
Paladin
HP
33
Inventory
  Lightning Sword
  Dire Thunder
  Vulnerary
  Door Key
Level
2
Automatically from turn 2
Olwen
 
Mage Knight
HP
24
Inventory
--
Level
2
NPC, talk to with Fred
Required characters
 
Available characters
                        

Additionally, any units that were captured in the previous chapter will return in this one. The first twelve who were captured will be present on the map, and will be recruited at the start of turn 1; if a thirteenth unit was captured, they will not be present, but will be recruited at the end of the chapter.

Enemy data

Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Friege Archer 9 1 20~31 3~14 0~11 0~11 0~11 0~11 1~12 6~17 5~6   Short Bow
Authority: Oltoph
  Friege Mage 8 1 18~28 0~10 2~12 2~12 3~13 0~10 0~10 4~14 6~7   Thunder
Authority: Oltoph
  Friege Archer 10 2 20~32 3~15 0~12 0~12 0~12 0~12 1~13 6~18 5~6   Short Bow
Authority: Oltoph
  Friege Mage 10 2 18~30 0~12 2~14 2~14 3~15 0~12 0~12 4~16 6~7   Elfire
Authority: Oltoph
  Friege Mage 7 1 18~27 0~9 2~11 2~11 3~12 0~9 0~9 4~13 6~7   Thunder
Authority: Oltoph
  Friege Archer 6 1 20~28 3~11 0~8 0~8 0~8 0~8 1~9 6~14 5~6   Short Bow
Authority: Oltoph
  Friege Mage 6 1 18~26 0~8 2~10 2~10 3~11 0~8 0~8 4~12 6~7   Thunder
Authority: Oltoph
  Friege Archer 10 3 20~32 3~15 0~12 0~12 0~12 0~12 1~13 6~18 5~6   Poison Bow  Antitoxin
Authority: Oltoph
  Oltoph Bishop 8 1 20~30 0~10 5~15 2~12 2~12 0~10 1~11 4~14 5~6   Bolting  Meteor  Physic  Door Key
Authority:
• Starts on a throne, the chapter's seize point.
• Does not move until turn 30, at which point he begins to ignore combat and move to escape via the southeast corridor.
  Friege Axe Armor 8 3 20~30 4~14 0~10 0~10 0~10 0~10 8~18 9~19 5~6   Battle Axe
Authority: Oltoph
Moves to attack units in range.
  Friege Soldier 6 6 20~28 3~11 0~8 0~8 0~8 0~8 1~9 6~14 5~6   Javelin
Authority: Oltoph
The southern one does not move.
  Friege Archer 8 2 20~30 3~13 0~10 0~10 0~10 0~10 1~11 6~16 5~6   Poison Bow
Authority: Oltoph
  Friege Mage 9 1 18~29 0~11 2~13 2~13 3~14 0~11 0~11 4~15 6~7   Thunder
Authority: Oltoph
  Friege Soldier 7 1 20~29 3~12 0~9 0~9 0~9 0~9 1~10 6~15 5~6   Javelin
Authority: Oltoph
Does not move.
  Friege Soldier 10 2 20~32 3~15 0~12 0~12 0~12 0~12 1~13 6~18 5~6   Javelin
Authority: Oltoph
Does not move.
  Friege Soldier 8 2 20~30 3~13 0~10 0~10 0~10 0~10 1~11 6~16 5~6   Javelin
Authority: Oltoph
Does not move.
  Friege Sword Armor 6 4 20~28 4~12 0~8 0~8 0~8 0~8 8~16 9~17 5~6   Iron Blade
Authority: Oltoph
Moves to attack units in range; otherwise moves randomly.
  Friege Mage 8 2 18~28 0~10 2~12 2~12 3~13 0~10 0~10 4~14 6~7   Wind
Authority: Oltoph
Moves to attack units in range.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Friege Soldier 3 4 20~25 3~8 0~5 0~5 0~5 0~5 1~6 6~11 5~6   Short Lance
Authority: Oltoph
  Friege Soldier 3 2 20~25 3~8 0~5 0~5 0~5 0~5 1~6 6~11 5~6   Javelin
Authority: Oltoph
  Friege Soldier 6 4 20~28 3~11 0~8 0~8 0~8 0~8 1~9 6~14 5~6   Short Lance
Authority: Oltoph
  Friege Soldier 6 2 20~28 3~11 0~8 0~8 0~8 0~8 1~9 6~14 5~6   Javelin
Authority: Oltoph
  Friege Soldier 11 4 20~33 3~16 0~13 0~13 0~13 0~13 1~14 6~19 5~6   Short Lance
Authority: Oltoph
  Friege Soldier 11 2 20~33 3~16 0~13 0~13 0~13 0~13 1~14 6~19 5~6   Javelin
Authority: Oltoph

Reinforcements

All reinforcements are halted upon Oltoph's defeat.

NPC data

NPC Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
  Olwen Mage Knight 2 1 24 4 10 7 9 5 3 5 5 --
Action:
Moves to be next to Fred.
  Peter Civilian 1 1 10 0 0 0 0 0 0 2 4 --
Moves to escape via the northwest; allows the acquisition of a Silence Staff from a village in Chapter 12 if he escapes.
  Rosa Civilian 1 1 10 0 0 0 0 0 0 2 4 --
Moves to escape via the northwest; allows the acquisition of a Vulnerary or Magic Ring from a village in Chapter 12 if he escapes.
  Sera Civilian 1 1 10 0 0 0 0 0 0 2 4 --
Moves to escape via the northwest; allows the acquisition of the Heim Scroll from a village in Chapter 12 if she escapes.

Boss data

Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
Main article: Oltoph
 
  Bishop
Level 8
Action --
Authority
Stats
Max HP 20~30 Speed 2~12
Strength 0~10 Luck 0~10
Magic 5~15 Defense 1~11
Skill 2~12 Constitution 4~14
Movement 5~6 FCM 0
Inventory Skills
  Bolting
  Meteor
  Physic
  Door Key
--
Weapon Levels
  --   --   --   --   C
  A   A   B   --   --

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

The main difficulty of this chapter comes not from fighting, but rather from avoiding fighting. Most of the enemies here have 2 range weapons that will chip at your units with lower bulk or avoid. This is a great chapter for units with strong 2 range, like Asbel, Osian, Selphina, and Dagdar. Bring a door key or lockpick for Oltoph's room, and feel free to capture him, since his lack of a weapon that can counter at 1 or 2 range means he is an automatic capture for anyone with more constitution than him. Siege tomes sell for a good profit. Another option is to simply warp to the boss and kill or capture him (the latter can only happen after killing an adjacent enemy) so that he doesn't cause any trouble with his siege tomes, though this requires the warped unit to survive all of the enemies in the throne room.

On turn 30, Oltoph stops attacking and runs to escape, which also opens the door. If the player cannot open the door, they must wait for this event. If the player blocks the escape tile, he will be unable to escape. It is possible to abuse this to safely neutralize Oltoph when combined with a magically resistant unit, though this is not viable for an SSS rank run.

Fred appears as a player unit on turn 2, and the main goal with him is to make a beeline for Olwen's cell. It is best that he attacks the Soldiers at 2 range, as he will do magic damage. Due to the fact that Olwen is standing right next to the cell door and won't move, the Soldiers (who are armed with Javelins) will continually attack and may kill her if Fred does not hurry. If the player fears her death, they can use Warp to send a unit up to protect her, though she can not be rescued with the Rescue staff until she is recruited. Soldier reinforcement will appear as well, though fortunately the one adjacent to Olwen's door has a Short Lance and will block the Javelin Soldiers from attacking. The Short Lance Soldiers have strange AI, and will sometimes refuse to attack Fred and stay still, so leaving them be is for the best.

Also, note that the cells in the northern part of the map have the purpose of containing the player's captured units if they were captured in the previous chapter. However, this is very unlikely to have happened due to the previous map having few enemies and only one place for them to escape with a captured player unit. The player should use the Rescue mechanic to keep their units safe from the enemy Soldiers.

Trivia

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Murder Holes

Used in Fire Emblem Engage.[2]

English
(unofficial)

• Murder Hollace
• Desperate Ground

• Used in FireLizard's translation.
• Used in the Lil' Manster fan translation patch.

Japanese

マーダーホレス

Literally translates to something like "Murder Hollace". A common theory is that it is intended to be "murder holes", but "holes" was transcribed into Japanese literally as ホレス horesu instead of something like ホールズ hōruzu. This is supported by Kempf's other dirty tactic being called "portcullis", another fortification in castles.

Gallery

References

  1. "In chapter 11x, if you had units captured and taken away in the previous map, they would mistakenly be sent to Olwen's cell, occupying the same tiles as its occupants and preventing your units from moving. They'll now be sent to the middle, empty cell." — Miacis, comment on [FE5] Lil' Manster – Translation and Quality-of-life Patch for Thracia 776, Serenes Forest Forums, Published: October 31, 2020, Retrieved: April 26, 2022
  2. 2.0 2.1 "Let me tell you of a battle which hinged on the efficacy of murder holes..." — Leif, Fire Emblem Engage
← Fort Dandrum • Murder Holes • The Bandits of Dacia →
Fire Emblem: Thracia 776
Playable characters AlvaAmaldaAsbelBrightonCainCarrionCedConomorDagdarDalsinDeenDiarmuidEdaEyvelFergusFinnFredGalzusGladeHalvanHicksHomerIliosKarinLaraLeifLifisLinoanMachyuaMareetaMartyMirandaMishaNannaOlwenOsianPerneRalfRobertRonanSafySaiasSalemSaraSelphinaShannamShivaSleufTanyaTinaTroudeXavier
Non-playable characters AltenaArionAugustCoirpreDryasHannibalIshtarJuliaJuliusLewynSeliphTravant
Bosses AlphandBaldackBandolBaráthBucksBovisBrookCanisCoddaCohenCulloughCoulterDracoDvorakEichmannEisenauFardenFrausGomezGustafKempfLargoLifisLinecockListMcCloyMerlockMooreMuellerMusNikalafOltophPalmanPaulusPernePorcusRaydrikReinhardtLobosRumeiSaiasSeimetolTigrisTrumanVeldWeismannWolfXavierZaomZyle
Background characters AlfionaCalfEthlynQuan
Personal weapons Beo's SwordBragi SwordBlessed SwordBrave LanceDire ThunderDragon LanceForsetiGrafcaliburKiaLands SwordLight BrandLoptr SwordMareeta's SwordVougeRepairThiefUnlock
Chapters 1: The Warrior of Fiana • 2: The Coastal Village • 2x: The Corsair Isles • 3: Kelbeth's Gate • 4: The Dungeon • 4x: Hero on the Wind • 5: Mother and Daughter • 6: The Escape • 7: The Shield of Thracia • 8: Mount Violdrake • 8x: Dagdar's Manor • 9: The Banner of Njörun • 10: Nowell Valley • 11: Fort Dandrum • 11x: Murder Holes • 12: The Bandits of Dacia • 12x: The Dandelion • 13: The Walled City • 14: The Onslaught • 14x: Yearning to Breathe Free • 15: Two Paths • 16A: Norden Line • 17A: The Gates of Leonster • 16B: Dark Forest • 17B: The Gathering Storm • 18: The Liberation of Leonster • 19: The Empire's Wrath • 20: The Scion of Light • 21: The War of Liberation • 21x: The Prison Camp • 22: Across the River • 23: The Fiend's Lair • 24: The Baron in Black • 24x: The Loptrian AltarE: Sworn Upon a Sword
Locations JugdralMunster District (ConnachtLeonsterMunsterUlster) • Thracia (FianaTarrah)
Groups, objects and events 12 crusadersAed MassacreBattle of BelhallaCaptureChild huntsDandelion BanditsFall of LeonsterFatigueFiana FreebladesHoly BloodLifis PiratesLoptr Church (BergrosenDeadlords) • Magi
Lists ChaptersCharactersClasses (Class change) • ItemsScriptsSkillsSupportsWeapons
Related topics Other games (Genealogy of the Holy WarAwakening) • Name chartPre-release information (Unused content) • Sound RoomTimeline