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Cold Reception

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
This article is about the chapter in Fates. For the History Mode map in Warriors, see Cold Reception (Warriors).

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Cold Reception

Cm fe14c 8.png


Ice Tribe Village

New units

Odin, Niles



Previous chapter(s)

A Dragon's Decree

Next chapter(s)

Another Trial

Too true! The colder it gets, the closer we are. It won't be long now. My word, isn't this cold air marvelous? It really puts a spring in your step!
— Felicia

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 their 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 sent by Garon to bring down a rebellion.


Main article: Cold Reception/Script

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; Felicia/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 the cold air puts a spring into her step. Elise notices Felicia/Jakob's speed and asks them 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 and that things won't end well. 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 Felicia/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 their life and begins to introduce themselves before getting stopped by Silas while introducing that they are 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 themselves 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 them. As Kilma states that he's talked about the Ice Tribe's legends 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. Felicia/Jakob asks Flora why she's in the area, as Flora had previously stated that she was going to hold down the fort in Felicia/Jakob's absence; Flora states that she changed her mind and then asks Felicia/Jakob what they are doing in the area and why the others followed her to the area, to which Felicia/Jakob states that they 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. Felicia/Jakob tries to convince Flora to stand down, only to fall on deaf ears; Silas warns Corrin to be on their 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 they wish 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 Felicia fight Flora, she accuses Flora of fighting without hearing Corrin out, stating that is the betrayal of the Ice Tribe, but Flora suggests that she doesn't understand anything and they may not have become Corrin's retainers of their own free will, but stops herself from outright saying so and there's no point in telling Felicia of this. 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 Felicia/Jakob leave; Kilma and Corrin talk about Corrin's tactics and they 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 they will do whatever it takes to restore their autonomy, to which Kilma agrees; as Corrin, Kilma, and Flora talk about restoring their normal relations, Elise and Felicia/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 theor own yet the others ruined everything, to which Corrin states that they'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.


Corrin emerges from the Woods of the Forlorn near the Ice Tribe village. However, the freezing winds complicate matters.

Chapter data

Normal Hard Lunatic

Chapter Data
Unit Data
Victory: Defeat Kilma Player Partner Other Enemy
Defeat: Corrin dies* or the player's army is routed* 1–6+2 {{{partner}}} {{{other}}} 12+20

Initial DV active

Cm fe14c 8.png
Map dimensions:
25 columns by 17 rows

Character data

New units
Small portrait odin fe14.png
Dark Mage
Automatically from turn 2
Small portrait niles fe14.png
Iron Bow
Automatically from turn 2
Required characters
Corrin m ​
Available characters
Felicia ​Silas ​Elise ​Arthur ​Effie ​

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

Name Obtainment Method
Is 3ds02 stat booster.png Talisman Dropped by Kilma
Is 3ds02 gold.png 1000G Automatically at end of chapter
(if one village was visited during the chapter)
Is 3ds02 gold.png 5000G Automatically at end of chapter
(if two villages were visited during the chapter)
Is 3ds02 gold.png 10000G Automatically at end of chapter
(if three or more villages were visited during the chapter)

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

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds02 sorcerer kilma enemy.gif Kilma Sorcerer 3 1 27 2 12 10 6 5 7 9 - Nosferatu TalismanThis item is dropped upon this unit's defeat.
Stands on a gate.
Ma 3ds02 lancer enemy.gif Tribalist Lancer 6 2 22 7 0 7 6 3 6 3 3 Iron Lance
• Prioritizes reaching villages to trigger reinforcements.
• The western one begins moving on turn 2.
Ma 3ds02 maid flora enemy.gif Flora Maid 1 1 25 10 7 16 8 6 6 11 - Steel Dagger Freeze*
Icy Blood Demoiselle
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 2 20 0 7 7 5 2 4 6 5 Thunder
Moves to attack if a unit is in range; returns to his starting position otherwise.
Ma 3ds02 fighter enemy.gif Tribalist Fighter 6 2 24 9 0 9 7 3 5 2 5 Iron Axe
Moves to attack if a unit is in range; returns to his starting position otherwise.
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 1 20 0 7 7 5 2 4 6 5 Fire
Immediately begins moving unprovoked.
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 1 20 0 7 7 5 2 4 6 5 Fimbulvetr
Immediately begins moving unprovoked.
Ma 3ds02 fighter enemy.gif Tribalist Fighter 6 2 24 9 0 9 7 3 5 2 5 Steel Axe
Moves to attack if a unit is in range; returns to his starting position otherwise.
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds02 fighter enemy.gif Tribalist Fighter 6 3 24 9 0 9 7 3 5 2 5 Iron Axe
The one from the western village will not move until provoked; he returns to his starting position if no units are in range.
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 7 20 0 7 7 5 2 4 6 5 Thunder
The right one from the northeastern village and the left one from the southwestern village will not move until provoked; they return to their starting positions if no units are in range.
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 2 20 0 7 7 5 2 4 6 5 Fire
The one from the northeastern village will not move until provoked; he returns to his starting position if no units are in range.
Ma 3ds02 dark mage enemy.gif Tribalist Dark Mage 6 5 20 0 7 7 5 2 4 6 5 Fimbulvetr
The right one from the northern village and the one from the western village will not move until provoked; they return to their starting positions if no units are in range.
Ma 3ds02 fighter enemy.gif Tribalist Fighter 6 3 24 9 0 9 7 3 5 2 5 Steel Axe


Boss data

Main article: Kilma

Normal Hard Lunatic

Small portrait kilma fe14.png
Ma 3ds02 sorcerer kilma enemy.gif Sorcerer
Level 3
Movement -
Max HP 27 Speed 6
Strength 2 Luck 5
Magic 12 Defense 7
Skill 10 Resistance 9
Inventory Skills
TalismanThis item is dropped upon this unit's defeat.
Weapon Levels
Swords/Katanas -- Lances/Naginata -- Axes/Clubs -- Bows/Yumi --
Tomes/Scrolls C Staves/Rods -- Daggers/Shuriken -- Dragonstones --


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

This map encourages highly intelligent use of the resources at your disposal to get the maximum reward. If Corrin reclasses to a mounted class, you can Freeze the northern Lancer on turn 1 to prevent him from summoning reinforcements. Pair up Corrin and a staff user to accomplish this. Have the two rush north and immediately use Freeze to neutralize the Lancer, then kill him on turn two. The rest of your army should make a mad rush to the west to knock off the second Lancer and prevent him from taking those villages. Silas, being a mounted Cavalier, has the best chance of reaching the villages in time, so put a Vulnerary in his inventory and hop him up on Tonics if needed. On 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. As you make your way west, watch out for Flora and her Freeze staff; it's generally very bad if she hits Silas with it. If you put someone within her dagger range, she'll prioritize her dagger over her staff. Use Dual Strikes to quickly overrun the enemy Dark Mages and Fighters as you approach the west.

Once you pick off the second Lancer, 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. In addition, you should definitely buy a Nosferatu for Odin, as he makes excellent use of it to become a tank.


Etymology and other languages

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

Cold Reception




Girl of the Ice Village





Accueil glacial

Icy welcome


Eisiger Empfang

Icy Reception


Una fredda accoglienza

A cold reception


얼음 마을의 소녀

Girl of the ice village


This section has been marked as a stub. Please help improve the page by adding information.


← A Dragon's Decree • Cold Reception • Another Trial →
Fire Emblem Fates
Playable characters Birthright
DLC Anna
amiibo IkeLucinaMarthRobin
Non-playable characters CassitaLaylaLilithRainbow Sage
Bosses ???AnankosAnthonyAreteCandaceDaichiDanielaFunkeGaronGazakHaitakaHansIagoKilmaKotaroKumageraLlewelynLloydMikotoNicholOmozuSennoSumeragiTakumiTarbaZharaZola
Background characters CadrosIkonaKaterinaMoro
Regalia and personal weapons Astral BlessingAurgelmirBifröstBölverkBrynhildrChakramExcaliburFujin YumiGanglariHagakure BladeMissiletainnPursuerRaijintoSiegfriedSkadiWaterwheelYato
Chapters Prologue P: Ties That Bind • 1: Nohr • 2: Gift of Ganglari • 3: Journey Begins • 4: Hoshido • 5: Mother • 6: The Path Is Yours
6: In the White Light • 7: A Vow Upheld • 8: Fierce Winds • 9: Land of Gods • 10: Ninja Village • 11: To the Sea • 12: Dark Reunion • 13: Another Hope • 14: Light Scatters • 15: Wolfskin Peak • 16: Pleasure Palace • 17: Lost in the Ice • 18: Leo • 19: Rainbow Sage • 20: Fort Dragonfall • 21: Burning Falls • 22: Hidden Capital • 23: Camilla • 24: Tears of a Dragon • 25: Traitor Revealed • 26: Xander • 27: King GaronE: Dawn Breaks
6: Embrace the Dark • 7: A Dragon's Decree • 8: Cold Reception • 9: Another Trial • 10: Unhappy Reunion • 11: Rainbow Sage • 12: Bitter Intrigue • 13: Uprising • 14: Voice of Paradise • 15: The Black Pillar • 16: Invasion • 17: Den of Betrayal • 18: Black & White • 19: Kitsune Lair • 20: Winds of Change • 21: Eternal Stairway • 22: Sakura • 23: Possessed • 24: Hinoka • 25: Ryoma • 26: Treason • 27: The Empty KingE: Night Breaks Through
6: Into the Ground • 7: Unspeakable World • 8: Traitor's Brand • 9: Wanderer • 10: Voice of a God • 11: Mutual Enemies • 12: Frozen Sea • 13: A Lost Peace • 14: Orders • 15: Rainbow Sage • 16: White Flames • 17: Black Flames • 18: Veiled Kingdom • 19: Hidden Strings • 20: Seeds of Doubt • 21: Going Forward • 22: Memories • 23: Arete Undone • 24: Days Lost • 25: Blades Drawn • 26: The Vallite King • 27: Hear My CryE: Anankos
Paralogues 1: Tragic Start • 2: Dragon Blood • 3: Surprise Duet • 4: Fight or Flight • 5: Bold Approach • 6: Herbal Remedy • 7: Father & Liege • 8: A Great Hunt • 9: Saizo vs. Saizo • 10: Hunter & Prey • 11: A Long Grudge • 12: Sweet Dreams • 13: Truly Talented • 14: After the End • 15: Hidden Bravery • 16: Abducted • 17: Two Defenders • 18: Nutty Family • 19: Great Heroism • 20: Ultimate Power • 21: Bright Smile • 22: Abrupt Clash
Invasions Birthright: Invasion 1Invasion 2Invasion 3Conquest: Invasion 1Invasion 2Invasion 3Revelation: Invasion 1Invasion 2Invasion 3
DLC chapters Ghostly GoldBoo CampMuseum MeleeBeach BrawlRoyal RoyaleBefore AwakeningHidden Truths 1Hidden Truths 2Vanguard DawnAnna on the RunBallistician BlitzWitches' TrialA Gift from AnnaAnother Gift from AnnaI: In Endless DreamsII: Realms CollideIII: The Changing TideIV: Light's SacrificeV: Endless DawnEnd: Lost in the WavesHoshidan Festival of BondsNohrian Festival of Bonds
Hero Battles Hero-King MarthRadiant Hero IkePrincess LucinaGrandmaster Robin
Locations Deeprealms (My Castle) • Hoshido (Flame TribeIzumoKohgaMokushuWind Tribe) • Nohr (Dragon's GateIce TribeNestra) • Notre SagesseValla (Bottomless Canyon)
Groups, objects, and concepts Ancient TextsDragon VeinMy Castle
Lists ChaptersCharactersClasses (Class change) • ItemsScriptsSkillsSupportsWeapons
Related topics 4koma Comic & Character Guide BookCrown of NibelungDownloadable contentName chart • Other games (Awakening) • Pre-release information (Unused content) • Soundtrack