Walkthrough of Fire Emblem Echoes: Shadows of Valentia (Nintendo 3DS) – Act One

Fire Emblem: Fates: Shadows of Valentia

Nintendo 3DS

Version 2.4
Last updated April 30, 2018
Copyright Ammon Hansen 2018

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.


This FAQ is designed to be an in-depth walkthrough, used as a companion to the game.

In addition to working as a guide, it provides information on all characters, enemies, weapons, shields, spells, locations, etc.

It also provides a summary of the story, to give additional reference and clarification.

If you read this walkthrough as you play, no items will be missed, and the game can be enjoyed to the fullest extent.

I have written this walkthrough so that each page will provide you with all the information you will need for each scene, but also so that the same information (weapons, items, spells, etc.) will be found listed on their own pages.


If you like this FAQ, please let us know!

I would greatly appreciate your feedback and ratings of my hard work. I’ve spent many hours creating this FAQ, so please let me know what you appreciated, what you liked or disliked, and if there is anything you wish I had included.

Additionally, feel free to contact me at any time with any questions or comments you may have. I will do my best to answer quickly!

If you are feeling generous, donations would be much appreciated. Your donation will allow me to continue my hard work, and to keep writing more FAQs, walkthroughs, reviews, and games. If you want to make a donation, feel free to contact me or send directly to my PayPal (you can use the button at the bottom of the page).

Thank you for your support!


Also, if you find that I have missed anything in my walkthrough, please contact me and let me know!

I’ve worked hard to cover everything, and I will be submitting updates to further clarify what I have already published.


In this game, there are three different views. I will refer to them as First-Person, Third-Person, and Overhead.

First-Person will be used while exploring villages and shrines.

Third-Person will be used while exploring dungeons.

Overhead will be used while moving on the world map, and while fighting battles.

The following controls will all become available as the story proceeds, with each of them available by Act One, Scene Five.

First-Person View:

A Select
B Open Map
X Select
Y Nothing
L Nothing
R Zoom
Start  
Select  
D-Pad Move Cursor
Circle Pad Move Cursor

Third-Person View:

A Attack
B Dash
X Menu
Y  
L Reset Camera
R Reset Camera
Start Nothing
Select Nothing
D-Pad Move
Circle Pad Camera

Overhead View:

A Open Menu / Select Space
B Nothing
X Show enemy range
Y Nothing
L Switch unit
R Zoom in/out
Start  
Select  
D-Pad Move Cursor
Circle Pad Move Cursor

Prologue – Intro

(Flostym 402 V.C.)

The game starts with a cut-scene of Celica and Alm, with Celica stabbed through with a blade of light, and Alm screaming her name.

(Avistym 394 V.C)

It then switches eight years to the past, introducing three characters; Faye, Gray, and Kliff. The children discuss that Alm and Celica are walking in the woods together, which upsets Faye (she appears to like Alm, and she seems jealous of the amount of time the two are spending together). Faye mentions that Alm and Celica are cousins, but the boys dispute that, telling her that Mycen only has one grandchild, which is Alm. Celica is just his ward. Faye isn’t happy to learn this.

A fourth character, Tobin, then comes along and tells them that there is a knight in the woods, and they leave to meet him.


Prologue – Scene One: Alm and Celica

This is the first part of the game where the player is in control. Alm and Celica are standing on opposite ends of a field, and Celica tells you (Alm) to come to her. The space is not very big, and there is nothing else to do other than to go to her.

At this point, you are viewing Alm from a third-person angle. From this point forward, this angle will be known as ‘dungeon view’.

A / B / X / Y / Start / Select Nothing
D-Pad / C-Stick (N3DS) Camera
Circle Pad Movement
R / L Reset Camera

While they talk, pressing the R and Start buttons have new effects:

R Review past conversations
Start Skip conversation

Once you have gone to Celica, the two talk about several things, including their ‘grandfather’, and how Celica appreciates Alm being her friend.

Alm points out that they have matching marks, one on his left hand, and one on her right. He says that it marks them because they are meant to be together forever.

They are then interrupted by Faye screaming. This is where the six characters meet a man simply labeled ‘Soldier’, and a man named Slayde. The two demand to be taken to their village, to be fed and otherwise provided for.

Slayde spots Celica, recognizing her. He grabs her and Alm hits him, which makes Slayde mad. He beings threatening Alm when Mycen (Alm and Celica’s grandfather) shows up and stops Slayde, telling the six children to go to the nearby cemetery.


Prologue – Scene Two: The Zofian Army

Cemetery Battle

This is the second part of the game for the player to control. This is a different setup from before, instead of the dungeon view, this is now an overhead view of the cemetery, where everything is laid out in a grid system (13×22).

From this point forward, the overhead view will be referred to as ‘battle view’.

Circle Pad / D-Pad Cursor
A Move to the selected square
X Shows enemy range
L Switch unit
R Zoom In/Out
B / Y Nothing

On the bottom left of the touch screen, there are four buttons, all side-by-side horizontally:

View Units  
Tactics Not yet available
Battle Status Shows status of both ally and enemy parties
Conversation History View conversation history, starting from when the battle began

Selecting a character shows their stats, and allows you to choose them to control.

Choose a destination from the blue spaces and press the A button to move.

Every character can make a single move every round. Right now, you have seven characters.

Your party of seven faces five enemy units, consisting of the following:

  • Two Zofian Army Soldiers, armed with Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • Two Zofian Army Cavaliers, armed with Lances and marked with the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly.
  • Slayde, a Paladin armed with a Lance and marked with the Mounted Attribute.

Selecting an empty square (or the square of a character that has already been moved during the current turn), pressing A will open a menu:

Units Shows the stats of the entire party
Bookmark Saves and suspends the game
Guide Review tutorials
Options Allows you to edit game options (Ex. Volume)
End End your turn

During battle, when selecting an enemy unit to attack, two small boxes will appear on the top screen, showing your attacking unit, and your target. It will show each unit’s stats, and will also indicate how much HP (health points) each character will lose during the attack (unless the attack misses, or the hit becomes critical)

You are told by Mycen to get to safety. Alm and Mycen are the only ones within range of the enemy, so be sure to move Alm back, out of range. If you leave Mycen there, he will be attacked by one of the Zofian Army Soldiers, which he will easily defeat. Feel free to move the other five children as well, if you want. Just be sure to keep them out of range.

During an attack, you can pause, slow down, and speed up a the fight.

A Speed up (you must hold the button down)
B Pause
Y Slow down (you must hold the button down)

On the grid, there are three different terrains. Each one offers a different value of cover from enemy attacks. The higher the value, the greater the chance the enemy will miss while attacking.

Plain Provides 0 cover
Grave Provides 60 cover
Forest Provides 40 cover

Mycen tells you to take cover in the Forest. Depending on your previous movements, it is likely that Celica and Mycen are now the only two within range of the enemy; so be sure to move her. There is not a Forest within range of Celica that is outside of enemy range, so pick one of the three Forest squares she can reach.

Once you move, a small menu will appear (this menu will expand as the game proceeds):

Wait The selected unit will wait where you have placed them

Once Celica has moved, Mycen will be attacked again. When it is your turn again, again depending on how you moved your characters, there may not be enough cover for all six of the children. This is fine, because the remaining enemy units are likely to attack only Mycen, who will defeat them easliy.

With four of the five enemies defeated, Slayde will move to fight Mycen (if not, and Mycen has the option to move first, don’t move to attack him immediately. Move to a Grave square, and let Slayde come to you. Mycen will beat him, but Slayde will flee, after saying that “General Desaix will be eager to learn that we have found [Celica]. The princess who refuses to die.”

With that, the screen will show “Battle Complete”. After this, you will be asked to save your game.

You should now receive the Maiden Victory Award, for winning your first battle.

Having won, Mycen will declare that it is no longer safe for Celica to stay in the village, because Slayde and the enemy will stop at nothing now that they know where she is. He tells her to pack her things and get ready to leave.

Before leaving, Celica gives Alm her good-luck charm to look after. Alm promises that when he is older and stronger, he will find her again.


Act One: Zofia’s Call

A cut-scene will tell you about the sibling gods Duma and Mila, who warred for millennia before reaching an Accord. This Divine Accord split the continent of Valentia into two, the Rigelian Empire to the north, and the Kingdom of Zofia to the south.

Mila spoiled her people, providing them with an easy life. This caused them to grow lazy and focus on riches and the pleasures of life.

Duma instead created his brutal empire, ruling his people harshly, causing them to grow strong.

The Divine Accord has held for centuries, but now the cracks between the two countries are beginning to show…

(Flostym 401 V.C.)

Skipping forward seven years, Mycen and Alm are training. Mycen tells him that he is a fine swordsman, and Alm asks if that means he can finally leave the village. Mycen refuses, leaving. There is then a commotion, coming from the gates.


Act One – Scene One: Ram Village

The game now switches to yet another setup, this time a first-person angle. From this point forward, this will be known as the ‘exploration view’.

The controls:

B Shows the map on the top screen
A / X Select one of the four options
R Zoom
D-Pad / Circle Pad Choose one of the four options
L / Y Nothing

The four options are:

Talk
Examine
Move
Menu

If you select Menu, you will see that it will now have changed slightly. The new options are:

Order Allows you to change the order of the members of the party (which currently only consists of Alm, whose class had changed from a Boy to a Fighter)
Inventory Allows you to select a character (currently only Alm is present), giving you four options (see below)
Save Save your game
Guide Review tutorials
Options Adjust game options

If you select Inventory, a sub-menu will appear:

Convoy Allows you to manage the party’s items, and choose what will be equipped to the unit (selecting this will open another sub-menu, see below)
Swap Allows two characters to swap items
Auto The game will choose the character’s items
Store Any items currently associated to the character will be returned to the convoy

If Convoy is selected, yet another sub-menu will appear:

Inventory Complete list of unclaimed items held by the party
Swords Lists all unequipped swords
Lances Lists all unequipped lances
Bows Lists all unequipped bows
Rings Lists all unequipped rings
Shields Lists all unequipped shields
Relics Lists all relics
Food Lists all unequipped/unusable foods

At this point, choose Examine. You are standing in front of a house, where Mycen and Alm both live. There are only a few things to examine on the screen, but some are important straight away. To the left of the screen, there is a cart and a pile of firewood. To the right of the firewood is the Splitting Axe (Mt: 1, Hit: 80, Range: 1, Weight: 1). Examine this and you will add it to your Inventory.

Next, on the right side of the screen, there is an orange tree. At the base of the tree are two Oranges (Health: 10, Fatigue: S). Examine both of them to add them to your inventory. These three items are the only things you can currently take from this location.

The Splitting Axe has no use yet, but the Oranges can be eaten, to replenish health and stave fatigue. Don’t eat these yet, as you have no need for them; your health is full and you are not fatigued.

You Inventory will now show the three items. By choosing Convoy, you can select Alm and give him a single item to hold. The Oranges are the only useful items currently, and by choosing Auto, the system will optimize Alm to hold one. Hitting Auto again will only tell you “There were no items in the convoy better than what the unit is holding.” (The ‘convoy’ being your complete Inventory, and the ‘unit’ being Alm.)

This is all you can do at this location, so select Move (you can also use the touch screen to choose where you want to go). This will show a map of Ram Village. There are only three places in the village:

Mycen’s House
Square
Entrance

Go to the Square. You will see four new people there:

Woman
Young Man
Young Woman
Greedy Old Man

Feel free to talk to all four of them, but none of them have anything too important to say, just additional information that you may find interesting. Be sure to talk to the Greedy Old Man, who will talk about how much he wishes he had some Ram Wine (this becomes your first Side Quest).

Next, select Examine. On the left of the screen, there is a cart. On the ground next to the cart is a Carrot (Health: 10, Fatigue: S). Just to the right of the Carrot, behind the cart, there is a bag of Flour (Health: 10, Fatigue: S). Select them both to add to your Inventory. Finally, on the right side of the screen, at the base of the well, there is a skin of Drinking Water (Health: 10, Fatigue: S). Pick this up too.

Once you have picked up these three new items, select Move and head over to the entrance of Ram Village. Here you will find Tobin, who tells you that there is someone here to meet with Sir Mycen. You will find five people standing here, four of whom you already know:

Lukas
Faye
Kliff
Gray
Tobin

Examine the area first. On the right of the screen is another cart, and at the base of it is a Hard Bread (Health: 10, Fatigue: S) and some more Flour. Add them both to your Inventory.

Next, select Talk. Faye, Kliff, Gray, and Tobin don’t really have anything important to say, they either make small talk or tell you to be careful of the stranger. So, talk to Lukas. He will tell you that King Lima IV is dead, killed by the corrupt Chancellor Desaix. He also reports that a knight named Sir Clive has created an army to oppose Desaix, calling it the Deliverance (of which Lukas is part of).

Sir Clive has sent Lukas to recruit Sir Mycen, one of the greatest heroes and knights in Zofia. Lukas asks Alm to take him to see Mycen, which he does. Mycen refuses to help, and Lukas moves to leave. Alm stops him and tells him that if Sir Mycen won’t go, he will go in his place to join the Deliverance.

Lukas accepts Alm’s offer, but Faye, Kliff, Gray, and Tobin try to talk him out of it. Alm asks them to join him, since Mycen taught each of them to fight. Gray quickly accepts, and Tobin considers the offer. Alm tells them all to think about it, while he says good-bye to Mycen.

If you go back to the Square, you will find:

Woman
Young Man
Man
Greedy Old Man

Talking to the four of them will yield some new and interesting information, but nothing vital.

So, go back to Mycen’s House. He won’t be there, so you will need to go back to the village Entrance. Here you will find Tobin, who has decided to go too.

Lukas, Gray, and Tobin will all join your party.

If you look at your Inventory, you will see that Tobin brought a Carrot with him.

Each of them are armed. Alm, Gray, and Tobin each have a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0), and Lukas has a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0).

Alm has the class of a Fighter, Lukas is a Solider, and Gray and Tobin are both Villagers.

In addition to this, Gray has the right to change classes (this will be relevant in Act One, Scene Three).

After they join you, you will see Faye and Cliff still standing there. Talk to them both, and they will each ask to join. You will be given the option to recruit them. If you don’t recruit them, you can always come back for them later, but it would be best to simply recruit them both now.

Once you recruit them, you will have six people in your party. Faye will have brought an Orange with her, and Kliff brings some Bread (Health: 10, Fatigue: S). Both are each armed with a Sword, and are both Villagers.

There is nothing else left to do here, so check the map again:

Mycen’s House
Square
Entrance
Leave Village

Select “Leave Village”.


Act One – Scene Two: Ram Woods Battle

You will be shown a large map of the world (another grid, 32×16), and Lukas will tell you to make your way to the Southern Outpost, pointing it out on the map. There are twelve marked locations on the map, with enemies on seven of them.

Pressing A or X, the menu will appear, this time giving you seven options:

Order Allows you to change the order of the members of the party
Inventory Allows you to access the Convoy sub-menu, and equip items to units in your party
Connect Access Rankings, StreetPass, DLC, etc.
Save Save your game
Guide Review tutorials
Options Adjust game settings
Wait This will allow you to stay where you are on the map, letting the enemy make their move

You will now be able to connect online and enable StreetPass. To do so, go to Connect and create a Profile Card.

Once you have done so, a new menu will appear:

Profile Card View and edit your profile card, and view your awards
Global Rankings View your Global Rankings
StreetPass History View your StreetPass History
Manage DLC Delete or Redownload DLC
Connect Settings Allows you to turn on/off SpotPass and Gameplay-Data Reporting

For this guide, I WILL be covering DLC (Downloadable Content), both paid and unpaid. Currently (as of March 2018), there are a total of 27 DLC maps. Five of them are free (Mila’s Bounty 1-5), and the other twenty-two are paid (all 22 are available via the Season Pass).

Also, I will be covering everything for the two Amiibo for this game (Alm and Celica).

(Keep in mind that DLC, StreetPass, and Amiibo are not necessary for normal and enjoyable gameplay, they each simply add another facet to the game.)

Now that you are on the world map, select the square Alm stands upon, in Ram Village. Hit the A button and press the right arrow on the D-pad. A notification will pop up, saying “An enemy squad awaits. Engage?” Hit “Yes”.

Ram Woods Battle

You will be met by a new character, a Brigand. He will tell you that to pass, you must pay his toll. Lukas and Alm decide to fight, and the screen will switch to the battle view.

This grid is 13×14, and is set just outside the gates of Ram Village. This time, there are two new squares on the grid:

Plain Provides 0 cover
Forest Provides 40 cover
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Wall You cannot move to these squares

Alm wants to rush headlong into battle himself, but Lukas reminds him that if he does that, none of the other party members will ever gain any experience.

A tutorial will pop up, and tell you to put your strongest fighters in front, to take the attacks. Weaken the enemies, and then use your weaker fighters to deal the final blow, to give them experience. It advises you to use this model to maintain a rounded-out party of fighters.

You will find your party of six standing at the gates of Ram Village, with five enemy units opposing you, consisting of the following:

  • Five Brigands, each armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0), scattered throughout the grid.

Move your units around as you wish. In your first turn, it is possible to engage in a fight using Alm.

This time, once you have moved a unit, the menu will read:

Items Use the item you have equipped
Wait The unit will stay where they are

To end your turn, select an empty square and press A. Yet another updated menu will appear:

Units Shows the stats of the entire party
Tactics Issue commands to allies who have yet to take action
Retreat Available from turn 3 and onward
Bookmark Saves and suspends the game
Guide Review tutorials
Options Adjust game options
End End your turn

There are four available tactics:

Charge Attack the enemy with everything you’ve got
Improvise Order units to act optimally, based on their own judgement
Fall Back Distance yourself from the enemy and wait
Gather Gather all units around the army’s leader

Additionally, the four tiles on the bottom of the touch screen, some of which were unusable in the last fight, are now ready for use:

View Units  
Tactics (See above)
Battle Status Shows status of both ally and enemy parties
Conversation History View conversation history, starting from when the battle began

The battle shouldn’t be too hard, and will be over within a few turns. Every party member that participated in fighting will receive experience, and the battle will end. Since this is an easy fight, it is unlikely that anyone in your party will fall to the enemy. Keep in mind, however, that if anyone DOES die, the result will be based on the choice you made at the beginning of the game, Casual Mode or Classic Mode.

  • Casual Mode will allow anyone who falls in battle to return unharmed at the end of each fight. The only downside to their having fallen in battle is their loss of extra experience (given at the end of each battle).
  • Classic Mode makes the game a bit harder. In this mode, anyone who falls in battle is ‘retired’ from the game, and will no longer appear to help you fight. Losing someone in battle in this mode is a much bigger deal, and the only options are to either turn off the game to try again (for the chance to win the battle without casualties) or to proceed throughout the game without the character.

Once you are done, Lukas will tell Alm that he is a fine swordsman, and you will be returned to the world map.


Act One – Scene Three: Fleecer’s Forest Battle

Go back to Ram Village, in the Square you will find that they townspeople have changed yet again:

Woman
Indignant Woman
Young Man
Man
Greedy Old Man

Talk to the Indignant Woman. She will tell you that she was accosted by a bunch of Brigands, who are holed up in the Thieves Shrine. She’ll tell you to teach them a lesson for her (this is your second Side Quest).

Now, go ahead and go to the next square, Fleecer’s Forest. You will be met with another battle here, so be prepared. Alm overhears them talking about a woman they are holding prisoner, and he will move to fight them before Lukas can stop him.

Fleecer’s Forest Battle

This grid is 20×22. Lukas will point out that this time, the Brigands have an Archer. There are seven Brigands, and only six of you. The Brigands are each armed with their Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0), except for the Archer, who is armed with a Bow. Additionally, the Archer has a Art (Bowrange +1).

You will also find two new terrain tiles in addition to the rest:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover

The Brigands have their own Rampart and Supplies square, but so do you (but I wouldn’t bother rallying around it. Just bring the fight to the enemy).

Your party of six faces an enemy party of seven, consisting of:

  • Six Brigands, each armed with their Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • One Brigand Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and holding the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1

Begin the fight. It would be wise to take out the Brigand Archer first, as he can attack you from far away. It is likely that Alm and Lukas together can defeat him on the first turn. If not, take him out on your second turn, before he does any real damage.

Remember, if you are playing in Casual Mode, if anyone falls in battle, they will simply be removed from the grid, and upon completion of the battle they will be returned with full health, just like everyone else. The only downside is that they will miss out on the extra experience that comes from winning a battle.

But if you are playing in Classic Mode, when a unit falls in battle, they are permanently retired from the party. They may still be alive, but they will no longer fight with you.

By this point you will likely have leveled up a character. This will improve their stats by a small amount, making them stronger, better fighters. As they level up, they will also gain the ability to change classes.

Lukas will talk to Alm, and the two will decide to free the prisoner the Brigands talked about.

You will be asked to save, and the scene will conclude.


Act One – Scene Four: Thieves’ Shrine

Once you have won and have returned to the world map, go north one square to the Thieves’ Shrine.

At the Thieves’ Shrine, you will meet the watchman, a Brigand that will flee when he sees you coming. After he leaves, a new menu will open:

Order Allows you to change the order of the units in your party
Inventory Allows you to access the Convoy sub-menu, and equip items to units in your party
Save Save your game
Guide Review tutorials
Options Adjust game settings
Exit Exit the dungeon
Explore End preparations and explore the dungeon

Select Explore, and you will be shown a third-person view of Alm. This is the first dungeon of the game. In dungeons, you can take control of your character and explore the area as you wish. Keep in mind that if you meet an enemy while exploring, you will enter a battle.

While exploring, the menu will read:

Order Allows you to change the order of the units in your party
Inventory Allows you to access the Convoy sub-menu, and equip items to units in your party
Bookmark Saves and suspends the game
Guide Review tutorials
Options Adjust game settings
Evacuate Exit the dungeon

You will begin at the entrance, with a tunnel to the north. If you head south, you will simply leave the dungeon, so go north.

The controls:

A Attack
B Dash
X Menu
Circle Pad Camera
L / R Reset Camera
D-Pad Move
Start / Select Nothing

Throughout the tunnel you will find grass, weeds, and flowers growing. Cut these with your sword for the chance to frequently find a Silver Mark. At the end of the tunnel, you will enter a cavern, with a Brigand ahead. If you fight him, you will enter another battle.

Thieves’ Shrine Dungeon Battles

The grid is 12×12, with only two terrains (both of which are new to you):

Ground Provides 0 cover
Rock You cannot move to these squares

Your army of six will meet a various amount of Brigands. These will consist of the following:

  • Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0)

During these battles, it is likely that Tobin, Kliff, and Faye will earn the right to class change.

The battle won’t be too hard. Once you win, a new tutorial will appear, telling you about Fatigue. Fatigue will gradually set in as you work your way through dungeons, which will reduce your stats. To recover from Fatigue, eat food or offer provisions to a Mila Idol.

Within the dungeon, there will be several objects you can smash open to receive items, provisions, and money. These can be barrels, crates, pots, and other things.

After defeating the Brigand (it is hard to avoid him, and you may as well fight him for the experience), go to the left side of the room. There will be a large number of crates stacked here; smash your way through them all by using the A button to attack.

Once the crates are destroyed, a small room will be revealed, hidden behind them. There will be a chest in the middle of this room, surrounded by pots. Feel free to smash the pots, and use the A button to open the chest. Inside you will find an Iron Sword (Mt: 2, Hit: 90, Range: 1, Weight: 0). Feel free to equip it to whichever party member you want.

The noise you make smashing the crates and pots will likely draw the attention of another Brigand, so be ready for another battle.

Some of the items you will find in this dungeon are Carrots (Health: 10, Fatigue: S), Oranges (Health: 10, Fatigue: S), Ale, and Leftover Ale.

Additionally, scattered throughout the room are flowers, grasses, and weeds. Mow them all down with your sword for the chance to find some additional Silver Marks.

After destroying all the crates, barrels, pots, grasses, flowers, and weeds, getting the Iron Sword, and fighting the Brigands, run north across the bridge. Here you will enter a new room, and you will meet the Brigand Boss.

Thieves’ Shrine Boss Battle

The grid is 12×12, with familiar terrain:

Ground Provides 0 cover
Rock You cannot move to these squares
Stairs Provides 0 cover

You will enter a fight with seven Brigands, consisting of the following:

  • Five Brigands, armed with Axes.
  • One Brigand Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and holding the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • The Brigand Boss, armed with an Axe. He also holds a bottle of Ram Wine.

Begin the battle. Move wherever you choose, you can’t reach any of the enemies in your first turn. Keep in mind that this means the Brigand Archer will be attacking one of your units, and you won’t be able to fight back.

You should know that once the Brigand Boss is defeated, the battle will end, even if there are still other Brigands left to fight. If you want to optimize your experience, defeat everyone else first, and save the Brigand Boss for the last.

Additionally, whoever defeats the Brigand Boss will receive a fair amount of experience, so keep this in mind while fighting. Also, once you defeat him, you will receive the Ram Wine he held. If you are currently holding an item, you will be forced to make the choice of which item you will put back into your inventory (it would be best to select the Ram Wine, since you won’t be needing it while fighting).

Once the battle has ended, you will now be switched to the first-person angle, which you will recognize from Ram Village. This time, however, there will be a new icon, Mila. This is because the Thieve’s Shrine used to be a shrine to the Mother, the goddess Mila.

Talk Talk to the people in front of you
Examine Examine the area
Move Move to a different location
Mila Address the statue of the Goddess Mila
Menu Start by selecting Examine. On the left side of the screen are some Mana Herbs.

Start by selecting Examine. On the left side of the screen are some Mana Herbs.

Next, select Talk. There is only one person to talk to; the Captive Woman. She will wake up and tell you her name is Silque, and that she is looking for Sir Mycen. Alm tells her that he is Sir Mycen’s grandson, and she seems surprised. She asks to see the mark on his hand, and hints that she knows and was sent by Celica (but Alm doesn’t realise what she means).

She gives Alm a relic, Mila’s Turnwheel. He asks how to use it, and she tells him he can’t; that it will use him. He takes it and almost immediately it shows him a vision of Zofia Castle, the land surrounding it desolate.

The vision ends and Silque tells him that what he saw was not the present, but was either the past or of a possible future. What he saw was shown to him by Mila, a sign that she wishes for Alm to take action to prevent what he saw.

After this, she asks to join your party. Once again, you are given the option to recruit her, and you should do so. She is a Cleric, and will use white magic to fight.

Next, if you select Mila, you will talk to Mila’s Servant. You will be told that by talking to a Mila Idol, you can change you class (and cure all fatigue, as mentioned earlier). A menu will appear:

Make Offering Offer a provision (Ex. Orange) to cure all fatigue
Change Class Promote a unit
Turnwheel Activate Mila’s Turnwheel

If you select Change Class, you will be shown a list of your party members. At this time, Alm, Lukas, and Silque will not be able to change classes. But, the other four members (depending on their experience and levels) will be able to change.

Gray, Tobin, and Kliff will all have five classes to choose from:

Cavalier A mounted unit with excellent mobility
Soldier A basic foot soldier
Mercenary A veteran for hire
Archer A solider who uses a bow to attack from a distance
Mage A spellcaster who wields potent black magic

Faye will have four classes to choose from:

Cavalier A mounted unit with excellent mobility
Pegasus Knight A knight astride a pegasus, with superior mobility
Cleric A servant to her god, who wields healing white magic
Mage A spellcaster who wields potent black magic

Each of these classes will change the stats of the unit (currently, every option will change them for the better). Feel free to change your units to whatever you choose. I would recommend changing each of them.

Also, for each of these seven classes, keep in mind these weapon, arts, spells, and attributes:

Cavalier Weapon: Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  Attribute: Mounted – A unit with high movement. Traverses the field quickly
Soldier Weapon: Lance
Mercenary Weapon: Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0)
Archer Weapon: Bow
  Art: Bowrange +1 – Adds an extra square of range to attack from
Mage Spell: Fire – Standard fire magic
Pegasus Knight Weapon: Lance
  Attribute: Flier – A unit with high movement. Traverses the field quickly
Cleric Spell: Nosferatu – Holy magic that absorbs HP from enemies
  Spell: Recover – Restores HP to an adjacent ally

Additional spell information:

Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80
Nosferatu HP Cost: 0, Mt; 0, Weight: 2, Range, 1-2, Hit: 60
Recover HP Cost: 1, Rcv: 8, Range: 1

Once you are done making offerings and changing your classes, you can select Turnwheel, if you want. This will open up a new menu:

Memory Prisms View past events
Support Log View conversations between units
Amiibo Play using an Amiibo

At this point, the Memory Prisms and the Support Log options are not available. But, if you happen to own the Amiibo for this game (there are two, Alm and Celica), you can register your Alm Amiibo now. You can transfer your in-game stats to the figure, and use it in battle (See the Amiibo section in this walkthrough for more detail. Since Amiibo are not vital to the story, all further information regarding them can be found on the ‘Amiibo’ page.).

Once you are done, select Move and proceed north, into another dungeon, the Sacred Springs.

Inside, you will find two Sacred Springs; the Waters of Speed and the Waters of HP. You will only get three drinks between the two of them, so choose wisely. You can use all three on one, split it up, or not use them at all, it is up to you.

It is also up to you on who to use it on, some players prefer to distribute it to keep stats equal throughout the party, and other players use it all on one unit to make them the strongest.

Other players prefer to save use of the Sacred Springs for when your units have transitioned into their final class change. In my personal opinion, this doesn’t matter, and won’t affect your stats later on in this game (to my current knowledge).

Once you have made your decision, you will also notice some grass growing, scattered throughout the entire room. Attack the grass with the A button to cut it, and you might find a few Silver Marks.

Once you are done with the Sacred Springs and the grass, head back to the Shrine. Here you can talk to Tobin and Silque, who have nothing important to say, but you may find it interesting to learn more about Silque.

Next, head back to the Thieves’ Shrine Dungeon. You will find that the room has reset, so feel free to attack the barrels, crates, pots, grasses, flowers, and weeds once again. This will yield additional Silver Marks and Ale.

Once you are done with all of this, leave the dungeon. On your way out, you will find that the previous rooms have reset, allowing you to find additional items and Silver Marks.

Once you are out of the dungeon, you will be asked to save, concluding the scene.


Act One – Scene Five: The Storming of Ram Valley

Back on the world map, head back to Ram Village. Once you are there, head to the Square.

You will find the same five people:

Woman
Indignant Woman
Young Man
Man
Greedy Old Man

Talk to the Greedy Old Man and offer him the Ram Wine. In thanks, he will give you Blue Cheese (Health: 40, Fatigue: M). This will also raise your renown. Do not use the Blue Cheese, you will need it for another side quest later on.

Next, leave village again and proceed to the next location: Ram Valley. A battle awaits, so be prepared.

The Storming of Ram Valley

You will find a 20×22 grid, with several different types of terrain:

Plain Provides 0 cover
Mountain Provides 30 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Supplies Provides 40 cover, and +5 HP at the beginning of a new turn

A new menu will also open:

Select Units  
View Map  
Inventory Allows you to access the Convoy sub-menu, and equip items to units in your party
Save Save the game
Guide Review tutorials
Options Adjust game options
Exit Return to safety
Fight! End preparations and start the battle

Your party of seven faces , ten enemy units, consisting of the following:

  • Eight Brigands, each armed with an Axe (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • One Brigand Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • One Zofian Army Mercenary, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding a Leather Shield (Defense: 3, Avo: 0, Resistance: 0, Weight: 0)

Once you have prepared, select Fight! and begin the battle.

Before you start, Lukas will will tell you that the Leather Shield the Zofian Army Mercenary carries can be taken if you defeat him.

For this battle, the menu has once again updated:

Units Displays a list of your units in action
Turnwheel Use Mila’s power to turn back time. You can see the number of uses you have during a battle by looking at the square on the bottom right of the touch screen
Tactics Issue commands to units who have yet to take action
Retreat Available from turn 3 and onward
Bookmark Saves and suspends the game
Guide Review tutorials
Options Adjust game setting
End End your turn

Once you move Alm, another new menu will appear:

Arts Right now, the only option available here is to summon illusory units, using your Amiibo (if you have one)
Items This option will only be available if you are adjacent to another unit. If so, you can trade your item with the item they currently hold
Convoy View all items in your inventory, and swap out your equipped item. This is useful for when you are trading items with adjacent units
Provision Consume one of the provisions from your inventory
Wait Finish moving the unit

This one will be the toughest battle yet, so be careful and don’t forget to use your items to heal yourself if you need to. Also, Silque can heal your units as well.

The Brigands will take some work, but they won’t be too bad to fight. The hardest part here will be fighting the Zofian Army Mercenary. Because of his shield, it can be hard to injure him. You’ll need to use your toughest units to fight him, and keep your weaker units far away, or else he will quickly defeat them. It would be ideal to use magic against him, rather than attacking with physical weapons.

After you win, an Ally Soldier will find you, giving a report to Lukas that the Southern Outpost has fallen, forcing the Deliverance to retreat. He also tells Lukas that Lady Clair has been taken captive, and is being held at the Outpost.

You will be asked to save, concluding the scene.


Act One – Scene Six: Attack on the Southern Outpost

Back on the world map, equip your new Leather Shield to whomever you choose, and then head back to Ram Village.

Once you are back to Ram Village, go to the Square and talk to the Indignant Woman. By now you should have defeated twenty Brigands, like she asked you to (if not, just run back to the Thieves’ Shrine and fight a few more, then come back). She will give you the Fruit of Life, which will increase your HP. Your renown will also increase.

Once you are done, leave the village and head to the next location, the Southern Outpost. Another battle awaits you here, so be prepared.

Attack on the Southern Outpost

The grid is 20×14, with both new and familiar terrain here:

Plain Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover, and +5 HP at the beginning of a new turn
Sea Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Forest Provides 40 cover

Your party of seven is facing an enemy party of seven, including:

  • Six Zofian Army Soldiers, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • One Zofian Army Archer, armed with a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3) and two Attributes:
Bowrange +1 Increases bow range by 1
Anti-Fliers Effective against flying units

You will find the same menu as before, allowing you to prepare yourself before starting the fight.

Once you have prepared, select Fight! and begin the battle.

Lukas will point out that the Steel Bow the Zofian Army Archer carries is a very strong weapon, and he urges you to be cautious. Additionally, you can steal this weapon once the Archer has been defeated.

All seven enemy units are outside of your range of movement, so begin by moving in any way you wish.

By the second turn, depending on the movement of your units, the enemy will likely be in range. Several of your units will still be pretty weak (unless you have spent some extra time grinding in the Thieves’ Shrine), so be sure to keep them safe. The Archer is strong, and can do a great deal of damage, so be wary of him. Additionally, the Archer and the Soldiers will likely stand their ground on the Supplies squares near each of them, so carefully work your way around to ambush the Archer, and then work on the remaining enemy units. If you have a Mage in your party, the black magic they wield is very strong, and even has the chance of taking out the Archer in a single attack.

Once the Archer is taken care of, the rest of the battle should be fairly simple to finish. Don’t forget to use white magic and food to heal!

Once you have won, Alm and Lukas will talk about heading inside to find Lady Clair. You will be asked to save, concluding the scene.


Act One – Scene Seven: Southern Outpost Interior

Back on the world map, head east to the Southern Outpost Interior.

Within the Southern Outpost Interior, you will find yourself with the exploration view, ready to inspect the building and talk to anyone who might be inside.

Your map will show three locations:

Entrance
War Room
Dungeon

At the Entrance, begin by selecting Examine. In the middle of the screen, on the bottom left of the doorway, there is a bottle of Wine. To the right of the doorway, in front of a few pots, you will find a skin of Drinking Water (Health: 10, Fatigue: S).

Next (and this one can be easy to miss, it isn’t very obvious), just to the right of the Drinking Water and pots, there is a rack of weapons. You will find the Iron Lance (Mt: 2, Hit: 90, Range: 1, Weight: 0) here.

Finally, on the far right of the room, a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3) is hanging on the wall. Once you have obtained these four items, select Move and head to the War Room.

In the War Room, select Examine. In the middle left of the screen, leaning against a barrel, you will find the Lightning Sword (Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3). Next, you will find three items on the table; Cold Soup (Health: 10, Fatigue: S), Wine, and Ale.

To the right of the table, leaning against another barrel, you will find the Rusted Sword (Mt: 0, Hit: 80, Range: 1, Weight: 3).

Once you have these five items, select Move and head to the final location: the Dungeon.

Upon entering the Dungeon, you will see Clair locked in a cell. Lukas will begin talking to her, and she will demand to be released at once.

You will be allowed to talk to Clair and examine the room. Start by selecting Examine, and collect the Hard Bread (Health: 10, Fatigue: S) from atop the barrel to the left of the cell. After this, you’ll find a table on the right side of the room, with another Hard Bread on it, along with some Holey Cheese (Health: 10, Fatigue: S) and Leftover Ale.

Don’t eat the Holey Cheese just yet, you’ll need it for a side quest later on.

Lastly, underneath the table you will find the Cell Key. Pick this up, and then examine the cell door to open it up.

Once the cell door is open, Clair will be released. After an amusing introduction with Alm, she joins your party. She is a Pegasus Knight, and she comes empty-handed.

Feel free to equip your new weapons and items now. After all, your new Lightning Sword and Iron Lance will come in handy for your next fight. The Lightning Sword comes with an Attribute, Transmute:

Transmute Attacks by this weapon are treated as magical attacks

Once you are done, you will now find one person to talk to:

Ally Soldier

The Ally Soldier has some interesting information regarding Mila, but nothing very important.

Once you are done in the Dungeon, head back outside; there is nothing left to do here. Don’t forget to save!


Act One – Scene Eight: First Battle of Southern Zofia

Back on the world map, head to Southern Zofia 1. A battle awaits, so be prepared.

First Battle of Southern Zofia

This grid is 20×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover, only fliers can maneuver this terrain
Supplies Provides 40 cover, Gain +5 HP at start of new turn
Stairs Provides 0 cover

Your army of eight faces an army of nine enemy units, consisting of the following:

  • Seven Zofian Army Soldiers, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • One Zofian Army Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • One Zofian Army Cavalier, armed with a Lance and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly

Once you have prepared, select Fight! to begin the battle.

Personally, I would suggest moving Alm to the front, equipped with the Lightning Sword (Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3). At this point in the game he should be strong enough to kill these enemies in only one turn, even when attacked (as long as he gets two hits in). So, if he is put in range of the enemy, he will likely be attacked by up to three enemy units, each of which he should take out entirely. Keep in mind that the Archer will also likely attack Alm, but his current health should be able to withstand any attacks.

For your second turn, I would recommend you take out the archer, who should be in range. Alm can usually take him out in one fight, but you can use some other characters to fight him off, if you want to give them some extra experience. Just be careful not to pit an ally that is too weak against him, you don’t want them to fall in battle!

Watch your HP, and don’t forget to retreat and heal now and then. Do this, and you should win easily.

Once you defeat all nine enemy units and win the battle, a mounted soldier will ride up from the west. This will be Fernand. Fernand will talk to Clair, telling her that he rode to rescue her as quickly as he could, once he heard she had been taken captive. He is surprised to find that he is too late, and she is already safe.

Fernand asks who Alm is, calling him ‘rabble’, and Clair reprimands him, telling him that Alm is Sir Mycen’s grandson. Fernand isn’t pleased with this, and demands to know why Lukas didn’t bring Mycen himself, as he was asked to. Lukas makes an attempt to explain, praising Alm and his friends for their strength and their help. Fernand brushes this off, saying “Hah! As if the word of a backwater noble carries weight with me.”

Alm tells him to show Lukas some respect, and Clair steps in, agreeing with Alm. Fernand is a bit disgruntled, and tells Clair to come with him to see her brother, Sir Clive. She refuses, deciding to stay with Alm and his party. Fernand is displeased, and quickly leaves.

Once he is gone, Clair and Lukas apologize on Fernand’s behalf, telling them that he wasn’t always so rude. They hint that some trying things have happened to him, and the scene ends.

After this, you will be asked to save, and then returned to the world map.


Act One – Scene Nine: Second Battle of Southern Zofia

Back on the world map, head north to Southern Zofia 2. As per usual, a battle awaits you, so be prepared!

Second Battle of Southern Zofia

This grid will be the largest yet, at 28×30.

Most of the terrain will be familiar, with two new additions:

Plain Provides 0 cover
River Provides 0 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover, Gain +5 HP at start of new turn
Stairs Provides 0 cover
Forest Provides 40 cover
Bridge Provides 0 cover

Your army of eight faces an enemy army of six, consisting of the following:

  • Six Zofian Army Cavaliers, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly

Once you have finished preparing, select Fight! to begin.

Move however you want, you can’t reach the enemy until at least your third turn.

During this battle, you may unlock something called a Combat Art. If you use items long enough, you will be able to gain access to any special abilities associated to it. These can be weapons or shields. Combat Arts are very useful during battles, but they usually cost HP to use.

The combat art you may learn in this battle is for the Leather Shield (Defense: 3, Avo: 0, Resistance: 0, Weight: 0): ‘Swap’. Once this is learned, the Leather Shield will be at its maximum power and usefulness.

Swap HP Cost: 0 Lets the user swap places with an ally

Unfortunately, most of your party will not be able to fly. It is possible for you to have up to two fliers at this point (Faye and Clair), but anyone else will be forced to use the bridge to cross the river. This can take some time to work your way north across the bridge, so if you use your Pegasus Knight(s), be careful not to let the Cavaliers gang up on them! As the only ally units north of the bridge, they will be the only targets. Keep this in mind as you move and fight.

Also, don’t forget that whoever has the Lightning Sword (Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3) equipped can use lightning to attack from two squares away, rather than the square adjacent to the enemy. This can be very useful, because the enemy can’t fight back if you are out of range.

The battle shouldn’t be too hard for your party, just be careful to keep your weaker units far away from the Cavaliers, since they can travel a long distance in a single turn. This fight will mostly just take time, because of the river. So take your time and fight smart. And don’t forget to retreat and heal!

Once you have defeated all six enemy units, Lukas will urge you to hurry to the Deliverance Hideout.

You will be asked to save, and the scene will conclude.


Act One – Scene Ten: Deliverance Hideout

Back on the world map, head west to the Deliverance Hideout.

Here you will meet a new character, Python. He guards the entrance to the Hideout, and he will tell you to hurry to Sir Clive; he is expecting you. As you make to leave, he will also warn you to be careful, that “Terrors roam these halls.” Alm is surprised, and asks why there are Terrors in their hideout. Python explains that the Terrors were actually there first, and in addition, they spawn in greater numbers closer to Mila’s Power.

After this, you will be switched to exploration view. You can talk to Python, but he will only tell you to go see Sir Clive. There are no items to examine here, so select Move.

Right now, the map will only show three things:

Entrance
Exit
Proceed

Select Proceed to enter the Deliverance Hideout Dungeon.

A familiar menu will open, allowing you to make any last-minute preparations. Do so now, and then select Explore to begin.

You will now be switched to dungeon view. As you explore the dungeon, Alm will make a short commentary on the catacombs. He will mention that they were once used to bury the most distinguished families in Zofia, but are now just a home for the walking corpses (known as Terrors) of those same families.

Here you will find a long hallway, with three small doorways leading into the catacombs. The two on the left will both lead to the same room, and the one on the right will open up into a small, square room. There will be barrels, crates, and pots to destroy in these rooms, so feel free to smash them to find Silver Marks, Leftover AleWine, Hard Bread (Health: 10, Fatigue: S), Leftover Bread (Health: 10, Fatigue: S), or a Bread Piece (Health: 10, Fatigue: S). Keep in mind, however, there will be Terrors walking these halls, and you will be hard-pressed to avoid them.

Also, while you are in this dungeon, the following may happen:

  • It will be likely that Lukas will gain access to the Knight class change.
  • If you have a Mage, they may reach level 4 and learn a new spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70

Deliverance Hideout Dungeon Battles

These grids will be 12×12, and will have varying numbers of enemy units.

The terrain will be simple:

Ground Provides 0 cover

There will be four types of Terrors:

  • Terror Revenant, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) with the Terror Attribute:
Terror An accursed monster with high HP

Additionally, the Revenants will occasionally hold a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3), which you can steal once you defeat them.

  • Terror Bonewalker, armed with a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) with the Terror Attribute.
  • Terror Entombed, armed with Claws and the Terror Attribute.
  • Terror Titan, armed with an Axe (Mt:0, Hit: 90, Range: 1, Weight: 0), and the Terror Attribute. They also sometimes hold a Silver Purse.

The Revenants are the most common, and the Bonewalkers appear frequently. Entombed are rare, but still seen now and then; and Titans are very rare to come across. You are unlikely to come across one until Act Three.

However, if you do fight a Titan, your best shot is to gang up on him with all of your strongest units. Use magic and arrows whenever possible. If he is allowed to attack, he is likely to take down an ally unit. This is a small annoyance for those playing in Casual Mode, but for those in Classic Mode, this is a pretty big blow to your team. So, be very careful with this enemy.

The Terror Revenants really aren’t that hard to fight. It will likely take two units to bring each one down, but this still shouldn’t pose too much of a problem. They don’t do very much damage, their only real strength is their health. Additionally, they are pretty weak against Pegasus Knights, so use this to create a strategy during battle. It will likely only take one or two turns to take down a Revenant.

The Terror Bonewalkers are much stronger. They are the undead equivalent of a soldier, with high HP and strong attacks. They are also quite effective against Pegasus Knights, so be careful.

The Terror Entombed are tough, and take several attacks to bring down. Most units that fight with physical attacks will receive much more damage than they give, so use magic as much as possible. However, they are very weak against Pegasus Knights (but they may still dish out quite a bit of damage, so be careful).

Once you have explored both of these rooms, head further down the hallway. You will find a four-way intersection. Start by heading east.

There will be a doorway to the south, not far down the hall. It will appear to be sealed off, but if you attack the wall, it will break, allowing you to enter the secret area behind it. This room will be filled with barrels and crates, and in the center of the room will be a golden chest. Open it up to find the Iron Bow (Mt: 2, Hit: 75, Range: 1-3, Weight: 2).

Now head further down the hall, and you will find three more doorways (north, east, and south). Start by taking another right (south), into a small caved-in room. There will be plenty of things to smash in here.

Next, head north. This room won’t be caved-in, but it should have a lot of coins hidden in the crates, barrels, and pots.

Once you have done this, head east. You will find a long hallway stretching to the north, follow it to the end, where there will be a left turn (west).

After a short hall, there will be stairs going down to the right (north), and a barricaded door to the left (south). Run south to the door and open it. Once through, you will find yourself in a long hall with four doorways. Go to your left (east) to find a large room, and destroy all the barrels, crates, and pots. This room is connected to the hallway by two doorways, so go back through one.

Back in the hallway, if you want to you can duck into the room the the northwest, but it is a dead end, with nothing inside. So, head to the fourth doorway, to the southwest. This one is blocked by another fake wall, so smash it and head inside to destroy a few more pots, barrels, and crates.

Now head south, and you will find yourself at the same intersection from before. At this point, you will have already gone to the east, and you just came from the north. So, head west. At the end of this hallway you will find three more doorways (south, north, and west). Head north to smash some more crates and barrels, and then head south through a barricaded doorway, into a large room with crates, barrels, Terrors, and another golden chest.

Smash everything in the room, and then open the golden chest for a bag of Silver Marks. Once you have done that, head back to the hallway. If you take the final doorway to the west, you will find another dead end, with nothing inside, so duck into the room if you want, and then head back to the intersection.

At the intersection, head north, all the way down the stairs. Exit the dungeon.

Here you will find another Mila Shrine, with three people standing in the room. One of these is Clive, who is happy to see his sister is safe. He greets Alm, thanking him for saving Clair.

While Clive talks to Alm, Gray talks to Tobin, excited to meet Clive, who used to be Captain of the Knights of Zofia (until the Kingdom was overthrown).

Clive tells Lukas that they lost a lot of men when the Outpost fell, and that the morale of their troops has been low ever since. He mentions that he had been hoping that the arrival of Sir Mycen would boost their courage, and Alm apologizes that his grandfather was unable to come, stating that he knows Mycen has his reasons (even if he is unsure of what they may be).

Clive assures Alm that everything will be fine, and then he makes a request of him, the same request he was going to make of Sir Mycen: to become the new leader of the Deliverance.

Alm is taken aback, and Fernand is shocked as well. Clive explains that the Knights of Zofia began as a group of nobles, but eventually expanded to where the ranks were filled mostly with commoners. Now as the Deliverance, the rebel knights have the same problem. As a noble, Clive has not faced the same lifestyle as the commoners, and shares only the cause of their fight with them. He needs a knight that can understand the commoners to lead the Deliverance, as they can relate to him.

Fernand disagrees, but Lukas tells Clive, “I, for one, think it’s a fine idea.” He explains that noble knights aren’t the only skilled fighters, and that Alm can hold his own as well as any other knight.

Clive assures Alm that he and his lieutenants will still take care of all day-to-day matters, and that all Alm will need to do is lead. Clair jumps in, asking him to help share the burden of leading with her brother, and Alm makes his decision: “If you think me worthy, then I won’t let you down.”

With that, Fernand loses it. He confronts Clive, stating that he joined the army because it used to be a group of noble knights that he could be proud of, and he won’t stand to see it continue to fall into the hands of common blood. Clive asks him to look beyond his personal reasons for disliking the commoners, but Fernand refuses, and leaves.

Alm tries to help reassure Clive that he will do his best to lead the Deliverance, and Clive thanks him for the gesture, and joins your party.

Clive is a Cavalier, with the Mounted attribute and a Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1).

The game now switches back to the first-person angle. Select Examine and collect the Mana Herbs (Health: 20, Fatigue: S) from the bottom left of the room.

Next, if your party is at all fatigued (as they most likely are), select Mila and make an offering.

You can also make the choice to upgrade Lukas from a Soldier to a Knight. This will improve his stats greatly, and I would recommend doing so.

Knight Attribute: Armored – A unit with high defense

After this, you can choose Turnwheel. The Memory Prisms option is still unavailable, but you can now read past conversations in the Support Log. During battles, when moving a unit there will occasionally be a speech bubble above another unit. If you move them together, they can have a short chat. These will be recorded and can be read at any time using the Turnwheel.

Additonally, you can use this to update your Amiibo, if you have one.

Finally, select Talk. There are four men in the room:

Ally Soldier
Forsyth
Ally Soldier
Ally Soldier

From left to right: If you talk to the first Ally Soldier, he will tell you about Emperor Rudolf. The second solider will tell you more about Sir Clive and his love, Lady Mathilda. The third soldier will tell you about Fernand, explaining why he hates commoners.

Lastly, if you talk to Forsyth, he will ask to join you. You will be given the option of recruiting him (I would recommend this). Forsyth is a Soldier, armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0).

After all of this, select Move and select Proceed on the map. This will bring you to another Sacred Spring. There will be more grass growing in this room, so cut it to get some extra Silver Marks. Then proceed to the fountains.

On the left is the Water of Defense, and on the right is the Water of Attack. Once again, it is your choice on who to use it on, if at all.

After you make your decision, head back into the dungeon. Feel free to run back through everything to collect more items (you might have better luck the second time around) and Silver Marks, and to fight more Terrors for experience. Everything will be pretty much the same, only this time, you will have ten units fighting. Keep in mind that even if a unit does not participate in fighting, as long as they move somewhere on the grid, they will receive some bonus experience points at the end of the fight.

If you fight enough Terrors for the experience, Clive might actually earn the right to class change. If you feel like it, head back to the Mila Idol and change him to a Paladin now, as this will make him stronger. If you don’t want to right now, you can always do so later.

Paladin Attribute: Mounted – A unit with high movement. Traverses the field quickly

Once you make it back to the Entrance, talk to Python. He will ask to join you, and you will be given the option to recruit him as your eleventh character.

Once you have done so, you can finally exit the dungeon. You will be asked to save, and the scene will conclude.


Act One – Scene Ten: Deliverance Hideout

Back on the world map, head west to the Deliverance Hideout.

Here you will meet a new character, Python. He guards the entrance to the Hideout, and he will tell you to hurry to Sir Clive; he is expecting you. As you make to leave, he will also warn you to be careful, that “Terrors roam these halls.” Alm is surprised, and asks why there are Terrors in their hideout. Python explains that the Terrors were actually there first, and in addition, they spawn in greater numbers closer to Mila’s Power.

After this, you will be switched to exploration view. You can talk to Python, but he will only tell you to go see Sir Clive. There are no items to examine here, so select Move.

Right now, the map will only show three things:

Entrance
Exit
Proceed

Select Proceed to enter the Deliverance Hideout Dungeon.

A familiar menu will open, allowing you to make any last-minute preparations. Do so now, and then select Explore to begin.

You will now be switched to dungeon view. As you explore the dungeon, Alm will make a short commentary on the catacombs. He will mention that they were once used to bury the most distinguished families in Zofia, but are now just a home for the walking corpses (known as Terrors) of those same families.

Here you will find a long hallway, with three small doorways leading into the catacombs. The two on the left will both lead to the same room, and the one on the right will open up into a small, square room. There will be barrels, crates, and pots to destroy in these rooms, so feel free to smash them to find Silver Marks, Leftover AleWine, Hard Bread (Health: 10, Fatigue: S), Leftover Bread (Health: 10, Fatigue: S), or a Bread Piece (Health: 10, Fatigue: S). Keep in mind, however, there will be Terrors walking these halls, and you will be hard-pressed to avoid them.

Also, while you are in this dungeon, the following may happen:

  • It will be likely that Lukas will gain access to the Knight class change.
  • If you have a Mage, they may reach level 4 and learn a new spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70

Deliverance Hideout Dungeon Battles

These grids will be 12×12, and will have varying numbers of enemy units.

The terrain will be simple:

Ground Provides 0 cover

There will be four types of Terrors:

  • Terror Revenant, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) with the Terror Attribute:
Terror An accursed monster with high HP

Additionally, the Revenants will occasionally hold a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3), which you can steal once you defeat them.

  • Terror Bonewalker, armed with a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) with the Terror Attribute.
  • Terror Entombed, armed with Claws and the Terror Attribute.
  • Terror Titan, armed with an Axe (Mt:0, Hit: 90, Range: 1, Weight: 0), and the Terror Attribute. They also sometimes hold a Silver Purse.

The Revenants are the most common, and the Bonewalkers appear frequently. Entombed are rare, but still seen now and then; and Titans are very rare to come across. You are unlikely to come across one until Act Three.

However, if you do fight a Titan, your best shot is to gang up on him with all of your strongest units. Use magic and arrows whenever possible. If he is allowed to attack, he is likely to take down an ally unit. This is a small annoyance for those playing in Casual Mode, but for those in Classic Mode, this is a pretty big blow to your team. So, be very careful with this enemy.

The Terror Revenants really aren’t that hard to fight. It will likely take two units to bring each one down, but this still shouldn’t pose too much of a problem. They don’t do very much damage, their only real strength is their health. Additionally, they are pretty weak against Pegasus Knights, so use this to create a strategy during battle. It will likely only take one or two turns to take down a Revenant.

The Terror Bonewalkers are much stronger. They are the undead equivalent of a soldier, with high HP and strong attacks. They are also quite effective against Pegasus Knights, so be careful.

The Terror Entombed are tough, and take several attacks to bring down. Most units that fight with physical attacks will receive much more damage than they give, so use magic as much as possible. However, they are very weak against Pegasus Knights (but they may still dish out quite a bit of damage, so be careful).

Once you have explored both of these rooms, head further down the hallway. You will find a four-way intersection. Start by heading east.

There will be a doorway to the south, not far down the hall. It will appear to be sealed off, but if you attack the wall, it will break, allowing you to enter the secret area behind it. This room will be filled with barrels and crates, and in the center of the room will be a golden chest. Open it up to find the Iron Bow (Mt: 2, Hit: 75, Range: 1-3, Weight: 2).

Now head further down the hall, and you will find three more doorways (north, east, and south). Start by taking another right (south), into a small caved-in room. There will be plenty of things to smash in here.

Next, head north. This room won’t be caved-in, but it should have a lot of coins hidden in the crates, barrels, and pots.

Once you have done this, head east. You will find a long hallway stretching to the north, follow it to the end, where there will be a left turn (west).

After a short hall, there will be stairs going down to the right (north), and a barricaded door to the left (south). Run south to the door and open it. Once through, you will find yourself in a long hall with four doorways. Go to your left (east) to find a large room, and destroy all the barrels, crates, and pots. This room is connected to the hallway by two doorways, so go back through one.

Back in the hallway, if you want to you can duck into the room the the northwest, but it is a dead end, with nothing inside. So, head to the fourth doorway, to the southwest. This one is blocked by another fake wall, so smash it and head inside to destroy a few more pots, barrels, and crates.

Now head south, and you will find yourself at the same intersection from before. At this point, you will have already gone to the east, and you just came from the north. So, head west. At the end of this hallway you will find three more doorways (south, north, and west). Head north to smash some more crates and barrels, and then head south through a barricaded doorway, into a large room with crates, barrels, Terrors, and another golden chest.

Smash everything in the room, and then open the golden chest for a bag of Silver Marks. Once you have done that, head back to the hallway. If you take the final doorway to the west, you will find another dead end, with nothing inside, so duck into the room if you want, and then head back to the intersection.

At the intersection, head north, all the way down the stairs. Exit the dungeon.

Here you will find another Mila Shrine, with three people standing in the room. One of these is Clive, who is happy to see his sister is safe. He greets Alm, thanking him for saving Clair.

While Clive talks to Alm, Gray talks to Tobin, excited to meet Clive, who used to be Captain of the Knights of Zofia (until the Kingdom was overthrown).

Clive tells Lukas that they lost a lot of men when the Outpost fell, and that the morale of their troops has been low ever since. He mentions that he had been hoping that the arrival of Sir Mycen would boost their courage, and Alm apologizes that his grandfather was unable to come, stating that he knows Mycen has his reasons (even if he is unsure of what they may be).

Clive assures Alm that everything will be fine, and then he makes a request of him, the same request he was going to make of Sir Mycen: to become the new leader of the Deliverance.

Alm is taken aback, and Fernand is shocked as well. Clive explains that the Knights of Zofia began as a group of nobles, but eventually expanded to where the ranks were filled mostly with commoners. Now as the Deliverance, the rebel knights have the same problem. As a noble, Clive has not faced the same lifestyle as the commoners, and shares only the cause of their fight with them. He needs a knight that can understand the commoners to lead the Deliverance, as they can relate to him.

Fernand disagrees, but Lukas tells Clive, “I, for one, think it’s a fine idea.” He explains that noble knights aren’t the only skilled fighters, and that Alm can hold his own as well as any other knight.

Clive assures Alm that he and his lieutenants will still take care of all day-to-day matters, and that all Alm will need to do is lead. Clair jumps in, asking him to help share the burden of leading with her brother, and Alm makes his decision: “If you think me worthy, then I won’t let you down.”

With that, Fernand loses it. He confronts Clive, stating that he joined the army because it used to be a group of noble knights that he could be proud of, and he won’t stand to see it continue to fall into the hands of common blood. Clive asks him to look beyond his personal reasons for disliking the commoners, but Fernand refuses, and leaves.

Alm tries to help reassure Clive that he will do his best to lead the Deliverance, and Clive thanks him for the gesture, and joins your party.

Clive is a Cavalier, with the Mounted attribute and a Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1).

The game now switches back to the first-person angle. Select Examine and collect the Mana Herbs (Health: 20, Fatigue: S) from the bottom left of the room.

Next, if your party is at all fatigued (as they most likely are), select Mila and make an offering.

You can also make the choice to upgrade Lukas from a Soldier to a Knight. This will improve his stats greatly, and I would recommend doing so.

Knight Attribute: Armored – A unit with high defense

After this, you can choose Turnwheel. The Memory Prisms option is still unavailable, but you can now read past conversations in the Support Log. During battles, when moving a unit there will occasionally be a speech bubble above another unit. If you move them together, they can have a short chat. These will be recorded and can be read at any time using the Turnwheel.

Additonally, you can use this to update your Amiibo, if you have one.

Finally, select Talk. There are four men in the room:

Ally Soldier
Forsyth
Ally Soldier
Ally Soldier

From left to right: If you talk to the first Ally Soldier, he will tell you about Emperor Rudolf. The second solider will tell you more about Sir Clive and his love, Lady Mathilda. The third soldier will tell you about Fernand, explaining why he hates commoners.

Lastly, if you talk to Forsyth, he will ask to join you. You will be given the option of recruiting him (I would recommend this). Forsyth is a Soldier, armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0).

After all of this, select Move and select Proceed on the map. This will bring you to another Sacred Spring. There will be more grass growing in this room, so cut it to get some extra Silver Marks. Then proceed to the fountains.

On the left is the Water of Defense, and on the right is the Water of Attack. Once again, it is your choice on who to use it on, if at all.

After you make your decision, head back into the dungeon. Feel free to run back through everything to collect more items (you might have better luck the second time around) and Silver Marks, and to fight more Terrors for experience. Everything will be pretty much the same, only this time, you will have ten units fighting. Keep in mind that even if a unit does not participate in fighting, as long as they move somewhere on the grid, they will receive some bonus experience points at the end of the fight.

If you fight enough Terrors for the experience, Clive might actually earn the right to class change. If you feel like it, head back to the Mila Idol and change him to a Paladin now, as this will make him stronger. If you don’t want to right now, you can always do so later.

Paladin Attribute: Mounted – A unit with high movement. Traverses the field quickly

Once you make it back to the Entrance, talk to Python. He will ask to join you, and you will be given the option to recruit him as your eleventh character.

Once you have done so, you can finally exit the dungeon. You will be asked to save, and the scene will conclude.


Act One – Scene Twelve: Zofia Castle

From the world map, head north into Zofia Castle.

Here you will be switched to the first-person view. Your map will currently read:

Leave Castle
Entrance
Treasure Vault
To Central Hall

You start in the Entrance. There are two people to talk to here:

Young Man
Zofian Soldier

Talking to them will only yield some interesting information, but it isn’t really very important. Talk to them if you want, and then continue to the Treasure Vault, as there is nothing in this room to examine.

In the Treasure Vault, select Examine. There are five items to find here. On a table in the middle of the room you will find WineBlue Cheese (Health: 40, Fatigue: M), and the Ridersbane (Mt: 4, Hit: 80, Range: 1, Weight: 2), a lance that is especially effective against cavalry. Next, hiding on a bookshelf behind the table (slightly to the right) you will find a bottle of Ram Wine. Lastly, on the right side of the room, you will find a Black Pearl.

Next, you can talk to the two people in this room:

Zofian Soldier
Zofian Soldier

Talking to them will provide you with some information that may be useful later in the game, as well as some other interesting information:

The Zofian Soldier on the left will tell you that when he fled, Desaix stole the Royal Sword, a sword given by the Rigelian imperial household, as a sign of friendship.

The Soldier on the right will tell you about the Ridersbane you just collected.

Once you are done in the Treasure Vault, select Move and head to Central Hall.

In the Central Hall, Clive will ask Alm what he wants to do; protect the castle and wait for Rigel and Desaix to come back, or to take the fight to them. Alm considers his options, and decides that he wants to make as much of a difference as he can, and not leave the rest of the Kingdom of Zofia, and the continent of Valentia at the mercy of the enemy.

After his speech, you will return to the first-person view again. This time, your map will read:

To Entrance
Central Hall
Staircase
Throne Room

In the Central Hall, select Examine. To the far right, you will find two items: a Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1) and an Iron Shield (Defense: 4, Avo: 0, Resistance: 0, Weight: 1). Don’t forget to equip them!

After this, select Talk. There are three people in this room.

Man
Woman
Young Woman

Talking to them will give you some very interesting information, and I would recommend it. The Woman mentions that although all of King Lima’s children are thought to be dead, it is rumored that one still lives: Princess Anthiese.

Once you are done talking to them, head over to the Throne Room. Here, you will meet the Old Timer. Alm will tell him that he is Sir Mycen’s grandson, and the Old Timer will be surprised, telling him, “I knew the general quite well, and he had neither wife nor child.”

Alm is shocked, and Clive tries to tell him to ignore the Old Timer, telling him that he is probably just confused in his old age.

There is nothing to Examine in this room, and Talking to the Old Timer will yield nothing new. So, select Move and head back to the Staircase.

Here you will be greeted by another Zofian Soldier, there to tell ‘Commander Alm’ that a visitor is waiting for him up on the balcony.

With that, your map will now read:

To Entrance
Central Hall
Staircase
Throne Room
To Balcony

There is nothing to Examine here, and the Zofian Soldier won’t tell you anything new, so select Move once more, and head to the Balcony.

Here you will see Sir Mycen waiting for you. Before talking to him, select Examine. There are two Oranges (Health: 10, Fatigue: S) to the left, in front of a pile of crates.

Once you have collected these, talk to Mycen.

Mycen tells Alm that he has come to ask him if he is truly ready to march on Rigel, as this will place himself into the hands of destiny. If he does this, he will not be able to stop or undo the events that will follow. He will be asking men and women to endanger their lives, and he will be forced to shoulder their burdens and desires.

Alm tells him that he is sure, that although he has much to learn, he will fight for his kingdom.

Mycen mentions something about seeing the look Alm wears before, and that it ‘must run in the blood’. Alm tries to ask him what he means, and ask him about what the Old Timer downstairs was saying, but he is interrupted by the people downstairs, waiting to see their new hero, Commander Alm.

A short cut-scene will play, foreshadowing that Alm’s journey has just begun, and will be a long and brutal one.

After the cut-scene, you will be shown a conversation in Rigel, between a Rigelian Solider and Emperor Rudolf. The Soldier tells Rudolf that the Deliverance has taken back Zofia Castle, and Rudolf will simply grunt, asking, “And what of Berkut?”

The Soldier tells him that Lord Berkut had to retreat with his men, joining the main army.

At this, a new character, Jedah, is introduced. He calls Berkut pathetic, and another new character, Massena, tells him to hold his tongue.

Next, the Rigelian Soldier will tell the Emperor about Alm, telling him, “He assumed command after Sir Clive of the Knights of Zofia stepped down.”

The Emperor responds, “Did he now?”

You will be asked to save, and Act One will conclude.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

Advertisements

Leave a Reply