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Cold Reception
- This article is about the chapter inFates. For the History Mode map inWarriors, seeCold Reception (Warriors).
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| “ | 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 |
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Cold Reception (Japanese:氷の村の少女Girl of the Ice Village) is the eighth chapter of theConquest campaign inFire Emblem Fates. In this chapter,Corrin and their army arrive at theIce Tribe's village, and are forced to fight against the tribalists whenElise gives away the army's position asNohrians sent by Garon to bring down a rebellion.
Plot
- Main article:
Cold Reception/Script
Having arrived inIce 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 ofNohr, 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'sYato 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 whichFlora 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 byGaron 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'svillages and that the best reward comes from visiting at least three of them; the battle begins at this point. Should one of theDragon 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 beOdin, 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 beLeo's retainer, with the second mysterious figure, whose name is revealed to beNiles, 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 asnot 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.
Summary
Corrin emerges from the Woods of the Forlorn near the Ice Tribe village. However, the freezing winds complicate matters.
Chapter data
NormalHardLunatic
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| Victory: DefeatKilma | Player | Partner | Other | Enemy | Third | |
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| Defeat:Corrin dies* or the player's army is routed* | 1–6+2 | {{{partner}}} | {{{other}}} | 12+20 | {{{third}}} | |
| Map dimensions: 25 columns by 17 rows | ||||||
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| Victory: DefeatKilma | Player | Partner | Other | Enemy | Third | |
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| Defeat:Corrin dies* or the player's army is routed* | 1–6+2 | {{{partner}}} | {{{other}}} | 14+25 | {{{third}}} | |
| Map dimensions: 25 columns by 17 rows | ||||||
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| Victory: DefeatKilma | Player | Partner | Other | Enemy | Third | |
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| Defeat:Corrin dies* or the player's army is routed* | 1–6+2 | {{{partner}}} | {{{other}}} | 14+33 | {{{third}}} | |
| Map dimensions: 25 columns by 17 rows | ||||||
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Character data
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Note: Jakob is only a returning character if Corrin is female; if Corrin is male, thenFelicia is a returning character instead. The returning characters list does not include any characters recruitable inparalogues orxenologues, as the player may not have taken on any available paralogue chapters yet. The list also does not include anybonus units, as they are recruitable at the player's discretion.
Item data
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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 southeasternvillage
- Column 10, row 17: Five squares east, one square south of the southwestern village
Enemy data
NormalHardLunatic
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Reinforcements
- Reinforcements will arrive when aLancer reaches one of the villages. They generally appear within each village's vicinity, and do not act on the same turn they appear.
- From the northeastern village (all but guaranteed during turn 1)
- 1Fighter with aSteel Axe(Hard/Lunatic only)
- 1(Normal/Hard)/2(Lunatic)Fighter(s) withIron Axe(s)
- One of these hasQuick Draw on Hard and Lunatic
- 1Dark Mage withFimbulvetr andMalefic Aura(Lunatic only)
- 2Dark Mages withThunder
- 1Dark Mage withFire
- HasMalefic Aura on Hard and Lunatic
- From the northern village
- 1Fighter with aSteel Axe andHP +5(Hard/Lunatic only)
- 1Fighter with anIron Axe
- HasQuick Draw on Hard and Lunatic
- 2Dark Mages withFimbulvetr
- One hasMalefic Aura and the other hasHeartseeker on Hard and Lunatic
- 1(Normal/Hard)/2(Lunatic)Dark Mage(s) withThunder
- HasMalefic Aura on Hard and Lunatic; the Lunatic-exclusive one hasHeartseeker
- From the western village
- 1Fighter with anIron Axe
- 1Dark Mage withFimbulvetr
- 1Dark Mage withThunder andMalefic Aura(Hard/Lunatic only)
- 1Dark Mage withFire
- 1(Normal/Hard)/2(Lunatic)Fighter(s) withSteel Axe(s)
- HasHP +5 on Hard and Lunatic; the Lunatic-exclusive one hasQuick Draw
- From the southwestern village
- 1(Normal)/2(Hard/Lunatic)Dark Mage(s) withFimbulvetr
- One hasHeartseeker, the other has bothMalefic Aura andHeartseeker on Hard and Lunatic
- 2(Normal/Hard)/3(Lunatic)Dark Mages withThunder
- One hasHeartseeker and another hasMalefic Aura on Hard and Lunatic; the Lunatic-exclusive one hasMalefic Aura
- 1(Normal/Hard)/2(Lunatic)Fighter(s) withSteel Axe(s)
- HasHP +5 on Hard and Lunatic; the Lunatic-exclusive one has bothHP +5 andQuick Draw
- 1(Normal)/2(Hard/Lunatic)Dark Mage(s) withFimbulvetr
- From the southeastern village
- 2(Normal)/3(Hard)/4(Lunatic)Dark Mages withThunder
- The Hard/Lunatic-exclusive one hasMalefic Aura; the Lunatic-exclusive one hasHeartseeker
- 1Fighter with aSteel Axe
- HasHP +5 on Hard and Lunatic
- 1(Normal/Hard)/2(Lunatic)Dark Mage(s) withFimbulvetr
- Both haveHeartseeker on Hard and Lunatic
- 2(Normal)/3(Hard)/4(Lunatic)Dark Mages withThunder
Boss data
- Main article:
Kilma
NormalHardLunatic
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Strategy
| 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.
Trivia
- This chapter reuses the map fromBirthright Chapter 17.
Etymology and other languages
| Names, etymology, and in other regions | ||
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| Language | Name | Definition, etymology, and notes |
| English | Cold Reception | -- |
| Japanese | 氷の村の少女 | Girl of the Ice Village |
| Spanish | Desencuentro | Dissension |
| French | Accueil glacial | Icy welcome |
| German | Eisiger Empfang | Icy Reception |
| Italian | Una fredda accoglienza | A cold reception |
| Korean | 얼음 마을의 소녀 | Girl of the ice village |
Gallery
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References
| ← A Dragon's Decree • | Cold Reception | • Another Trial → |
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