The Dragon Child
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“
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We should inform King Zephiel and follow his instructions. Make sure the girl doesn't get away!
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”
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— Raith
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The Dragon Child (Japanese: 竜の娘 Dragon girl) is the fifteenth chapter of Fire Emblem: The Binding Blade.
Plot
- Main article: The Dragon Child/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
After saving the hidden village of Arcadia, the Lycian League Army followed Igrene out of the desert. Roy's next task was to confront the Revolutionaries in Etruria. However, a messenger from Nabata came to him with disturbing news. Fae, the little Dragon girl, had left Arcadia, following Roy. It would be a disaster if the Revolutionaries or Bern got their hands on her. Bent on finding her before the enemy, Roy led his forces toward a small fort on the Etrurian border.
Chapter data
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Victory: Seize the castle gate
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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: Roy dies
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1–12+3
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{{{partner}}}
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0+4
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35+19−2
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{{{third}}}
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Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
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Name
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Cost
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Mend
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1,000
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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.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Raith
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Paladin
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8
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1
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40
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16
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8
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8
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10
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13
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9
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11
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8
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Spear
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Does not move; stands on the gate, the chapter's seize point.
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Bern
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Wyvern Rider
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18
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1
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31~36
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13~16
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8~10
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9~11
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3~5
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11~13
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1~2
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10
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7
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Silver Lance
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Moves to attack units in range.
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Bern
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Wyvern Rider
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17
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1
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31~35
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13~16
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7~10
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9~11
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3~5
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11~13
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1~2
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10
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7
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Steel Lance
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Moves to attack units in range.
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Bern
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Wyvern Rider
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15
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1
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29~33
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12~15
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7~9
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8~10
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3~4
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11~12
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1~2
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10
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7
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Steel Lance • Javelin
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Moves to attack units in range.
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Etruria
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Valkyrie
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1
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1
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26~29
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9~12
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7~9
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12~15
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6~9
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5~7
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11~13
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6
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8
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Elfire • Physic
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Begins moving unprovoked when she can attack a unit within two turns.
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Etruria
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Cavalier
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18
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2
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31~35
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10~12
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7~10
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9~11
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4~6
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8~9
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1~3
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9
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7
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Ridersbane
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Cavalier
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18
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2
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31~35
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10~12
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7~10
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9~11
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4~6
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8~9
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1~3
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9
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Cavalier
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17
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2
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30~34
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9~12
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7~10
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8~11
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4~6
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8~9
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1~3
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9
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Cavalier
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15
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2
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29~32
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9~11
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6~9
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Valkyrie
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1
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1
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26~29
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9~12
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7~9
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12~15
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6~9
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5~7
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11~13
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6
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8
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Aircalibur • Mend
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Begins moving unprovoked when she can attack a unit within two turns.
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Etruria
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Sniper
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5
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2
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33~38
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12~16
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11~15
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8~11
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5~9
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7~10
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4~7
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8
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6
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Silver Bow
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Mercenary
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18
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1
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29~34
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9~12
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13~16
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12~15
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4~6
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6~8
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2~3
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9
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5
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Killing Edge
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--
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Etruria
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Mercenary
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17
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3
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29~33
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9~12
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13~16
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12~14
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4~6
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6~8
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2~3
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9
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5
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Steel Sword
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Mercenary
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18
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2
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29~34
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9~12
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13~16
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12~15
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4~6
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6~8
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2~3
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9
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5
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Steel Sword
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--
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Etruria
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Mercenary
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18
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2
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29~34
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9~12
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13~16
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12~15
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4~6
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6~8
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2~3
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9
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5
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Armorslayer
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Archer
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17
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2
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27~31
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8~11
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8~11
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7~9
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4~7
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5~6
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1~2
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7
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5
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Longbow
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Archer
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18
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1
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28~32
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9~11
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8~11
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7~10
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5~7
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5~6
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1~2
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7
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5
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Longbow
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--
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Etruria
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Archer
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15
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1
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26~30
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8~10
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7~10
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6~9
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4~6
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4~6
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1~2
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7
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5
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Steel Bow
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--
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Etruria
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Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance • Javelin
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Moves to attack units in range.
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Etruria
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Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance
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Moves to attack units in range.
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Perceval
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Paladin
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5
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1
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43
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17
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13
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18
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12
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14
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11
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12
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8
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Silver Lance • Silver Sword
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Not present during preparations.
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Perceval's
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Cavalier
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14
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2
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28~31
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8~11
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6~8
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance
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• Not present during preparations. • Becomes an NPC when Perceval is recruited.
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Perceval's
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Cavalier
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15
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1
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29~32
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9~11
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6~9
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance • Javelin
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• Not present during preparations. • Becomes an NPC when Perceval is recruited.
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Perceval's
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Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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3~5
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7~9
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1~2
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9
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7
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Steel Lance • Javelin
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• Not present during preparations. • Becomes an NPC when Perceval is recruited.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Raith
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Paladin
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8
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1
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46~49
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18~20
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10~12
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9~11
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12~14
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14~15
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10~12
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11
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8
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Spear
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Does not move; stands on the gate, the chapter's seize point.
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Bern
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Wyvern Rider
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18
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1
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38~46
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17~20
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11~15
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11~15
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5~9
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13~17
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1~4
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10
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7
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Silver Lance
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Moves to attack units in range.
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Bern
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Wyvern Rider
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17
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1
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38~45
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17~20
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10~15
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11~15
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5~9
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13~17
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1~4
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10
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7
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Steel Lance
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Moves to attack units in range.
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Bern
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Wyvern Rider
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15
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1
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36~43
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16~20
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10~14
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10~14
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5~8
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13~16
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1~4
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10
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7
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Steel Lance • Javelin
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Moves to attack units in range.
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Etruria
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Valkyrie
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1
|
1
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30~35
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12~17
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9~13
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16~21
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9~14
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5~9
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12~16
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6
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8
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Elfire • Physic
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Begins moving unprovoked when she can attack a unit within two turns.
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Etruria
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Cavalier
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18
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2
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38~45
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13~17
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10~15
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11~15
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6~10
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9~11
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2~5
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9
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7
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Ridersbane
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Cavalier
|
18
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2
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38~45
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13~17
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10~15
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11~15
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6~10
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9~11
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2~5
|
9
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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|
Etruria
|
Cavalier
|
17
|
2
|
37~44
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12~17
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10~15
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10~15
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6~10
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9~11
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2~5
|
9
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Cavalier
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15
|
2
|
36~42
|
12~16
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9~14
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10~14
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5~9
|
8~11
|
2~4
|
9
|
7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Valkyrie
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1
|
1
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30~35
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12~17
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9~13
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16~21
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9~14
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5~9
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12~16
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6
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8
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Aircalibur • Mend
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Begins moving unprovoked when she can attack a unit within two turns.
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Etruria
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Sniper
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5
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2
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39~47
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14~20
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13~19
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9~14
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7~13
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8~12
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5~9
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8
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6
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Silver Bow
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Mercenary
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18
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1
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36~44
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12~17
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16~20
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15~19
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6~10
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7~11
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3~5
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9
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5
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Killing Edge
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--
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Etruria
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Mercenary
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17
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3
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36~43
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12~17
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16~20
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15~18
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6~10
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7~11
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3~5
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9
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5
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Steel Sword
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Mercenary
|
18
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2
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36~44
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12~17
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16~20
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15~19
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6~10
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7~11
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3~5
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9
|
5
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Steel Sword
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--
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Etruria
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Mercenary
|
18
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2
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36~44
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12~17
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16~20
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15~19
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6~10
|
7~11
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3~5
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9
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5
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Armorslayer
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
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Archer
|
17
|
2
|
33~40
|
11~16
|
11~16
|
10~13
|
7~12
|
6~8
|
1~4
|
7
|
5
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Longbow
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The one near the gate begins moving unprovoked when he can attack a unit within two turns.
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Etruria
|
Archer
|
18
|
1
|
34~41
|
12~16
|
11~16
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10~14
|
8~12
|
6~8
|
1~4
|
7
|
5
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Longbow
|
--
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Etruria
|
Archer
|
15
|
1
|
32~39
|
11~15
|
10~15
|
9~13
|
7~11
|
5~8
|
1~4
|
7
|
5
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Steel Bow
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--
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Etruria
|
Cavalier
|
14
|
1
|
35~41
|
11~16
|
9~13
|
10~14
|
5~9
|
8~11
|
2~4
|
9
|
7
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Steel Lance • Javelin
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Moves to attack units in range.
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Etruria
|
Cavalier
|
14
|
1
|
35~41
|
11~16
|
9~13
|
10~14
|
5~9
|
8~11
|
2~4
|
9
|
7
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Steel Lance
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Moves to attack units in range.
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Perceval
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Paladin
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5
|
1
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49~52
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19~21
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15~17
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19~21
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14~16
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15~16
|
12~14
|
12
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8
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Silver Lance • Silver Sword
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Not present during preparations.
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Perceval's
|
Cavalier
|
14
|
2
|
35~41
|
11~16
|
9~13
|
10~14
|
5~9
|
8~11
|
2~4
|
9
|
7
|
Steel Lance
|
• Not present during preparations. • Becomes an NPC when Perceval is recruited.
|
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Perceval's
|
Cavalier
|
15
|
1
|
36~42
|
12~16
|
9~14
|
10~14
|
5~9
|
8~11
|
2~4
|
9
|
7
|
Steel Lance • Javelin
|
• Not present during preparations. • Becomes an NPC when Perceval is recruited.
|
|
Perceval's
|
Cavalier
|
14
|
1
|
35~41
|
11~16
|
9~13
|
10~14
|
5~9
|
8~11
|
2~4
|
9
|
7
|
Steel Lance • Javelin
|
• Not present during preparations. • Becomes an NPC when Perceval is recruited.
|
|
|
|
Reinforcements
- Enemy phase of turn 3
- Enemy phase of turns 12–15, if Raith is alive each turn
NPC data
Reinforcements
Boss data
- Main article: Raith
- 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.[1]
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|
Inventory
|
Spear
|
Weapon Levels
|
✓
|
|
✓
|
|
✓
|
|
✗
|
|
✗
|
|
✗
|
|
✗
|
|
✗
|
|
|
|
|
Inventory
|
Spear
|
Weapon Levels
|
✓
|
|
✓
|
|
✓
|
|
✗
|
|
✗
|
|
✗
|
|
✗
|
|
✗
|
|
|
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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If you did not eliminate or recruit Perceval in Chapter 13, you will encounter his group again. To recruit him in this chapter, you will need to talk with him using either Larum or Elffin. If you succeed, his four allied Cavaliers will provide a Knight Crest at the chapter's conclusion, granted they survive until the end. Recruiting Perceval this time is much simpler than in Chapter 13.
During the preparation phase, position Larum or Elffin directly above Roy. As the chapter commences, move Larum or Elffin northward. On the following turn, approach and talk to Perceval. Chances are he will approach you without being obstructed. If you manage to recruit Perceval, prioritize safeguarding the green Cavaliers. An enemy Wyvern Rider, positioned beyond the mountain, poses a threat to one of them. Once you have cleared other threats, release the Cavaliers, and they will exit via the southern border of the map.
Additionally, you can recruit Garret, a Berserker. Have Lilina converse with him quickly, or he will destroy the village that provides the unique Hammerne staff—which can restore a weapon's usage count—before the 6th turn. If Lilina cannot reach him in time, utilize Larum or Elffin's refresh to obstruct his path to the town. Engage Garret with a unit that neither harms him significantly nor is in danger from his roughly 40% critical hit rate.
Beyond this, advance strategically while relying on units with high movement and defense. There are only two enemy magic units—Valkyries—but they should still be approached cautiously. As you progress, station your units in forests for protection, and use flying units to transport slower units so they remain in the group. If enemy reinforcements become an annoyance, position some of your units on forts to block them from spawning.
If you have weapons that are effective against mounted units, like the Rapier, Horseslayer, or Spear, dealing with Raith becomes a breeze. If not, target him with ranged attackers, ensuring to heal them if their health dwindles.
Trivia
- This chapter's layout bears a significant resemblance to Chapter 15 of Thracia 776. Coincidentally, both are also the fifteenth chapters of their respective titles.
Etymology and other languages
Gallery
References