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

Fire Emblem: Fates: Shadows of Valentia

Nintendo 3DS

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

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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.


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Act Two: The Pilgrimage

(Avistym 401 V.C.)

You will be shown a short cut-scene of the future. Alm and Rudolf stand on opposite ends of a rampart, with Celica standing nearby.

The two clash sword and lance, with Alm yelling the entire time, “You took everything! Everything I loved! You took Zofia! You took my friends! And now…you took Celica too!”

Celica runs between the two, attempting to stop them, but she has a strange glow and aura about her, as if she is a ghost. Neither Alm nor Rudolf can see her. Rudolf begins to give off a purple and black aura, and he stabs Alm with his lance.

With that, Celica wakes up from her nightmare.


Act Two – Scene One: Priory

You are shown a different section of the world map: a small island called Novis.

The game shows an unfamiliar room, and shows a first-person view (but you are not in control) and introduces three new characters: Boey, Mae, and Genny.

A bell is clanging in the background, and Boey asks why. Mae tells him that Nomah told her the king has passed away.

The scene switches again, this time to a room containing a Mila’s Idol. Nomah speaks to Celica, asking if she is sure she wants to leave. She explains that it has been years since crops have grown in their kingdom, the Rigelians have invaded, and Terrors plague their barren fields. Because of this, she is worried that something has happened to the Earth Mother, Mila.

Nomah warns her that with the king’s passing, she is now the sole member of the Zofian royal line, and this will place her in great danger. But Celica is determined, so Nomah gives her his blessing to leave. He reminds her to bring Mila’s Turnwheel with her, and she assures him that she wears it, as always.

You will now be in control of Celica. She is a Priestess, capable of using black and white magic. Currently she only knows one spell, Fire:

Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

She also wields a Golden Dagger (Mt: 1, Hit: 90, Range: 1, Weight: 0), and the only other item she carries is Mila’s Turnwheel.

There is nothing to Examine in this room, so feel free to select Talk. There are three people in this room:

Sage
Nomah
Cleric

Talking to them isn’t necessary, but it will provide some useful information, especially from the Cleric.

Once you are done, select Move. There are only two locations on your map:

Mila Idol
Entrance

Head to the Entrance. Here you will be greeted by Mae, who asks her if she is going to the Temple of Mila. She tells Celica that she is coming with her, and Boey jumps in and tells them that he is coming too. With that, they both join your party.

Mae and Boey are both Mages. They can both use the Fire spell, and Mae can use Thunder:

Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

Mae brings a Sweet Cookie (Health: 30, Fatigue: M) with her, and Boey brings a skin of Drinking Water (Health: 10, Fatigue: S).

You are then given control again. First, select Examine. There are four items to collect in this room, WineButter (Health 20, Fatigue: S), Flour (Health: 10, Fatigue: S), and a Cog. All of them are found on the right side of the room, next to a pile of crates.

The Cog is a new item, and once you pick it up, a small pop-up will appear, saying, “Each Cog you collect lets you rewind the battle with Mila’s Turnwheel one additional time.”

Once you have collected these items, select Talk. The only person left in the room is Genny, who asks if she can come too. You will be given the option to recruit her, select ‘Yes’.

Genny is a Cleric, and just like Celica, she can use both black and white magic. She can use the familiar spells Nosferatu and Recover, and she brings some Holey Cheese (Health: 10, Fatigue: S) along with her.

Your map will now have changed:

Mila Idol
Entrance
Exit

Head to the Exit.

You will now be controlling Celica in the third-person view. Unlike Alm, however, she doesn’t currently use a weapon. So, the only things you can do is walk and dash.

You will be in a long hallway, and not far down it, you will find a Sacred Spring. These will be the Waters of Speed and the Waters of Attack. Once again, you have only three drinks between the two, so choose wisely.

After this, leave the hallway.


Act Two – Scene Two: Skirmish of Novis Cemetery

You will now be shown your new angle of the world map. The island of Novis is not far from Zofia, located due east across the ocean. The map is still 16×32, but now includes thirteen new locations:

Priory
Novis Cemetery
Novis Greatport
Zofia Seaway 1
Zofia Seaway 2
The Pirate Throne
Pirate Throne Interior
Zofia Seaway 3
Seabound Shrine
Seabound Shrine Interior
Zofia Seaway 4
Zofia Seaway 5
Zofia Harbor

You will currently be at the Priory. Move north to Novis Cemetery, where you will be met with a group of Terrors.

Skirmish of Novis Cemetery

The grid will be 13×22, and the terrain will be familiar:

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

Your party of four will be facing seven Terror Revenants, each armed with their Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror attribute:

Terror An accused monster with high HP

The Terror units will be spread over most of the grid, with your party in the bottom right corner.

Once you have finished preparing, select Fight! and begin the battle. Celica will remind you that terrain has no influence over magic, and you will be allowed to move.

For your first turn you will not be able to reach enemy range, so feel free to move and fight the battle however you decide. I would recommend using the Grave squares whenever possible, as these will provide maximum cover from enemy attacks. The battle will be fairly easy, meant more to allow you to learn to control these new characters, rather than actually challenge you.

Once you win, you will be asked to save your progress.


Act Two – Scene Three: Novis Greatport

Once you are back on the world map, head west to Novis Greatport. There are no enemy units here, so select A to enter the area.

You will be shown the first-person view. Select Examine. There are three items to find here; there is a bag of Flour (Health: 10, Fatigue: S) to the left, on the ground in front of some supplies. Above this, in the fish stall, you will find some Dried Shieldfish (Health: 30, Fatigue: M). Lastly, to the right, next to some pots and barrels, you will find another bag of Flour.

Do not use the Dried Shieldfish. You’ll need it for a side quest later on.

There are two characters here to talk to:

Man
Woman

Feel free to talk to both of them. The Woman will mention someone named Saber, who you can find in a nearby Tavern.

Next, select Move. Your map will read:

Leave Port
Entrance
Tavern
Wharf

Head to the Tavern. Here, there are nine items to collect, so select Examine. You will find Garlic (Health: 10, Fatigue: M) hanging on the ceiling to the left. Underneath the Garlic is a barrel, with a cat and another Dried Shieldfish on top of it.

To the right of the barrel is a table, with a bottle of Wine on top of it and a bottle of Leftover Ale underneath it.

To the right of the table is the bar, with a bottle of Wine and some Sausage (Health: 30, Fatigue: M) on top of the counter.

Next, on the right side of the room, you will find another table, with another bottle of Leftover Ale, and some Holey Cheese (Health: 10, Fatigue: S) on top of it.

Finally, behind this table (in the back of the room) is a barrel, with yet another bottle of Leftover Ale sitting on it.

Once you have collected all of these items, select Talk. There are three people in the room:

Young Woman
Saber
Tavernkeep

Talking to the Young Woman, she will tell you that the Seabound Shrine (found to the north) holds an ‘otherworldly sword’, as well as a Necrodragon.

Saber will simply ask if you are lost, as the tavern is not a place for children.

The Tavernkeep will tell you that he makes his own tinctures, and that if you bring him three Mana Herbs (Health: 20, Fatigue: S), he will make you a Medicinal Syrup (Health: 40, Fatigue: L). Currently, you will not have any Mana Herbs, so you cannot yet take him up on his offer.

Once you have spoken to them, select Move and head to the Wharf. Here there are only two items to collect, so select Examine. On the far left is a basket of fish, with a Herring (Health: 20, Fatigue: S)on top of it. Next, not far to the right, you will find another Herring on the ground at the base of a rail.

Once you have both of these items, select Talk. There are three people to talk to here:

Old Timer
Young Man
Man

The only person you need to talk to is the Old Timer. Talking to the Young Man and the Man will provide you with some extra information, but it is not vital to the story.

The Young Man will tell you to be careful if you set sail, as a man named Barth has declared himself the Pirate King.

The Man will tell you that Chancellor Desaix has seized the throne of the Kingdom of Zofia, killing the king. He tells you about Sir Clive and how he is attempting to fight back, but as of yet, the fighting has been hard and has gotten nowhere.

Finally, while talking to the Old Timer, Celica will ask if he has any ships available. He tells her that there are too many Pirates on the seas, and that he cannot, unless she were to be lending her strength by fighting the Pirates off.

With that, your party will talk amongst themselves, and Celica will reason that they will need to fight anyway, if they are to make it to Zofia. Additionally, she realizes that they need to recruit additional help, strong allies to help them as they travel.

Once you have talked to them, head back to the Tavern and talk to Saber. Celica will introduce herself, and ask for his help as they make their way to the Temple of Mila. Saber says that he will need to be paid, and Celica tells him that although she doesn’t have much money, she does have a Golden Dagger (Mt: 1, Hit: 90, Range: 1, Weight: 0). Saber takes the deal, and joins your party.

Saber is a Mercenary, and when he joins your party he will be armed with Celica’s Golden Dagger. This will mean Celica is armed with only a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).

After recruiting Saber, head back to the Wharf and talk to the Old Timer. He will allow you to board, and a cut-scene will follow, with Celica looking across the ocean, thinking of Alm.

You will then be shown Jedah, far in the north. He is talking to a large, floating, glowing, purple-and-black eye, and refers to it as Lord Duma. He tells Duma that he has received news that ‘the girl’ has left the island, and he promises to deliver her to him. “She of the fated children…Bearer of the Brand…”

With that, the scene will end. Don’t forget to save your game!


Act Two – Scene Four: First Pirate Raid

You will find yourself back on the world map. Once you have prepared yourself, head north to Zofia Seaway 1, where you will be met by an enemy squad.

First Pirate Raid

A Pirate will confront the Old Timer, and Saber will tell Celica that it is time to fight.

The battle view will appear. The grid will be 20×22, and will feature some new terrain:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover, Gain +5 HP at start of new turn
Bridge Provides 0 cover

Your party of five will be facing seven Pirate Brigands. All of them will be armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0), and one of them will be holding Bread (Health: 10, Fatigue: S).

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

None of your party will be able to make it across the Bridge, so align yourself as close to it as you can get. Remember, Saber fights with weapons, Celica fights with both weapons and magic, and the other three in your party will each attack only with magic (which is best used at a distance).

It would be wise to allow the Bridge to become a bottleneck, placing Saber in front to take the brunt of the attacks. You can then line your magic users behind him, throwing spells over him. If you hold your ground here, six of the seven enemy units will likely come to you, allowing you to defeat them easily.

The final Brigand will likely hold his ground on the Supplies square, forcing you to bring the fight to him. Luckily, there isn’t anything special about him, and he should go down quickly. Once you get near him, he will move to attack you.

The battle will not be too hard. Don’t forget to use Genny, your food, and the Supplies squares to heal your party when necessary. Work by taking out each enemy from afar (when using Mae, try to use Fire, rather than Thunder. Thunder can reach enemies from further away, but her Fire spell is likely to cause up to 26 points of damage, which is enough to take out an enemy unit entirely).

Once you have won, you will be asked to save, concluding the scene.


Act Two – Scene Five: Second Pirate Raid

Back on the world map, head northeast to Zofia Seaway 2. Here you will be met with another Pirate raid.

Second Pirate Raid

This time the enemy ship will be much bigger. The grid will be 20×30, and will feature all of the same terrain as the last battle:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover, Gain +5 HP at start of new turn
Bridge Provides 0 cover

Your party of five will be met by ten Pirates, consisting of the following:

  • Eight Pirate Brigands, each armed with an Axe (Mt: 0, Hit: 90, Range: 1, Weight: 0). One of them will also hold a bottle of Wine.
  • One Pirate Mercenary, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) and carrying a Leather Shield (Defense: 3, Avo: 0, Resistance: 0, Weight: 0).
  • One Pirate 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

Once you have finished preparing, select Fight! and start the battle.

There are two Bridges connecting your two ships, so use them both to either board the enemy ship and bring the fight to them, or to bottleneck the Pirates as they attempt to board your ship.

Be careful not to send in your weaker ally units in front, because magic users do not have a very good defense from physical attacks. Additionally, keep in mind that there are a lot of enemies here, and your party is still pretty weak. Play to your strengths and don’t run behind enemy lines. Don’t be afraid to bring the fight to the enemy, but also remember that it can be good to let them come to you.

So, be sure to put Celica and Saber in the front, to take the attacks. Leave Boey, Mae, and Genny behind, to throw spells from a safe distance.

The battle will be somewhat difficult, but not too bad. Once you have won, you will have a Leather Shield to improve your protection, as well as improved stats from any leveling up that occurred during the fight.

After the battle, the Old Timer will point out a nearby island, which is the base of operations for the Pirate King, Barth. Celica poses the question, “If we were to deal with this Barth, would this stretch of ocean be safer?” The Old Timer has to agree that it would be, but tells her that she would be insane to pick a fight with him.

Celica makes up her mind to storm the Pirate Throne, and the scene ends, allowing you to save.


Act Two – Scene Six: Assault on the Pirate Throne

From the world map, head north to The Pirate Throne.

Assault on the Pirate Throne

The grid will be 20×14, with mostly familiar terrain:

Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Wall You cannot move to these squares
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Rubble Provides 0 cover. Only fliers can maneuver this terrain
Sea Provides 0 cover. Only fliers can maneuver this terrain
Bridge Provides 0 cover
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares

Your party of five will be facing thirteen enemy units consisting of the following:

  • Twelve Pirate Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Berth, who is also a Brigand. In addition to his Axe, he carries Dried Meat (Health: 20, Fatigue: S).

In addition to the thirteen Pirate Brigands, there are also three more units. These are friendlies, and are also there to fight Berth:

  • Valbar, a Knight armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0), and he has the Armored attribute:
Armored A unit with high defense
  • Kamui, a Mercenary. He is armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Leon, an Archer armed with an Iron Bow (Mt: 2, Hit: 75, Range: 1-3, Weight: 2). He has the Bowrange +1 and Anti-Fliers attributes:
Bowrange +1 Increases bow range by 1
Anti-Fliers Effective against flying units

Although you won’t be in control of these three, it will help to level the battle, bringing it from five against thirteen to eight against thirteen.

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

Celica will remember someone from Novis Greatport telling her that a man had recently left to seek revenge on Barth, for killing his family. That man is Valbar.

With that, you will be allowed to move your units as you please.

During this battle, Boey may learn Thunder (HP Cost: 3, Mt: 4, Weight: 5, Range: 1-3, Hit: 70). It is possible for him to have already learned this; either way be sure to use it to your advantage!

For your first turn, you will be unable to enter enemy range. Move your troops into a defense position on your boat; the enemy will come to you. After your turn, the enemy will move, and then the allies. The allies will likely take out at least one enemy unit.

The allies will keep several units busy, taking a few of them out along the way. All you need to concern yourself with for now is fighting off the enemy units that come near you and your ship. You will be able to attack with magic from across the side of the ship, so use that to your advantage. Remember that although Celica can fight with a weapon, her magic is much more accurate and powerful.

Around the time you finish defeating the enemies attacking your party, the ally units to the north will also finish fighting as well, leaving only Celica’s party, Valbar’s party, and Berth.

At some point, one of Valbar’s units may come to Genny to be healed. Keep in mind that if one of them goes out of their way to stand near her, this is likely what they want.

For the number of enemies you face in this battle, it actually shouldn’t be too challenging. The Pirate Brigands aren’t too tough, and neither is Berth. Berth’s only real strength is in his health, which won’t be too much of a problem once you mobilize a unit or two to fight him.

Once you defeat him, you will receive his Dried Meat.

After the battle, Celica will comment on the status of Valbar’s party, and you will be asked to save your game, ending the scene.


Act Two – Scene Seven: Pirate Throne Interior

Back on the world map after defeating Berth, head to the east, to the Pirate Throne Interior.

Here you will be switched to the third-person view. Select Examine, and collect the Leftover Ale from the bottom left side of the room. Next, on the right side of the room is a table with two bottles of Leftover Ale, a Ham (Health: 30, Fatigue: M), and some Dried Meat (Health: 20, Fatigue: S). Once you have collected these, grab the last bottle of Leftover Ale from the floor to the right of the table, and select Talk.

There will be three familiar people in the room:

Valbar
Leon
Kamui

Start by talking to Valbar. He will introduce himself and thank you for your help in defeating Berth and his men. After that, he will offer to help you, and you will be given the option to recruit him. Do so, and then talk to Leon and Kamui, and recruit them as well.

If you want, give the new recruits some items to hold. Then, select Move. Your map will display three locations:

Exit
Entrance
Treasure Vault

Head to the Treasure Vault. Once there, select Examine.

There are six items to collect in this room. First, on the left side of the room, there is a table. At the base of the table, to the right, you will find a Golden Apple (Health: 0, Fatigue: L). A Golden Apple is fruit from the Tree of Knowledge, and eating it will grant EXP. Feel free to give it to someone in your party now, if you want, or you can save it for a later date.

Next, on the right side of the room, underneath a window, you will see a chest. Leaning up against the chest is a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1).

The final four items are all on the bookcase to the far right of the room. On one of the shelves, you will find a jug of Ram Wine. On top of the bookcase is a Cog, which you may remember will add to the amount of times you can use Mila’s Turnwheel in a battle. The next is a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3), and the final item is an Iron Sword(Mt: 2, Hit: 90, Range: 1, Weight: 0), hidden behind the Rusted Shield.

Equip your new items, and then (if you want) select Talk. There are three people in this room:

Young Man
Old Timer
Man

None of these people will give you any vital information, so it is not necessary to talk to them.

Once you are done, go to the Exit and leave to the world map. Don’t forget to save!


Act Two – Scene Eight: Third Pirate Raid

Back on the world map, leave the Pirate Throne Interior and prepare yourself for another battle (it would be wise to save your game), then head west to Zofia Seaway 3.

Third Pirate Raid

The map will be 20×22, and the terrain will be familiar:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Bridge Provides 0 cover

Your party of eight will be facing a single enemy, but don’t be reckless. Your enemy is a Cantor, which is defined as “A hex master with the power to summon Terrors.”

The Cantor wields black and white magic, and he has two spells in his arsenal:

Miasma Poison magic HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80
Conjure Summons evil beings HP Cost: 1

Additionally, the Cantor has the Incarnation attribute:

Incarnation Restores 5 HP each turn

Finally, the Cantor also holds the Fruit of Life (Health: 0, Fatigue: L). The Fruit of Life comes from the Tree of Life, and will increase HP.

When you are ready, select Fight! and begin the battle.

During this battle, Celica is likely to learn a new spell: Seraphim.

Seraphim Holy magic effective against Terrors HP Cost: 4, Mt: 7, Weight: 4, Range: 1-2, Hit: 90

You cannot make it onto the Cantor’s ship in your first turn, so place your units strategically. You both of your Mages can summon Thunder, which can hit the enemy ship. Additionally, you now have an Archer, who can fire upon their ship as well. Place them near the mouth of the Bridge, which will create a natural bottleneck. This way, you can simply pick off the Terrors as they come.

The rest of your units should move against the Cantor, bringing the fight to him.

It may be tempting to allow the Cantor to just summon Terrors and use that to wear down his health, but you’ll need to remember, he has both Supply squares and his Incarnation attribute, which will render this strategy ineffective (as any HP he loses he will simply gain again at the start of his next turn)

Every time the Cantor casts Conjure, three Terror Revenants will appear. Remember, they wield their Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and have the Terror attribute:

Terror An accursed monster with high HP

Your fighting strategy is entirely up to you. Just remember to use magic and arrows whenever possible, to avoid taking damage yourself. Also, once Celica learns Seraphim, use this every turn. Seraphim is extremely useful against Terrors, and will take the Terror Revenants out in one blow.

Once you have taken out the Revenants, use your entire party to gang up on the Cantor. With your combined strength, you will be able to take him down fairly quickly; just remember to heal your units before they attack! No matter who attacks him, he may respond with a counter-attack, which can be severe to those with low HP.

Once he is defeated, you will receive the Fruit of Life.

Boey will ask Celica what just happened, as the Cantor spoke of taking her and serving her up to his masters. She will reply truthfully, telling him that she really doesn’t know. All she knows is, he won’t be the last to come after her, so they will need to be careful.

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


Act Two – Scene Nine: Beast Hunt

Once you are back on the world map, prepare for battle and head west to the Seabound Shrine.

Unfortunately for Kamui (who is afraid), the Terror Necrodragon will appear and attack almost immediately.

Beast Hunt

The grid will be 20×14, and will include familiar terrain:

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

The Terror Necrodragon sits in an enclosed Rampart to the southwest, with one square of stairs to lead inside. Additionally, he sits upon a Supplies square, so you’ll have to be sure to cause enough damage per turn to make a difference.

  • The Terror Necrodragon wields its Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0). It also has the Recovery, Flier, and Terror attributes:
Recovery Restores 5 HP each turn
Flier A unit that moves and fights unaffected by terrain
Terror An accursed monster with high HP

In addition to all of this, it also carries a Blessed Ring, which is simply a ring with healing properties.

When you have finished preparing, select Fight! and begin the battle.

Once you begin, a short tutorial page will appear, to teach you about damage types. Some types of attacks are more effective on certain enemies (for example, Terrors are weak against holy magic, and Fliers are weak against Bows.).

You should know that the Necrodragon will target your weakest units, seeking them out from across the battlefield. You should really only use Celica to fight here, as she is the only one who can do any real damage (unless she has not yet learned the Seraphim spell). Your other units will all deal somewhere between 1-5 damage, if they are lucky enough to land a blow.

So, I would recommend moving Celica to fight (and Leon, if you want), and keeping the rest of your units (or most of them) back, just to keep them safe.

The battle won’t necessarily be hard, unless the Necrodragon flies to fight an ally far away from Celica. In this case, you’ll just have to hold your own against the beast, until Celica can come and finish it off with second blow.

Once you have defeated the monster, you will receive the Blessed Ring. Be sure to equip it!

You will also receive another Award: Shrine Keeper.

Shrine Keeper Awarded for defeating the Necrodragon at the Seabound Shrine

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


Act Two – Scene Ten: Seabound Shrine Interior

Back on the world map, head south to the Seabound Shrine Interior.

Once you have prepared yourself, select Explore to make your way through the Seabound Shrine Dungeon.

At this point in the game, it is likely you will have equipped Celica with a sword of some type. Because of this, she will now be able to destroy any barrels, crates, or pots she comes across, and she can cut any corals or mushrooms as well.

Smashing these objects will allow you to find Silver Marks, Leftover Bread (Health: 10, Fatigue: S), Ale, Herring (Health: 20, Fatigue: S), Yogurt (Health: 20, Fatigue: S), Coral Fragments, Holey Cheese (Health: 10, Fatigue: S), Butter (Health: 20, Fatigue: S) and Cold Soup (Health: 10, Fatigue: S).

Keep in mind, Terrors do walk the tunnels of this dungeon, so be careful and always be ready for a fight.

Seabound Shrine Dungeon Battles

The grids here will be 12×12, with some new terrain:

Ground Provides 0 cover
Coral Provides 30 cover

You will be fighting the following:

  • Terror Revenants, armed with their Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror attribute:
Terror An accursed monster with high HP
  • Terror Bonewalkers, armed with their Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror attribute. Occasionally, a Terror Bonewalker may be carrying Bonewalker Oil.

As is always the case in dungeon battles, the number of enemy units will vary.

You should be used to fighting Terrors by now, so these battles will not be very hard. Feel free to strategize in any way you want.

During these battles, Genny may also learn a new spell: Invoke.

Invoke HP Cost: 12 Summons illusory soldiers (maximum of eight)

Back to the dungeon, the cavern you are in consists of a long walkway, and then it will split off in two directions. If doesn’t matter which one you take, they simply make a wide circle. It would be best if you went one way, then looped back the other way, just for the items, Silver Marks, and battles.

After the circle, the tunnel will meet again in a single short tunnel.

At the end of the tunnel, you will find yourself in another Mila’s Shrine.

Select Examine and collect the Mana Herbs on the bottom left of the screen. Next, on the right side of the room are some glowing blue stars, coming up from the steps near the pillar. Examine it to receive a Memory Prism. Using Mila’s Turnwheel, you can unlock these crystallized memories and view them.

Next, select Talk. There are two or three people here to talk to:

Feeble Man
Mae
Genny (sometimes does not appear)

Talking to Mae and Genny isn’t necessary, but be sure to talk to the Feeble Man. He will ask you for some food, so give him some meat (he won’t want anything else). Once you give him food, his name will change from Feeble Man to Skilled Angler. He will be relieved to learn that you have slain the Terror Necrodragon, and will give you 30 Silver Marks to repay you for the food and for clearing his way back home. With this, your renown will also increase. He then hints that there may be an entrance to a hidden tomb by the Sacred Springs in the back room, and he departs.

Now that you are done, select Mila. If any of your party is fatigued, or you have been using Mila’s Turnwheel during battle, offer her some Leftover Ale.

Next, select Turnwheel and then Memory Prisms. You will have one memory to view, “Amid the Flames”. View it to learn something new and important about Celica: she is Princess Anthiese.

Once you are done with this, select Move. Your map will show three locations:

Return
Mila Idol
Proceed

Select Proceed, and you will enter the third Sacred Springs of the game. These are the Waters of Skill and the Waters of HP. As usual, you will have three drinks between the two Springs, and it is up to you on who to use it on, if at all.

There will be plenty of weeds and grasses to cut, for the chance for some Silver Marks. But the most important part here is the blocked doorway between the two Springs. Attack it to open up the hidden area behind. Once you have, proceed into the dark hallway.

You will find yourself in yet another dungeon, this time a large corridor filled with crumbling pillars. There are plenty of grasses and weeds to cut here, as well as some barrels and crates for you to destroy.

Also, be on your toes for an enemy attack.

Seabound Shrine Dungeon #2 Battles

These will be much the same as the other dungeon battles.

The grids here will be 12×12, with some new terrain:

Ground Provides 0 cover
Pillar You cannot move to these squares

Once again, you will be fighting Terror Revenants and Terror Bonewalkers. These battles will be just as simple as the others.

Back to the dungeon, simply follow the corridor until it turns to the left. Follow the bend and you will end up in a large room, where several large winged monsters will screech at you. Attack them to start a battle.

These flying monsters are Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Flier and Terror attributes. It can be hard to hit them with your arrows and magic, so try to save those attacks for the Terror Revenants and the Terror Bonewalkers.

Be careful, because the battles with Terror Gargoyles will likely be against a number of enemies, which can be dangerous if you spread yourself too thin.

Once the two Terror Gargoyles have been defeated, the room will be clear of enemies. Run inside and hack away at all the barrels, crates, and grass.

When you have finished, head to the west side of the room. Break down the fake wall, and head inside. You will find a bunch of pots to destroy, and more grass to cut, and you will also find another Sacred Spring. These are the Waters of Resistance. Across the room, to the east, you will find a similar room, with the Waters of Experience.

Again, who you use it on and how you use it is up to you. But, if you use the Waters of Experience, they will grant you 100 points of experience per drink. If you were to use this on Celica, she may learn several new spells:

Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

These Sacred Springs are different, however. You will actually be able to get two drinks from each before the Spring will run dry.

After you have finished with the Sacred Springs, head north, down the stairs. Here you will find a collapsing room full of grass, with a golden chest in the middle of the room. Open it and take the Blessed Sword (Mt: 3, Hit: 100, Crit: 10, Range: 1, Weight: 0). The Blessed Sword will provide the one who wields it with the attributes of Recovery and Anti-Terrors:

Recovery Restores 5 HP each turn
Anti-Terrors Effective against Terrors

Once you are finished, head all the way back through to the world map. Feel free to cut grasses and coral along the way, and destroy crates, barrels, and pots.

Don’t leave the Shrine until you have collected five Coral Fragments. You’ll need them later on for a side quest.

When you leave the dungeon, you will be asked to save your game, ending the scene.


Act Two – Scene Eleven: Fourth Pirate Raid

From the world map, prepare yourself and head north to the Zofia Seaway 4.

Fourth Pirate Raid

The grid will be 20×22, and the terrain will be familiar:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Bridge Provides 0 cover

Your party of eight will be facing an enemy party of ten, consisting of the following:

  • Four Pirate Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Four Pirate Mercenaries, armed with Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Two Pirate Archers, armed with Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and with the Bowrange +1 attribute:
Bowrange +1 Increases bow range by 1

You should be very used to the setup by now. Prepare yourself, and select Fight! to begin the battle.

It is likely that Leon will gain access to the Sniper class change during this battle (if not, he will soon).

The battle won’t be too hard. Be sure to take out the Archers as quickly as possible, and don’t forget to eat/drink or heal your units. As long as you play it smart, you will be done with the battle quickly. Even with the Archers, you should create a bottleneck (just use your own archers, and magic, to fight them) to slow the flow of enemies.

Once you win, you will be asked to save, and the scene will conclude.


Act Two – Scene Twelve: Fifth Pirate Raid

From the world map, prepare yourself and head west to the Zofia Seaway 5.

Fifth Pirate Raid

The grid will be 20×30, and the terrain will be familiar:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Ship Provides 0 cover. Only fliers can maneuver this terrain
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Bridge Provides 0 cover

Your party of eight will be facing an enemy party of seven. This time instead of Pirates, however, they are all Arcanists. Each Arcanist will be able to use black and white magic:

Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

This battle will be somewhat difficult. Arcanists are tough, and you’re facing seven of them at once. I would recommend using your magic from a distance, because this will allow you to take several of them out, without them fighting back. Keep your non-magic units away from this fight. Other than that, use your units strategically to throw spells and arrows at the Arcanists. It may take some work, but the job can get done, and it can be done without casualties.

Additionally, it may be a good idea to have Genny summon her illusory soldiers.

Once you win, you will be asked to save, and the scene will conclude.


Act Two – Scene Thirteen: Zofia Harbor

Back on the world map, head west to Zofia Harbor.

You will be met by three characters:

Man
Young Woman
Alessio

Without you talking to them, the Man will want to thank you for getting rid of the pirates, and he will take Saber to the nearby tavern to buy him a drink. The Young Woman will then step up to thank you as well.

You will now be able to control Celica in the first-person view, but only Alessio is left.

First, select Examine. On the bottom left of the dock, you will find a Black Pearl. To the right of that, you will find a Herring (Health: 20, Fatigue: S).

Once you have collected these two items, talk to Alessio. He wants to buy Coral Fragments, of which you should have several. He says he is looking to buy five of them, which is the amount you should have collected at the Seabound Shrine Interior. So, sell him all five, and he will disappear, and your renown will grow. For each Coral Fragment, he will pay 10 silver marks.

Once you have finished your business with Alessio, select Move. Your map will have four locations on it:

Wharf
Entrance
Tavern
Leave Harbor

Head to the Tavern.

There are four items to collect here, so select Examine. On the left, you will find a bottle of Ale and a bowl of Cold Soup (Health: 10, Fatigue: S) on a table.

Next, on the far right of the room, you will find another bottle of Ale on a table, and a bottle of Wine on a shelf to the right of it.

Once you have collected these items, select Talk. There are three people in here to talk to:

Woman
Young Man
Tavernkeep Wife

If you talk to the Woman and the Young Man, they will tell you about a criminal called Grieth. The Young Man will tell you that even the Pirate King Barth was just one of Grieth’s henchmen, and that his citadel in the desert is where his men bring all of their captives. This will be important later on.

If you talk to the Tavernkeep Wife, she will ask you for some Flour, Honey, and Butter, so she can make something special for her children. You won’t have enough for her right now, so you’ll have to come back later.

When you are done, head over to the Entrance. Here you will be greeted by a Young Man, who will tell Celica that the Deliverance has freed Zofia Castle. He tells her that they are led by a young man who claims to be the grandson of General Mycen. Celica is shocked, and the Young Man proceeds to tell her that the Deliverance now means to march on the Rigelian Army.

Celica decides to head to Zofia Castle before they make their way to the Temple of Mila, and you are given control of her again.

Select Examine, and pick up the Coral Fragment on the bottom left. Next, you will find an Orange in the food stall just above the Coral Fragment. You will also find a Herring to the right of the Orange, on the edge of the stall (thanks to TalesOfDerve for pointing this out to me!).

Next, select Talk. There are two people here to talk to:

Catria
Palla

If you talk to Catria, she will tell you that she and her sister Palla are searching for their younger sister, Est. She was taken by pirates, and they have managed to follow the trail this far before it went cold.

If you talk to Palla, she will ask you if you saw a young girl when you defeated the pirates. She will be disappointed when you tell her you did not, and it will confirm to them that she was taken somewhere else.

Once you have talked to them, leave the harbor and head to Zofia Castle.


Act Two – Scene Fourteen: Zofia Castle

On the world map, Zofia Castle is to the west. Walk over and head inside.

After a short conversation, the group will head toward the castle. You will be switched to the battle view, with Celica and Saber standing outside the castle walls.

Suddenly, three enemy units appear. These are two Arcanists, led by a Cantor. The Cantor will speak to Celica, saying, “Join me, O child of fate. Come to Lord Duma’s side…”

The two will be under heavy attack, but before they fall a Masked Knight rides up from the west, blocking the enemy units from Celica. He allies himself with your two, and you are given control to battle.

The grid will be 28×22, and will feature a variety of terrain, all but one of which you have seen before:

Tile Provides 20 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Supplies Provides 40 cover, Gain +5 HP at start of new turn
Stairs Provides 0 cover
Door Must be opened from behind
Forest Provides 40 cover
River Provides 0 cover. Only fliers can maneuver this terrain
Bridge Provides 0 cover

There are now five enemy units, against your three allies. You can control Celica and Saber, but not the Masked Knight.

The Masked Knight is a Paladin, wielding a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and with the mounted attribute.

The enemy units consist of:

  • Four Arcanists, each armed with their black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
  • One Cantor, also armed with black and white magic. He can cast Miasma, as well as Conjure:
Conjure HP Cost: 1 Summons evil beings

In addition to his two spells, he can has the Incarnation attribute:

Incarnation Restores 5 HP each turn

The battle really won’t be too hard. All you need is to use both Celica and Saber to gang up on the Arcanists, one at a time, while the Masked Knight takes out the rest. Additionally, the Cantor is unlikely to ever actually cast Conjure. This saves you from having to fight even more enemies.

As soon as you win the battle, the Masked Knight leaves without saying another word. The Cantor retreats, cursing the Masked Knight. He then runs into Slayde in the woods, who offers his services in helping to bring Celica to his boss, Jedah.

You will now be free to explore the castle. You being in the Entrance, with three people in the room with you:

(Party Member)
Zofian Soldier
Zofian Soldier

Feel free to talk to them, but none of them have anything important to say. There is nothing to examine in this room, so select Move. Your map will show four locations:

Leave Castle
Entrance
Treasure Vault
To Central Hall

There is nobody to talk to and nothing to retrieve in the Treasure Vault, so head to Central Hall.

Here, there are three more people:

Cheese Lover
Woman
Young Woman

The Woman and Young Woman have nothing important to say, but the Cheese Lover tells you how much he loves cheese, and asks you to bring him a variety of cheeses from around the world. Give him the Holey Cheese, and he will give you Honey in return. Depending on what food items you have used during your past battles, this may be the last item you need for the Tavernkeep Wife you met in Act Two – Scene Thirteen.

If it is the last ingredient, turn around and head back to the Tavern in Zofia Harbor to give her the ingredients (this will be your last chance to do so for a long while). She will thank you, giving you a Sweet Cookie (Health: 30, Fatigue: M) as thanks.

Once you are done, head back to the Central Hall. Select Move. Your map will show four locations:

To Entrance
Central Hall
Throne Room
Staircase

The Throne Room is empty, and there are no items to collect in there, so head to the Staircase.

Here you will run into Sir Mycen. Celica will tell him her plan to travel to the Temple of Mila, and Mycen confirms for her that Alm is leading the Deliverance. He tells her to go upstairs to see him herself.

A short cut-scene will follow, showing their reunion.

Afterward, they talk about Alm’s plan to take down the Rigelians. Celica tells him that she believes they can reach some kind of accord, if they just try; that bloodshed is not the answer. They have a fight, and Celica storms off, disappointed and angry.

A voiceover now tells us how although they want to be together, their chances are growing slim. With that, you are asked to save, and Act Two concludes.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

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