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

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 Five: Together to the End

Act Five opens on Berkut, who is realizing that if Alm is the son of Rudolf, then Alm is the heir to the throne. All his life, Berkut thought he would be the one to take the throne.

Suddenly, an altar appears before him, and Duma’s voice is heard:

“Heed me, you who thirst for power…Call to me. Accept me unto your soul.”

Berkut finally recognizes the voice as Duma, when suddenly Rinea enters the room.

Berkut rants to her, telling her that he wanted to make her his empress and to rule Valentia together.

Rinea responds by admitting that she never actually wanted to be an empress. She just wanted to be with Berkut.

This further angers Berkut, as he interprets this as her never believing that he would have ever become emperor. He then calls out to Duma:

“Duma! O ancient god! I call out to you now! Grant me the power to set this land to ruin for good and all! Take of me what price you will! I care not anymore!”

We are then shown a cutscene as Rinea dies in Berkut’s arms. Fernand comes to find Berkut, and finds him glowing with red flames all around him. Berkut turns and the flaming spirit of Rinea flies toward Fernand, chasing him away. Mad with power, Berkut laughs maniacally, and the cutscene ends.


Act Five – Scene One: Temple of Duma (Part 1)

Back to Alm, Mycen tells Alm to be careful on the way to the Temple of Duma. You are then given control of Alm in exploration view.

If you select Examine, you’ll find a Memory Prism on the floor in the center of the room. This is the only item here.

Feel free to select Talk as well:

Massena

He doesn’t have anything vital to say. Once you are finished with this room, select Move:

To Temple of Duma
Grand Portal
To Ground Floor

You have already finished exploring the castle, so it is time to proceed to the Temple of Duma.

Once you have selected this, Mycen will tell you that the passage leads to the altar beneath Duma Tower.

A notification will then appear, reading, “There is no turning back beyond this point. Are you prepared?”

Unless you wish to leave and complete a Side Quest (we will be finishing these up later, but this is your choice), it is time to proceed. Select “Yes”.

You will then be shown a conversation between members of Celica’s party, who are in the tunnel as well, fighting their way through a horde of Terrors.

After this, you will be shown a familiar menu, shown before each dungeon. This time, however, ‘Exit’ is not an option.

Once you have prepared, select ‘Explore’.

There aren’t any enemies in this part of the dungeon, so proceed down the stairs and into the next area.

Here you will find Fernand, dying from Berkut’s earlier attack. As his dying wish, he asks Alm to slay Duma and warns him to beware of Berkut. With that, Fernand dies in Clive’s arms.

You are then given control of Alm in exploration view once again. You will find yet another Memory Prism in the center of this room.

Once you have collected this, select Move:

Proceed
Corridor
Return

Select ‘Proceed’. This will allow you to enter the next dungeon, full of Terrors and Specters. Be prepared for battle!

Temple of Duma Dungeon Battles

These battles are slightly different from normal dungeon battles, as the grid is larger. These grids are 16×15. You will also find familiar terrain:

Wall You cannot move to these squares
Pillar You cannot move to these squares
Stairs Provides 0 cover
Tile Provides 20 cover
Pillar Provides 30 cover
Torch You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Swamp Provides 0 cover. Lose 5 HP each turn

You will face various enemies, including the following:

  • Duma Faithful Arcanists, some wielding the Mire and Fortify Spells, and others wielding Miasma and Recover:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
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
  • Specter Myrmidon, wielding Steel Swords (Mt: 4, Hit: 80, Range: 1, Weight: 1).
  • Specter Snipers, wielding Steel Bows (Mt: 3, Hit: 65, Range: 1-3, Weight: 3). They also have the Bowrange +2 and Anti-Fliers Skills:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units
  • Specter Dread Fighters, each wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • Specter Bow Knights, each armed with a Steel Bow. They also have the Bowrange +2 and Anti-Fliers Skills, as well as the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Terror Fiends, wielding Steel Lances (Mt: 4, Hit: 80, Range: 1, Weight: 1). They also have the Heavy Armor Skill:
Heavy Armor Halves damage from bows

The Fiends are also marked with the Armored and Great Terror Attributes:

Armored A unit with high defense
Great Terror An evolved Terror that Expel cannot banish
  • Terror Gargoyles, each armed with a Scythe (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Eerie Screech Skill:
Eerie Screech Inflicts spellbind on a target if the attack hits

The Gargoyles are also marked with the Terror and Flier Attributes:

Terror An accursed monster with high HP
Flier A unit that moves and fights unaffected by terrain
  • Terror Bonewalkers, each armed with a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Terror Attribute.
  • Terror Revenants, armed with Venin Claws (Mt: 5, Hit: 80, Range: 1, Weight: 0). They are also marked with the Terror Attribute.
  • Terror Entombed, armed with Venin Claws and marked with the Terror Attribute.
  • Terror Mogall, wielding Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are marked with the Great Terror and Flier Attributes, and have the Divide Skill:
Divide Has a chance of causing one to divide and multiply
  • Duma Faithful Witches, wielding the Thunder Spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

The Witches also have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again

These battles won’t be very hard, and they should be over in about 1-3 turns. Using a variety of physical attacks, Spells, and arrows, you should win quickly and easily. For those in Classic Mode, it will be easy to win without losing anyone (but if you do, just use Mila’s Turnwheel to try again).

Back to the dungeon, there are no crates or grasses to destroy and cut, so just follow the tunnel to the end (there is a lot of dialogue recorded below. Feel free to skip to the next section highlighted in red).

You will then enter another room, where you will find Mila. Standing next to Mila is Celica and Jedah.

Jedah introduces himself to Alm, and thanks him for killing Rudolf.

Alm responds with, “Well then, Jedah. Enjoy your last moments–I’m here to put an end to you AND Duma. I’ll see Zofia restored to Celica!”

Celica interjects, “Alm, you can’t. You mustn’t!”

“What? Why not?”

“If Duma is gone, Rigel’s lands will turn as barren as Zofia’s have. Even more people will stare.”

“But Celica, we can’t let–“

“And even if you wanted to stop Duma, you can’t. Nothing can stop him now. Mila has chosen to seal Falchion away with her.”

“What?! But then…all this fighting. What was it even for? F-Father!”

“Alm…”

Jedah then speaks again, “Alm and Anthiese…You stand at the pinnacle of your respective kingdoms. The hour is come for the world of man to return to the god’s control! It is the dawn of an age of fear and chaos, cradled in Duma’s shadow!”

“We’ll never let that happen.”

“Rejoice, Anthiese, for you have the honor of serving as its cornerstone!”

“Celica? What is he talking about?”

“I’m sorry, Alm…This is the only way. There’s no other choice…”

“The girl will offer up her soul to quell the madness in Duma’s heart. She does so for the sake of Rigel and Zofia’s people both.”

“What? No! Celica, you can’t! Tell me he’s lying!”

“I’m sorry, Alm…”

“Do not think me a monster. I shall grant you the time for a farewell. But be quick about it!”

Alm and Celica then have a final conversation between the bars separating the Deliverance from Mila. Alm tries to convince Celica to stop, but she tells him that she has failed to protect him and keep him safe, and she must do this. She doesn’t want him to fight Duma because she doesn’t want him or anyone else getting hurt or killed.

“This is the only means I have of ensuring that comes to pass. So again, Alm–I’m sorry. I wish it could have been different. I always have. I wish I could have gone home to the village and lived there with you.”

With that, she turns and leaves.

Clair comes to Alm’s side and asks him what they should do. The rest of the party start talking amongst themselves, but Alm steps forward and says, “I’m not giving up. I’m not giving up on her. Every part of me–every fiber of my being—says this is wrong. So we’re going to take down Duma and bring Celica home safe!”

Clive steps forward. “Consider your position, Alm. You’re no longer just the leader of the Deliverance. You are to be Rigel’s next emperor. You must set your personal feelings aside, no matter how difficult it may be. All of Valentia depends on you now. That must be what steers your decision.”

“Fine. Then I decide to follow the will of the previous emperor, Rudolf.”

“Alm!”

“Oh, come on! What’s wrong with personal feelings?! All of you fought this far because you hold some kind of hope for the world. It’s man’s individual hopes and fears that shape the world. That drive it. And that’s how it SHOULD be. I truly believe that. Should we let the world crumble on a god’s whim? Or his absence?”

“You’re right, of course, but…”

“I don’t want to lose anyone else I care about. I don’t want to see anyone else lost because of Duma. Don’t you feel the same, Clive?”

“…Even if we escape from Duma’s control, a starving people can know no peace. Villains and thieves will arise to feed on the weakest and most vulnerable. Are you prepared to inflict that upon the world?”

“I will dedicate my life as emperor to ensuring such a thing doesn’t happen. And yes, I know as well as anyone that there will be losses along the way. I think I’ve learned that much by now…But when I think of the next thousand years, I don’t want this. I want to leave behind a world where we shape our lives by our own hands. Where we make our own mistakes and fix them–as many times as necessary. That’s a world worthy of a future.”

“…So be it. If you have the determination to see it through, I’ll not object. I am yours to command, Your Excellency.”

Gray then steps forward. “Count me in! I’m not living my life bowing to Duma and his little idiots. I’ll take going hungry over that any day of the week.”

Tobin then speaks up. “I…I’m just not sure.”

“Oh, quit your whining and hop on board already!”

“If it were just me, I would, but I have little brothers and sisters to think of.”

Lukas steps in, “I will gladly take up a trowel and work the land with them.”

“Wai–but you’re a noble, Lukas!”

“Such things will mean precious little in the world ahead of us. Myself, I refuse to be controlled by Duma or go hungry. If it means working the barren earth, then I shall do just that.”

Clair cuts in again, “And you won’t do it alone! In truth, I’ve always been curious about farming. I’m sure we can reap or sow or…whatever it is enough to stay alive. Though I admit, I think all this talk of doom and gloom is entirely premature.”

Alm speaks up once more, “This is great, guys. Count me in, too. I’m pretty handy with a plow, actually. I’ll show you guys how it’s done!”

“An emperor plowing the fields? I never thought I’d see the day.” Clive says.

Suddenly, a light appears within Mila’s statue.

“She…she’s calling me…Let’s go. Mila is calling to me–we might still be able to pull this off. We have to find a way to the altar!

With that, you are given control of Alm once more. You will find a tunnel to your left, head down it.

This tunnel has several short offshoots on each side. The third one on the left has a golden chest containing a Brave Sword (Mt: 5, Hit: 90, Crit: 30, Range: 1, Weight: 0).

The last offshoot on the left contains a tunnel. Head down there first.

You will then be shown Jedah and Celica once again, as Jedah reveals to her that he doesn’t have the power to release Mila. With his lie revealed, he uses his power to destroy Mila’s statue, leaving only the divine dragon’s head, with Falchion speared through it.

Jedah then tells her that he is also going to kill Alm, and he then offers her up to Duma.

Her soul given to Duma, Jedah teleports her and the dragon’s skull elsewhere.

You are then given control of Alm again. For the rest of this dungeon, consult the ‘Temple of Duma’ map on the ‘Maps’ page of this guide.

Along the way, you will find several items, including Soup (Health: 10, Fatigue: M), Flour (Health: 10, Fatigue: S), Bread (Health: 10, Fatigue: S), Butter (Health: 20, Fatigue: S), Dried Meat (Health: 20, Fatigue: S), Mana Herbs (Health: 20, Fatigue: S), Oranges (Health: 10, Fatigue: S), Sausage (Health: 30, Fatigue: M), Drinking Water (Health: 10, Fatigue: S), Raw Meat (Health: 20, Fatigue: M), Honey (Health: 30, Fatigue: M), and Holey Cheese (Health: 10, Fatigue: S).

You will also find another Sacred Spring: the Waters of Experience and the Waters of Fatigue. The Waters of Fatigue are limitless, so take a drink, and the Waters of Experience will provide you with two drinks.

A shrine to Mila is also located in the Temple of Duma. You will find the Mana Herbs to the left, and some Duma Moss (Health: 30, Fatigue: None) to the right.

Next, change any classes, if any. Reference the ‘Classes’ page of this guide for a full chart of class changes.

Once you have finished, select Move:

Mila Idol
Return

Select ‘Return’, and re-enter the dungeon.

Once you have hit both Sacred Springs, the golden chest, and the Mila Idol, it is time to proceed in the story.

Follow the map to the final room. Here you will find Berkut, still possessing Duma’s power, with Rinea at his side, now a Witch.

Temple of Duma Boss Battle – Berkut

This grid is 17×13, with some new terrain:

Wall You cannot move to these squares
Tile Provides 20 cover
Inferno You cannot move to these squares
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn

Your army of ten faces six enemies, including:

  • Three Terror Fiends, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0). Again, they have the Heavy Armor Skill as well as the Armored and Great Terror Attributes.
  • Three Duma Faithful Arcanists, two wielding the Mire and Recover Spells, and one wielding Death and Fortify:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
  • Two Specter Dread Fighters, armed with Swords and holding the Resistance +5 and Apotrope Skills.
  • One Terror Mogall, armed with Tackle. Again, it has the Divide Skill as well as the Flier and Great Terror Attributes.
  • Rinea, a Witch. She holds a Prayer Ring (Chance to prevent death). She also has access to the Seraphim, Fortify, Entrap, and Conjure Spells:
Seraphim HP Cost: 4, Mt: 7, Weight: 4, Range: 1-2, Hit: 90 Holy magic effective against Terrors
Entrap HP Cost: 12, Hit: 70, Range: 1-Atk/4 Warps a distant enemy to the vicinity of the caster
Conjure HP Cost: 0 Summons evil beings from the darkness

She also has the Recovery, Wildfire, Miracle, and Pact Skills:

Recovery Restores 5 HP each turn
Wildfire Increases hit rate and evasion by 10%
Miracle Grants a Luck x2 chance of surviving a mortal attack
Pact Prevents the depletion of HP when using magic
  • Berkut, a Gold Knight. He holds a Kriemhild (Mt: 10, Hit: 85, Range: 1-3, Weight: 2). He also has the Wildfire and Phantasm Skills:
Phantasm Halves damage from bows and magic

Berkut is also marked with the Mounted Attribute.

For your first turn, you should try Warping Alm right up to Berkut, and attacking him. This is a somewhat risky move, as there is a chance he could die from other enemy attacks, but there is a better chance of him surviving. Unfortunately, you probably won’t take down Berkut in your first turn.

Use everyone else to for a tight unit, and go after the Arcanists and Fiends.

Once Alm has taken care of Berkut and Rinea, send him down to kill the Mogall (hopefully there is only one right now). You should also give him something to eat, to get his health up.

From there, continue to fight until your enemies have fallen. This may be somewhat difficult for Classic players, but not too bad.

Once you have won, Berkut will rant at Alm a bit more, until Rinea’s spirit appears, telling him to join her, so they can be together. Berkut realizes his mistake, and decides to go with her. Before he does, he gives Alm the Keepsake Ring. He tells him that it is a memento of his (Berkut’s) mother, and that he hopes it will be of use.

Berkut then tells Alm to make Valentia a land of people, and not gods. He tells him to ensure that people will never again be corrupted by divine power. With that, the last blood relative Alm has dies.

You are then asked to save, concluding the scene.


Act Five – Scene Two: Temple of Duma (Part 2)

Back in control of Alm, you will find yourself in the same room as before, where you fought Berkut. Collect the Memory Prism from this room, and proceed through the door on the right side of the room.

Temple of Duma Dungeon Battles

These battles are slightly different from normal dungeon battles, as the grid is larger. These grids are 16×15. You will also find familiar terrain:

Wall You cannot move to these squares
Pillar You cannot move to these squares
Stairs Provides 0 cover
Tile Provides 20 cover
Pillar Provides 30 cover
Torch You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Swamp Provides 0 cover. Lose 5 HP each turn

You will face various enemies, including the following:

  • Duma Faithful Arcanists, sometimes holding Mana Herbs (Health: 20, Fatigue: S). Some will be wielding the Mire and Fortify Spells, and others wielding Miasma and Recover:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
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
  • Duma Faithful Witches, wielding the Thunder Spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

The Witches also have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Specter Dread Fighters, wielding Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • Specter Myrmidon, each armed with a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1).
  • Specter Snipers, each armed with a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3). They also have the Bowrange +2 and Anti-Fliers Skills:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units
  • Specter Bow Knights, armed with Steel Bows. They have the Bowrange +2 and Anti-Fliers Skills, and are marked with the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Terror Fiends, wielding a Ridersbane (Mt: 4, Hit: 80, Range: 1, Weight: 2). They also have the Heavy Armor and Anti-Calvary Skills:
Heavy Armor Halves damage from bows
Anti-Calvary Effective against mounted units

The Fiends are also marked with the Armored and Great Terror Attributes:

Armored A unit with high defense
Great Terror An evolved Terror that Expel cannot banish
  • Terror Entombed, armed with either Venin Claws (Mt: 5, Hit: 80, Range: 1, Weight: 0) or Numbing Claws (Mt: 7, Hit: 70, Range: 1, Weight: 0). Either way they will also be marked with the Terror Attribute:
Terror An accursed monster with high HP

These battles won’t be too hard. Just don’t be reckless, and you should win without casualties.

Proceeding down the tunnel, you will enter a room with four magical transporters and a stone tablet. Each of the four will teleport you to different location.

The tablet reads, “The true path lies in the divine symbol.”

Rigel’s symbol lies in the center of the room, surrounded by four other symbols, each coordinating to a magical transporter. The bottom right symbol (from the map) is the same symbol Celica is marked with (the symbol of Mila). Use this one to proceed to a special location. The other three will teleport you to a different location deep inside the previous dungeon.

In this new room, you will find a gold chest containing the Gradivus (Mt: 12, Hit: 100, Range: 1-2, Weight: 5), and another magical transporter. Collect the weapon and proceed through the transporter.

The transporter will take you to the previously mentioned location deep within the earlier dungeon. Work your way back up, and then take the top left transporter (again from the map). This is the symbol Alm is marked with (the symbol of Duma).

Continue to follow the map, and you will find a similar room. Again, it will have four magical transporters, three leading to the previous room, and one leading to the next part of the dungeon.

As you will see from the map, you have one path leading to the base of one of the first dungeons; one path leading to the royal treasury, and another leading forward.

Start by heading to the royal treasury. Alm is the only one who can enter, as he is the only one of royal blood. Thus, he will be your only fighter in the following battle.

Royal Treasury Battle #1

This grid is 11×11, with familiar terrain:

Wall You cannot move to these squares
Tile Provides 20 cover
Torch You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn

Your one man army faces nine enemies:

  • Six Terror Bonewalkers, each carrying a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Terror Attribute:
Terror An accursed monster with high HP
  • Three Terror Lich, each carrying a Club (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Great Terror Attribute:
Great Terror An evolved Terror that Expel cannot banish

For your first turn, move to the center of the room, where the Supplies square is. From here, use Alm’s Bow to take down one of the Lich.

Being at the center of the room, your enemies will only be able to come at you one at a time. This will be great, especially because the remaining two Lich cannot reach you until after your second turn.

There is a good chance four of the Bonewalkers will fall to Alm. The remaining four enemies will simply move closer.

For your second turn, attack another Lich. You may not take him down, but Alm will be fine.

Your enemies will attack, and at the end of their turn, the walls protecting you will disappear, and the Supplies square will move.

Attack any enemy you choose, but make sure that they are starting with full HP so you can either take them down, or get them low enough to kill when they attack you.

Allow them to attack, and they should kill themselves doing so.

Proceed to the next room, where you will find an identical room, with another group of Terrors:

Royal Treasury Battle #2

Again, this grid is 11×11, with different terrain from before:

Wall You cannot move to these squares
Tile Provides 20 cover
Torch You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Pillar You cannot move to these squares

Alm faces another nine enemies:

  • Five Terror Gargoyles, wielding Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Flier and Terror Attributes:
Flier A unit that moves and fights unaffected by terrain
  • Four Terror Deathgoyles, also wielding Scythes, and marked with the Flier and Great Terror Attributes.

For your first turn, head to one of the Supplies squares and attack a Gargoyle from it. Then allow the enemies to come to you. Most of them should attack you and die, but it is likely that one will remain.

The Supplies squares will move again, but it doesn’t matter anymore. Just attack the remaining enemy and win the battle.

Continuing to the next room, you will find a third battle awaiting.

Royal Treasury Battle #3

Once again, the grid is 11×11, with different terrain from before:

Wall You cannot move to these squares
Tile Provides 20 cover
Torch You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Rampart Provides 0 cover. Only fliers can move to these squares

Alm now faces five enemies:

  • One Specter Arcanist, wielding the Miasma and Fortify Spells.
  • Two Terror Necrodragons, wielding Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Flier and Terror Attributes.
  • Two Brethren White Dragons, wielding Fangs, and marked with the Flier and Great Terror Attributes.

Start by moving forward and attacking the Arcanist, hopefully taking him out. From here, allow the dragons to come attack you. Alm should be more than powerful enough to withstand their attacks.

Once you have won, head to the next area again. This is the final area, and you will see Mila and Falchion in the center of the room. Approach them and a short cutscene will play, showing Celica emerging from the shadows. Jedah appears as well, to enjoy the battle.

The two fight, and Alm hears Mila’s voice tell him to take Falchion. He does so, and the stone covering the blade falls away. Jedah is shocked, as it should have been impossible for anyone to unseal the blade from Mila’s skull. He flees, and the two begin to fight once more.

Mila tells Alm to trust in Falchion, so he allows it to guide his hand. Celica attacks him again, and we find that Celica has been impaled by the divine blade. Blood dripping from the wound, Celica dies in Alm’s arms as he screams her name.

Suddenly Celica’s body begins to levitate and glow. The blade pulls out of her, and the wound heals. The blade falls to the floor, and Celica drops into Alm’s arms, opening her eyes.

Suddenly Mila’s voice is heard again.

“Alm…Anthiese. Children of fate, bearers of the Brand…I am Mila. Your kind call me “goddess”. Together with my brother Duma, I shaped this land.”

“Earth Mother!” Alm cries out.

“Some have called me by that name…But no such power remains within me.”

“What?”

“See well Falchion, which you now hold. It was carved from the fang of Naga, ruler of dragons, to sever the gods. For Naga knew there was but a creeping madness waiting at eternity’s end. It is a ruin all dragons share. And the only end is one of total destruction. Thus it was the Naga bestowed Falchion upon Duma. She did so to prepare for the day our madness would drive the land to ruin, that the people might have a means to destroy us. That Falchion might become the fangs they lack…and the hope they deserve. And yet, in my foolishness, I sealed the blade away. I did it to protect my brother…I loved my brother, even as we loved mankind. Where we strayed, I cannot remember…”

“Mila…”

“Alm. Anthiese. Children of fate…You have overcome much to reach me here, and I thank you both. You have shown me the strength possessed by mankind. Perhaps men have long been walking on their own without our aid. Perhaps I simply refused to see it. And alas, Duma was no different. I entrust Falchion to your care. I pray you will use it to free my brother from the depths of his pain.”

With that, Mila will disappear.

Alm tells Celica that they need to go, to save Duma from his own madness. She hesitates, and he tells her, “I know you sacrificed your own life to protect me and the others. But I never wanted that. I couldn’t ever be happy in a world you died to create!”

They decide together to join forces to defeat Duma, and you are given control of Alm once more. Don’t forget to equip Falchion!

Use the magical transporter in the center of this room to teleport back to the entrance to the royal treasury. This time, proceed forward, where you will find a stone tablet reading, “Offer now the Earth Mother’s twin relics.”

These are the Mila’s Turnwheels. Alm and Celica both had one, so proceed past the tablet into the next area. Here you will meet up with Celica and open the door together.

You will then be given control in exploration view. There are no items to collect, but there is one person to talk to:

Celica

Feel free to talk to her. Once you are done, select ‘Move’:

To Altar of Duma
Final Portal
Return

Select ‘To Altar of Duma’.

Here you will meet up with Celica’s party. You also find Jedah, who challenges you to a final battle.

You will be shown battle view, but before doing anything else, select ‘Save’ from the menu.


Act Five – Scene Three: The Altar of Duma

The grid is 28×30, with some new terrain:

Wall You cannot move to these squares
Partition Provides 0 cover. Only fliers can move to these squares
Floor Provides 0 cover
Swamp Provides 0 cover. Lose 5 HP each turn

Your army of twenty (ten from each army) faces an army of twenty:

  • Ten Terror Mogall, armed with Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Divide Skill:
Divide Has a chance of causing one to divide and multiply

The Mogall are also marked with the Flier and Great Terror Attributes:

Flier A unit that moves and fights unaffected by terrain
Great Terror An evolved Terror that Expel cannot banish
  • Hades, a Gold Knight. He is 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
  • Cerberus, a Dread Fighter. He is armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0), along with the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • Naberius, a Dread Fighter. He is armed with a Sword, along with the Resistance +5 and Apotrope Skills.
  • Marla, a Witch. She can cast the Aura and Conjure Spells:
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light
Conjure HP Cost: 0 Summons evil beings from the darkness

Marla also has the Pact Skill:

Pact Prevents the depletion of HP when using magic
  • Aurum, a Bow Knight. He holds a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and is marked with the Mounted Attribute. He also has the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2
  • Gharn, an Arcanist. He has the Pact Skill, and can use the Medusa and Fortify Spells:
Medusa HP Cost: 7, Mt: 0, Weight: 11, Range: 1-5, Hit: 70 Reduces HP to 1, or defeats foes with 1 HP
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
  • Argentum, a Bow Knight. He holds a Bow and is marked with the Mounted Attribute. He also has the Bowrange +2 Skill.
  • Hestia, a Witch. She can cast Aura and Conjure, and has the Pact Skill.
  • Jedah, a Cantor. He holds an Animus Ring (A ring that uses hate to raise the range of tomes), and can use the Spells Death and Conjure:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic

Jedah also has the Recovery, Incarnation, Vengeful Cry, Duma’s Gift, Nullify Ailments, and Pact Skills:

Recovery Restores 5 HP each turn
Incarnation Restores 5 HP each turn
Vengeful Cry Lets one counter regardless of the attacker’s distance
Duma’s Gift Nullifies opponents’ attacks with Duma’s divine power
Nullify Ailments Prevents ailments like poison and stun
  • Duma, the Fell God. He wields Tentacle (Mt: 10, Hit: 60, Range: 1-2, Weight: 5) and has use of the Spells Ocular Beam, Oculus, and Conjure:
Ocular Beam HP Cost: 0, Mt: 10, Weight: 8, Range: 1-5, Hit: 55 Fell dragon magic
Oculus HP Cost: 0, Mt: 10, Weight: 10, Range: 1-5, Hit: 80 Fell dragon magic that halts enemy movement

Duma also has the Upheaval and Nullify Ailments Skills:

Upheaval Mt: 8-18, Range: Any Earth magic that deals damage to all opponents

Additionally, Duma is marked with the God Attribute:

God A divine dragon whose lust for power drove him mad

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

You should know that Marla and Hestia will summon additional Witches:

  • Duma Faithful Witch, wielding the Fire Spell:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

The Witches also have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again

Meanwhile, Jedah and Duma will summon additional Terror Mogall.

Honestly, this fight is so hectic that I cannot give you a perfect battle plan. So follow my thoughts and advice below for the best chance at winning. For those in Classic Mode, this battle will be VERY hard to win without losing anyone.

Things to keep in mind while fighting:

1. Fliers are great against Mogall. So is Seraphim.

2. Jedah can be killed in this fight. Every fourth unit to attack him will land a blow. It will take some time, but you can take him down.

3. Try to pit your Barons and Gold Knights against the Dread Fighters and Gold Knight.

4. Try to get Alm close (but not too close) to Duma, to take down the Witches and Arcanist.

5. Duma is usually terrible at landing blows.

6. Defeat as many Mogall as you can, as they will keep multiplying.

7. DON’T FORGET TO HEAL!

8. Genny’s illusory soldiers will come in handy to take the weight off of your units.

9. If you make a mistake, use Mila’s Turnwheel.

10. Alm needs to kill Duma, using Falchion. This will end the battle.

Once you have defeated Duma, he will tell Alm that Valentia is now his. He tells him to teach its people to be strong like Duma, and loving like Mila. With that, the god dies.

You are then shown Alm and Celica talking back at Zofia Castle.

“So this is where you were.”

“Huh? Oh, hey, Celica.”

“You aren’t going to be late to your own coronation, are you?”

“No. …Of course not. I’m just still wrapping my head around sitting on your father’s throne. None of it feels real.”

“…It isn’t my father’s throne. This isn’t Zofia any longer, Alm. It’s the One Kingdom of Valentia. And you’re going to be its first ruler.”

“Celica…”

“Please don’t misunderstand. I don’t bear him any grudge. Not now. I just think he was a very sad man. Perhaps if I’d been there with him, I might have helped him change. If I have any regrets, it’s that.”

“I know what you mean…Neither of us got the chance to stand by our fathers. If we’d been given the opportunity to learn more about each other, maybe things would’ve turned out differently for us.”

“Perhaps it was the same for Mila and Duma.”

“Hmm…I wonder. They’d been fighting for centuries, right? Seems like a lost cause to me.”

“Alm! That’s a terrible thing to say!”

“Ah, sorry! I didn’t mean any disrespect. But they’re at peace now, you know? Asleep…Together.”

“Yes. They’ll look down over this new Valentia forever from their mountaintop graves. …And the trees. Do you know of them, Alm? They say that where divine dragons sleep, sacred trees take root and grow.”

“Wow. Must be some trees.”

“In time, yes. They grow for hundreds, even thousands of years. Who can say what Valentia will look like once they’ve matured? Will man’s endeavors continue without the grace and strength of the gods?”

“They won’t continue on their own. We have to make it happen. We’ll forge a land where we can do just that. All of us–together.”

“That sounds lovely, Alm. And you’re right. I know we can do it.”

“We can…and we will. I think Mila and Duma gave us one last gift…The strength to trust in our own abilities. …Anyway, it’s time. Let’s go, Celica.”

“Gladly.”

With that, a short cutscene will play, telling that although Valentia is now at peace, a darkness deeper than the god’s madness still lurks in the hearts of men. War will come again.

With that, each main battle of the game will be listed, along with your stats for the fight.

The credits will then roll, and…

THE END

But don’t worry! There’s still more to do. Side Quests and an additional ‘Act’ await.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

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