Mother and Daughter
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“
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...K-Kill... ...Kill... Kill... KILL... WITH THIS SWORD... ALL... ALL... ALL OF YOU... KILL ALL OF YOU!
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”
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— Mareeta
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Mother and Daughter (Japanese: 母と娘 Mother and Daughter) is the fifth chapter of Fire Emblem: Thracia 776.
Plot
- Main article: Mother and Daughter/Script
As Leif and co. push through the Munster prison, Eyvel is brought before Raydrik and reunited with Nanna. There, she is made to fight several soldiers in Raydrik's arena, including a possessed Mareeta. When Leif breaks into the arena to rescue them, Veld petrifies Eyvel with the Petrify spell. Having no way to cure her petrification, Leif is forced to leave her behind and escape with his comrades.
Chapter data
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Victory: Escape
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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: Leif dies
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11
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{{{partner}}}
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{{{other}}}
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40+5
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{{{third}}}
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Units are arranged based on their position in deployment order. Ignoring Leif, Eyvel, and Nanna, if every unit is recruited and alive, deployment order is Lifis, Fergus, Karin, Dalsin, Asbel, Brighton, Machyua, Lara.
The escape point is blocked off by a wall; when the door to the arena where Eyvel and Nanna start is opened, a section of that wall opens up as well. Additionally, Leif moves to the space the door was previously when it is opened; if he is rescued, he leaves the rescuer's possession, but he does not leave if he is captured.
Character data
- Eyvel retains her level, stats, and skills from the end of Chapter 3, but starts with an Iron Blade instead of retaining her inventory.
If the door to the arena is opened, Eyvel is captured, or Mareeta is captured or killed, Veld teleports Eyvel to himself and turns her to stone.
Item data
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
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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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Con
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Mov
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Inventory and Skills
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Munster
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Archer
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12
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5
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20~34
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3~17
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0~14
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0~14
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0~14
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0~14
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1~15
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6~20
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5~6
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Long Bow • Vulnerary
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Authority: Bandol Moves to attack units in range.
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Bandol
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General
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5
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1
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26~33
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7~14
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1~8
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5~12
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2~9
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0~7
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12~19
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10~17
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6~7
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Long Sword • Hand Axe • Vulnerary • Long Bow
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Authority: ★ Moves to attack units in range.
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Munster
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Soldier
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12
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4
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20~34
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3~17
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0~14
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0~14
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0~14
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0~14
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1~15
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6~20
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5~6
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Javelin • Vulnerary
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Authority: Bandol Moves to attack units in range.
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Munster
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Axe Armor
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15
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2
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20~37
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4~20
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0~17
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0~17
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0~17
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0~17
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8~20
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9~20
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5~6
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Battle Axe • Vulnerary
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Authority: Bandol Moves to attack units in range.
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Munster
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Soldier
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12
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4
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20~34
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3~17
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0~14
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0~14
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0~14
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0~14
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1~15
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6~20
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5~6
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Short Lance • Vulnerary
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Authority: Bandol Moves to attack units in range.
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Munster
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Sword Armor
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10
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2
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20~32
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4~16
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0~12
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0~12
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0~12
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0~12
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8~20
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9~20
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5~6
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Long Sword
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Authority: Bandol Moves to attack units in range.
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Munster
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Mage
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7
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5
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18~27
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0~9
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2~11
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2~11
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3~12
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0~9
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0~9
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4~13
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6~7
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Fire
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Authority: Bandol The eastern two move to attack units in range.
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Loptrian
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Dark Mage
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8
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1
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24~34
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0~10
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5~15
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4~14
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3~13
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0~10
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4~14
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5~15
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6~7
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Jormungand
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Moves to attack units in range.
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Munster
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Mage
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8
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5
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18~28
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0~10
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2~12
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2~12
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3~13
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0~10
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0~10
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4~14
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6~7
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Thunder
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Authority: Bandol The left two move to attack units in range.
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Munster
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Priest
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4
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1
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16~22
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0~6
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3~9
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2~8
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1~7
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0~6
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0~6
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4~10
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5~6
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Heal • Door Key • Pure Water
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Authority: Bandol
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Munster
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Bishop
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5
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1
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20~27
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0~7
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5~12
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2~9
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2~9
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0~7
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1~8
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4~11
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5~6
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Heal
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Authority: Bandol
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Munster
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Priest
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7
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1
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16~20
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0~4
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3~7
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2~6
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1~5
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0~4
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0~4
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4~8
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5~6
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Physic
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Authority: Bandol
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Munster
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Bishop
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5
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1
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20~27
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0~7
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5~12
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2~9
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2~9
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0~7
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1~8
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4~11
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5~6
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Meteor • Heal
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Authority: Bandol Does not move.
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Munster
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Sniper
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5
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1
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22~29
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5~12
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1~8
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6~13
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7~14
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0~7
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3~10
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7~14
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7~8
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Silver Bow
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Authority: Bandol Moves to attack units in range.
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Loptrian
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Dark Bishop
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3
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1
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30~35
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0~5
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9~14
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6~11
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6~11
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0~5
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6~11
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5~10
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6~7
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Jormungand • Physic
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Moves to attack units in range.
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Pitfighter
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Mercenary
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5
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1
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24~31
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6~13
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1~8
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7~14
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8~15
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0~7
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5~12
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8~15
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6~7
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Iron Sword • Vulnerary
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Authority: Raydrik
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Pitfighter
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Warrior
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5
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1
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28~35
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8~15
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1~8
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5~12
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6~13
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0~7
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6~13
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10~17
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6~7
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Iron Axe • Vulnerary
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Authority: Raydrik
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Pitfighter
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General
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5
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1
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26~33
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7~14
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1~8
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5~12
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2~9
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0~7
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12~19
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10~17
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6~7
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Slim Lance • Vulnerary
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Authority: Raydrik
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Raydrik
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Baron
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9
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1
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56
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16
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8+20
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12
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9
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6
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16
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20
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6
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Loptr Sword
Pavise • Immortal*
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Authority: ★★★★ Action: ★ Leaves the map once Eyvel is turned to stone.
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Veld
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Dark Bishop
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20
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1
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80
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5
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20
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19
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20
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12
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15
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11
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6
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Petrify • Hel
Adept • Renewal • Immortal*
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Authority: ★★★★★ Action: ★★ Leaves the map once Eyvel is turned to stone.
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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
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Mag
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Skill
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Spd
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Lck
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Def
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Res
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Cha
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Con
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Mov
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Inventory and Skills
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Mareeta
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Sword Fighter
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7
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1
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22
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3
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1
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7
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13
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7
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3
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5
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6
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Shadow Sword
Nihil* • Luna
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Authority: Raydrik Action: ★ • Nullifies Eyvel's ability to counterattack against her. • Cannot counterattack against Eyvel. • Leaves the map once Eyvel is turned to stone.
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Pitfighter
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Swordmaster
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9
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1
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24~35
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5~16
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1~12
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8~19
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9~20
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0~11
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4~15
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6~17
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7~8
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Killing Edge • Vulnerary
Adept
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Authority: Raydrik
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Munster
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Berserker
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9
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1
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32~44
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12~20
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0~12
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12~20
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10~20
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0~12
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8~20
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12~20
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7~8
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Killer Axe • Vulnerary
Wrath
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Authority: Raydrik
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Galzus
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Mercenary
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10
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1
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54
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20
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9
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20
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20
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17
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14
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18
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7
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Slim Sword • Vulnerary
Luna • Astra
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Authority: Raydrik Ignores combat and moves to escape via the north edge of the arena or center-north edge of the map once Eyvel is turned to stone.
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Munster
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Mage
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7
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1
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18~27
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0~9
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2~11
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2~11
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3~12
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0~9
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0~9
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4~13
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6~7
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Fire
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Authority: Bandol
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- Note: if Eyvel is captured, she will be taken from the capturer and teleported to Raydrik and Veld; however, the capturer will still act as if they were holding Eyvel, and will attempt to leave the map through the north edge of the arena or the center-north edge of the map.
Reinforcements
- After a unit enters a specific section in the eastern corridor (columns 24–26, rows 9–19), or after Eyvel defeats a unit in the arena
- Mareeta from the center-northern door within the arena
- When there are fewer than three enemies in the arena (including Mareeta) at the start of an enemy phase, more appear in the following order. They stop appearing once Eyvel has been turned to stone.
- 1 Swordmaster from the upper-left door within the arena; can appear on the same turn as Mareeta, allowing four enemies in the arena at once
- 1 Berserker from the upper-right door within the arena
- Galzus from the center-northern door within the arena; appears only if Chapter 4x was played
- Upon opening the door to the arena
- 1 Mage from near the exit
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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Even for Eyvel, the enemies in the pit pose a bit of a challenge if the player is unlucky. That being said, Nanna gets weighed down by the Lands Sword and will either get doubled or outright ORKO'd if an enemy attacks her, so keep her out of harm's way and send Leif's forces upwards so someone can unlock the arena door. When she's safely between Eyvel and the door, she can safely attack the gladiators in 2-range, and if she succeeds in hitting the ones that Eyvel weakened, she will defeat them and get enough experience points to level up incredibly quickly, although it's not always reliable. If Eyvel's in danger, she can heal her with her Heal staff. As you head up, you will have to fight a group of armored units, a group of archers, and a group of mages. This is the optimal chance for units like Asbel and Fergus to shine, but be prepared to use a Vulnerary as needed. Lifis can also disarm mages by stealing their tomes, neutralizing dangerous enemies while providing weapons for Asbel.
Also, keep in mind that units without a weapon, or units with only siege tomes, can be outright captured as long as the constitution requirement is reached.
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 (unofficial)
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• Mother and Child • Mother and Daughter
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• Used in FireLizard's and Shaya's fan translation patches. • Used in the "Project Exile" and "Lil' Manster" fan translation patches.
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Japanese
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母と娘
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Mother and Daughter
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Gallery