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

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 Six: Archanea


Act Six – Scene One: Side Quests

Back on the world map, you will find Alm standing at Rigel Castle. You will then be directed south, to Zofia Harbor, where a notification will appear:

“A foreign trading ship has arrived at Zofia Harbor.”

You will find that your main menu has changed:

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
Turnwheel Use Mila’s Turnwheel
Connect Access Rankings, StreetPass, DLC, etc.
Save Save your game
Guide Review tutorials
Options Adjust game settings
Switch Switch between Alm and Celica
Wait This will allow you to stay where you are on the map, letting the enemy make their move

You will also see that another continent has appeared, expanding the world map and opening up new locations:

The grid is now 50×42.

Archanea Seaway 1
Archanea Seaway 2
Archanea Seaway 3
Archanea Seaway 4
Archanea Seaway 5
Archanea Seaway 6
Furia Harbor
Thabes Labyrinth

Before heading to Archanea, you should complete a few side quests. Currently, you are still working on Side Quests #3, #4, #17, #25, #29, #30, #31, #32, and #33 (see the ‘Side Quests’ page of this guide for further information). Along the way, you will be fighting several groups of Terrors, but nothing you haven’t done before.

To complete these, start with Side Quest #30, which is located at the Rigelian Village. You should have all the ingredients to make the Ambrosia (Increases Defense): Yogurt (Health: 20, Fatigue: S), Duma Moss (), and an Orange (Health: 10, Fatigue: S).

Next, stop by at the Forest Village to complete Side Quest #17. You should have already given her most items, but you are also likely missing some. Give these to her now, until you have received the Cog from her. This may take some time, as the items she gives are completely random. You can either save before heading inside, and if she doesn’t trade you a Cog, just reset; or you can head to the Seabound Shrine and gather a bunch of Coral Fragments to give to her instead.

Next, head to the Priory to complete Side Quests #3 and #4. You actually won’t have yet heard of these, as initiating them would have required you to backtrack in Act 2 (also, #3 could not have been completed until now). To complete this, you will have to run around outside and fight the Terrors at the Novis Cemetery three times.

Once you have completed these, leave the Priory and head up to Grieth’s Citadel Interior. It is time to sell Alessio the final Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1) and complete Side Quest #25.

Unfortunately, you do not have enough Dragon Scales to create a Dracoshield yet (Side Quest #29). Celica should have two, collected as an item drop from Dolth and found in the Temple of Mila. Alm may have one, received from the Sluice Keeper in Side Quest #27. Just like the little girl and her ‘cute’ things, the rewards for this are random, and you may need to bring a lot of Bonewalker Oil to him in order to get it. Worry about getting this from him later, as you have other things to do, and the fourth Dragon Scale is found during Side Quest #33.

So, head north to the Sage’s Hamlet to complete Side Quests #31 and #32 (maybe). You MIGHT have the Gargoyle Ears (you can find these in the Temple of Duma or by finishing Act 6) required for both quests, but you might not. If not, feel free to head out and find them now, or head to Zofia Harbor to continue the story.

To recap, at this time you will likely have finished 29/33 Side Quests. You will be missing Side Quests #29, #31, #32, and #33.


Act Six – Scene Two: Archanea Seaway 2 Battle

Entering Zofia Harbor, you will find the Foreign Trader. He will tell you that he is a merchant from Archanea, the homeland of Palla, Est, and .

He tells you that pirates are making trouble in the seas, and he asks if you will escort him home. Agree to the Side Quest, and the route to Archanea will be opened.

Leave Zofia Harbor, and from the world map, head down to Novis Greatport. You should stop down by the Tavern here to exchange your Mana Herbs (Health: 20, Fatigue: S) for Medicinal Syrup (Health: 40, Fatigue: L). This will give you plenty of them to use in your journey, and it will also free up plenty of space in your Inventory.

Next, head out to Archanea Seaway 2. This is the first place you will run into trouble.

Archanea Seaway 2 Battle

The grid is 20×22, with familiar terrain:

Sea Provides 0 cover. Only fliers can move to these squares
Ship Provides 0 cover. Only fliers can move to these squares
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Bridge Provides 0 cover

Your army of ten faces twelve enemies:

  • Five Pirate Brigands, each carrying an Axe (Mt: 0, Hit: 90, Range: 1, Weight: 0). One holds a Sausage (Health: 30, Fatigue: M), one holds a Silver Purse+, and two hold a Ham(Health: 30, Fatigue: M). The fifth one holds a Devil Axe (Mt: 15, Hit: 70, Crit: 5, Range: 1, Weight: 5), giving him the Lifetaker and Hex Skills:
Lifetaker Absorbs HP if the opponent is defeated
Hex Has a set chance of cursing the user
  • Two Pirate Snipers, both carrying 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
  • One Pirate Dread Fighter, carrying a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1). He also has the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • Two Pirate Barons, each carrying a Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2). They also have the Heavy Armor Skill:
Heavy Armor Halves damage from bows

The Barons also have the Armored Attribute:

Armored A unit with high defense
  • Two Pirate Gold Knights, each carrying an Iron Lance (Mt: 2, Hit: 90, Range: 1, Weight: 0). They are also marked with the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly

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

If you use your first turn to Warp Alm to the other ship, he can attack and take down an enemy. Move some of your stronger units closer, and your weaker units out of range.

About half of your enemies will fall to Alm in their first turn, leaving the rest of the battle up to you. Feel free to send your fighters in to gain EXP, and to level up. Remember, anyone who defeats an enemy will gain more EXP than a unit that only wounds an enemy.

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


Act Six – Scene Three: Archanea Seaway 4 Battle

Back on the world map, head north to Archanea Seaway 4. Another battle awaits, so be prepared.

Archanea Seaway 4 Battle

The grid is 20×30, with familiar terrain:

Sea Provides 0 cover. Only fliers can move to these squares
Ship Provides 0 cover. Only fliers can move to these squares
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn
Bridge Provides 0 cover

Your army of ten faces ten enemies:

  • Two Terror Mogall, each wielding 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 also have the Flier and Great Terror Skills:

Flier A unit that moves and fights unaffected by terrain
Great Terror An evolved Terror that Expel cannot banish
  • Five Pirate Arcanists, two wielding the Mire and Recover Spells, two wielding Mire and Fortify, and one wielding Death and Fortify:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Recover HP Cost: 1,Rcv: 8, Range: 1 Restores HP to an adjacent ally
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic

The Arcanist wielding Death and Fortify also holds a Dragon Scale.

  • One Pirate Cantor, wielding Mire and Conjure:
Conjure HP Cost: 4 Summons evil beings from the darkness

The Cantor also holds a Silver Shield (Defense: 7, Avo: 0, Resistance: 0, Weight: 3), and the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Two Terror Fiends, each wielding a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Heavy Armor Skill:
Heavy Armor Halves damage from bows

The Fiends also have the Armored and Great Terror Attributes:

Armored A unit with high defense

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

For your first turn, Warp Alm across to the other boat, and take down the Cantor before he can cause any trouble.

From here, use your experience to lead the battle. It won’t be hard, just don’t be reckless. Also, don’t forget to heal. You should also keep in mind that the Spell Seraphim works very well against Great Terrors.

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


Act Six – Scene Four: Archanea Seaway 6 Battle

Back on the world map, head over to Archanea Seaway 6, for your final sea battle.

Archanea Seaway 6 Battle

The grid is 20×30, with familiar terrain:

Sea Provides 0 cover. Only fliers can move to these squares
Ship Provides 0 cover. Only fliers can move to these squares
Deck Provides 0 cover
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn

Your army of ten faces twelve enemies:

  • Five Terror Deathgoyles, each wielding Scythe (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are 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
  • Three Terror Gargoyles, each wielding Scythe. 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 Flier and Terror Attributes:

Terror An accursed monster with high HP
  • One Terror Mogall, wielding Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are marked with the Flier and Great Terror Attributes, and have the Divide Skill:
Divide Has a chance of causing one to divide and multiply
  • Three Brethren Dagon, each wielding Water Breath (Mt: 6, Hit: 80, Range: 2-3, Weight: 4) and Talons (Mt: 22, Hit: 100, Range: 1, Weight: 0). One holds a Gold Mark, and another holds a Dagon Fillet (Health: 40, Fatigue: M). They are also marked with the Dragon Attribute:
Dragons A creature of mighty power thought to no longer exist

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

Alm and Celica are really the only ones strong enough to face the Dagon, so use them for this from the start. Once the three of them are gone, work on the Mogall and Deathgoyles.

At some point, it is likely that a few Specters and Terrors will appear:

  • Specter Pegasus Knights, each wielding a Javelin (Mt: 3, Hit: 70, Range: 1-2. Weight: 2). They also have the Flier Attribute.
  • Specter Falcon Knights, each wielding a Silver Lance (Mt: 8, Hit: 90, Range: 1, Weight: 2). They have the Flier Attribute and the Banish Skill:
Banish Increases Attack by 10 when attacking Terrors
  • Terror White Dragons, wielding Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Flier and Great Terror Attributes. Some may be holding a Silver Purse++.

Because of the sheer number of tough enemies that keep appearing, this battle is a bit difficult. For those in Classic Mode, it may take several uses of Mila’s Turnwheel to refine your strategy for defeating these enemies.

As your party of ten will consist of various members of your very large party, I cannot effectively guide you through who to use and where. This is entirely up to you. You’ve fought plenty of battles before, so you can definitely make it through this.

One tip I have for you is to use Seraphim to defeat the White Dragons and Deathgoyles. This will make things much easier.

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


Act Six – Scene Five: Furia Harbor

Back on the world map, head over to Furia Harbor.

Once inside, the Foreign Trader will thank you for helping him, and give you three Gold Marks. With that, he will disappear.

First, you should Examine the area. You will find a Steel Lance (Mt: 4, Hit: 80,Range: 1, Weight: 1) to the left, in a rack of other weapons. To the right, next to the cat, you will find a Herring (Health: 20, Fatigue:S) and a Dagon Fillet (Health: 40, Fatigue: M).

Next, feel free to Talk to the people before you:

Mercenary
Brigand
Myrmidon

They don’t have anything vital to say, but you may find it interesting.

Once you are done talking to them, select Move:

Leave Harbor
Entrance
Smithy
Square
Mila Idol

Start by heading to the Smithy. Here you will find a Drinking Water (Health: 10, Fatigue: S) in the regular place to the right, and you now have the combined Silver Marks and Gold Marksof Alm and Celica to forge your weapons. For a full list of Weapons and Shields, visit the ‘Weapons’ and ‘Shields’ pages, respectively. These contain a list of every item from the game, as well as the upgrades and costs.

Once you are done here, head to the Square. Selecting Examine, you will find a bottle of Ale to the left. Left of that, on the ground, you will find a Steel Shield (Defense: 4, Avo: 0, Resistance: 0, Weight: 2).

Next, select Talk:

Man
Brigand

Neither of them really have anything vital to say, just a warning about the final dungeon for this game, Thabes Labyrinth.

Once you are done here, head over to the Mila Idol and make an offering. You can also change your classes, if you have anyone qualified.

After that, leave the village and save to conclude the scene.


Act Six – Scene Six: Thabes Labyrinth

On the world map, head east to Thabes Labyrinth. This is the final dungeon for this game.

WARNING: THIS DUNGEON IS TOUGH. If you haven’t already, you may want to spend your time grinding and leveling up all of your units to their maximum level before trying this dungeon.

Once you are ready, select ‘Explore’ and begin.

In the first level, you will find a stone tablet that reads, “This is the Thabes Labyrinth. Let none set foot within its cursed halls.”

Well, let’s jump right down the stairs before you, and enter these ‘cursed halls’.

Within this dungeon, you will find several items, including Silver MarksHerrings (Health: 20, Fatigue: S), Garlic (Health: 10, Fatigue: M), Carrots (Health: 10, Fatigue: S), Yogurt(Health: 20, Fatigue: S), Blue Cheese (Health: 40, Fatigue: M), Oranges (Health: 10, Fatigue: S), Dried Meat (Health: 20, Fatigue: S), Raw Meat (Health: 20, Fatigue: M), Drinking Water(Health: 10, Fatigue: S), Holey Cheese (Health: 10, Fatigue: S), Dried Shieldfish (Health: 30, Fatigue: M), Medicinal Syrup (Health: 40, Fatigue: L), Honey (Health: 30, Fatigue: M), and Mana Herbs (Health: 20, Fatigue: S).

Along the way, you will meet some enemies:

‘First Basement’ Thabes Labyrinth Dungeon Battles

These grids are large, at 20×19, with some new terrain:

Desert Provides 0 cover
Ground Provides 0 cover
Tile Provides 20 cover
Rubble Provides 0 cover. Only fliers can move to these squares
Torch You cannot move to these squares
Pillar Provides 30 cover. Only fliers can move to these squares
Pillar You cannot move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn

Your army of ten will face various numbers and varieties of enemies, including:

  • Brigand Mercenaries, armed with Silver Swords (Mt: 8, Hit: 90, Range: 1, Weight: 2).
  • Brigand Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0). Some are also armed with the Devil Axe (Mt: 15, Hit: 70, Crit: 5, Range: 1, Weight: 5), thus having the Lifetaker and Hex Skills:
Lifetaker Absorbs HP if the opponent is defeated
Hex Has a set chance of cursing the user
  • Brigand Snipers, armed with Iron Bows (Mt: 2, Hit: 75, Range: 1-3, Weight: 2). They also have the Bowrange +2 and Anti-Fliers Skills:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units

These battles will be easy, so you should be fine on your own.

YOU SHOULD KNOW, though, that if either Celica OR Alm die, it is game over and you will be forced to restart the entire dungeon. So, DO NOT BE RECKLESS. HEAL OFTEN. And RETREAT IF NECESSARY.

Continue to the next level, and you will find a second stone tablet. This one reads, “In Thabes lived an alchemist named Forneus, much praised for his genius. In time, he would be feared by all.”

Continue past the tablet, and you will find a ledge. You will be asked if you want to continue to the next level, select ‘Yes’.

In the ‘Second Basement’ you will find a few more things to smash, along with a third tablet. “Two matters consumed Forneus, and he spent his life in their pursuit.”

Continue into the next room. Here you will likely be met with another battle:

‘Second Basement’ Thabes Labyrinth Dungeon Battles

  • Brigand Arcanists, wielding the Mire and Recover, Miasma and Recover, or Mire and Fortify Spells:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
  • Brigand Cantors, wielding Mire and Conjure:
Conjure HP Cost: 1 Summons evil beings from the darkness

The Cantors may also carry a Silver Purse. Additionally, they will have the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Terror Revenants, armed with Venin Claws (Mt: 5, Hit: 80, Range: 1, Weight: 0). They are also marked with the Terror Attribute:
Terror An accursed monster with high HP

Be sure to take down the Cantors first, before they can do any real damage by summoning other monsters.

The other monsters should be easy to take down, you won’t need any guidance for these battles.

From the main room, you will find two paths to take. One heads north, and will move you deeper into the dungeon. The second heads south, and will lead you to a gold chest containing a Silver Sword (Mt: 12, Hit: 100, Range: 1, Weight: 3). Once you have collected this, return and head along the northern path.

In this room you will find a fourth tablet. “The first was how to wake the dead and control them as his army.”

Past this tablet, you will once again find a drop-off asking if you are ready to proceed. Do so now.

After entering the ‘third basement’, you will find yourself in a circular room with a lot of debris. This makes it a bit convoluted, but there are no items to be missed on the way, so just work your way to the doorway.

Through the doorway, you will find another large corridor with more enemies awaiting you.

‘Third Basement’ Thabes Labyrinth Dungeon Battles

  • Terror Bonewalkers, some carrying Brave Swords (Mt: 5, Hit: 90, Crit: 30, Range: 1, Weight: 0) and Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0). Others hold Bone Swordsand Shadow Swords (Mt: 13, Hit: 65, Range: 1, Weight: 5), giving them the Lifetaker and Hex Skills. The Bonewalkers are all also marked with the Terror Attribute.
  • Terror Revenants, armed with either Venin Claws or Numbing Claws (Mt: 7, Hit: 70, Range: 1, Weight: 0). They are also marked with the Terror Attribute.
  • Terror Entombed, armed with either Venin Claws or Numbing Claws (Mt: 7, Hit: 70, Range: 1, Weight: 0). They are also marked with the Terror Attribute.
  • Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0). Some may also carry a Silver Purse, and others have the Eerie Screech Skill:
Eerie Screech Inflicts spellbind on a target if the attack hits

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

Flier A unit that moves and fights unaffected by terrain

Once again, these battles should be pretty easy. Just keep your weaker units back!

Again, there are two routes. This time, the north route leads to a Sacred Spring: the Waters of Skill and the Waters of Luck. You will have three drinks between the two before it runs dry.

The east route proceeds deeper into the dungeon. Head down there when you are done with the Sacred Spring.

In the east room, you will find a fifth tablet: “The second was the creation of a singular, perfect being.”

Once again, proceed to the next level.

Inside the ‘fourth basement’, you will find a sixth tablet: “We senators sent forth messengers to Forneus. None returned.”

Proceeding deeper, here you will find even more enemies.

‘Fourth Basement’ Thabes Labyrinth Dungeon Battles

  • Terror Deathgoyles, armed with Scythes. They also have the Flier and Great Terror Attributes:
Great Terror An evolved Terror that Expel cannot banish
  • Terror Lich, armed with a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1) and a Club (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Great Terror Attribute.
  • Terror Mogall, armed with Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). They sometimes carry a Silver Purse, and are marked with the Flier and Great Terror Attributes. Additionally, they have the Divide Skill:
Divide Has a chance of causing one to divide and multiply
  • Specter Mercenaries, wielding either Shadow Swords, thus having the Lifetaker and Hex Skills; or Lightning Swords (Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3), giving them the Transmute Skill:
Transmute Attacks by this weapon are treated as magical attacks
  • Specter Soldiers, armed with Silver Lances (Mt: 8, Hit: 90, Range: 1, Weight: 2).
  • Specter Cavaliers, armed with Steel Lances (Mt: 4, Hit: 80, Range: 1, Weight: 1). They are also marked with the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Specter Myrmidon, armed with Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0). They may also carry a Silver Purse.
  • Specter Paladin, armed with Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Mounted Attribute, and may carry a Silver Purse.
  • Specter Brigands, armed with the Devil Axe, thus having the Lifetaker and Hex Skills.
  • Specter Knights, armed with either a Steel Lance, a Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2), or a Ridersbane (Mt: 4, Hit: 80, Range: 1, Weight: 2). Those with the Ridersbane will have the Anti-Calvary Skill:
Anti-Calvary Effective against mounted units

All Knights are marked with the Armored Attribute:

Armored A unit with high defense

Alm should be able to take down most of these enemies by himself, but you can feel free to get creative in your approach, to level up your weaker units.

To the north, you will find another Sacred Spring, hidden behind a fake wall. These are the Waters of Attack and the Waters of Speed. You will have three drinks between the two before it runs dry.

Continuing east, you will continue deeper into the dungeon.

In this next room, you will find a route heading southeast and a route heading northeast. The southeast route leads to a room containing a gold chest, with a pair of Boots (+1 Movement). The northeast route will lead you deeper into the dungeon, where you will find the seventh tablet, “Next, the Council dispatched soldiers. Still none returned.”

Past the seventh tablet, you will once again find a drop-off asking you to delve deeper into the dungeon. If you have collected the Boots, go ahead and drop down to the ‘fifth dungeon’.

Inside the ‘fifth dungeon’, you will again find a bit of a maze in a circular room, but once again there are no items to collect. This time, the exit is to the west.

Within the next corridor, you will find another slew of enemies to fight.

‘Fifth Basement’ Thabes Labyrinth Dungeon Battles

  • Specter Barons, armed with Steel Lances. They have the Armored Attribute and the Heavy Armor Skill:
Heavy Armor Halves magic from bows
  • Specter Bow Knights, armed with Steel Bows (Mt: 3, Hit: 65, Range: 1-3, Weight: 3). They have the Bowrange +2 and Anti-Fliers Skills, as well as the Mounted Attribute.
  • Specter Gold Knights, armed with Lances and the Mounted Attribute.
  • Specter Witches, armed with 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
  • Specter Dread Fighters, armed with Steel Swords and the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic

These battles really won’t be hard either. It is the upcoming boss battle that will be tough…

From here, you will find a route heading south, and a route heading north. The southern route leads to a dead-end room with the eighth tablet, “Thus, the Council chose to seal Forneus’s workshop with him inside it.”

The north route will take you to another corridor, with only one exit. This will take you to yet another room, with a colosseum-type circle in the center. Blocking your path forward is a Fire Dragon. If you are ready (make sure no one in your party is fatigued), go ahead and initiate the battle.

‘Fifth Basement’ Thabes Labyrinth Boss Battle

This grid is 19×18, with some new terrain:

Tile Provides 20 cover
Cavern Provides 0 cover. Only fliers can move to these squares
Rampart Provides 0 cover. Only fliers can move to these squares
Stairs Provides 0 cover
Pillar Provides 30 cover
Pillar You cannot move to these squares

Your army of ten faces nine enemies:

  • One Specter Bow Knight, armed with a Silver Bow (Mt: 5, Hit: 70, Range: 1-3, Weight: 4). They also have the Bowrange +5 and Anti-Flier Skills, as well as the Mounted Attribute.
  • Two Specter Dread Fighters, one armed with a Brave Sword, and the other with a Shadow Sword. They both have the Resistance +5 and Apotrope Skills, but the one carrying the Shadow Sword also has the Lifetaker and Hex Skills.
  • Two Specter Barons, each carrying a Javelin. They both have the Heavy Armor Skill and the Armored Attribute.
  • One Specter Gold Knight, carrying a Silver Lance. He also has the Mounted Attribute.
  • One Specter Priestess, carrying a Prayer Ring (Chance to prevent Death). She also carries a Sword, and wields the Thunder, Aura, and Physic Spells:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light
Physic HP Cost: 3, Rcv: 6, Range: 1-Atk Restores HP to a distant ally

Additionally, the Priestess has the Recovery and Miracle Skills:

Recovery Restores 5 HP each turn
Miracle Grants a Luck x2 chance of surviving a mortal attack
  • One Specter Cantor, holding a Mage Ring (Raises Magic and Range). He can use the Mire and Conjure Spells, and has the Recovery, Incarnation, and Sophisticate Skills:
Sophisticate Increases black magic range by 2
  • One Brethren Fire Dragon, armed with Fire Breath (Mt: 12, Hit: 80, Range: 2-3, Weight: 5) and Talons (Mt: 22, Hit: 100, Range: 1, Weight: 0). He is also marked with the Dragon Attribute:
Dragon A creature of mighty power thought to no longer exist

This battle will be a bit tough for your weaker units. Your enemies are all strong enough that you can’t exactly hold them back, except for with Alm and Celica. So, for those in Classic Mode, do your best. Keep your weak units far away. If you have any fliers, move them to the far corners of the arena, and do your best to keep everyone else alive.

I would recommend using Warp to send Alm or Celica forward to take down the Cantor (who will summon Terror Revenants) before he can become a problem. They should both be strong enough to resist any of the enemies initial attacks (but you may need to head in to rescue and heal them).

Once you have won, proceed up the opposite stairway, and you will find the ninth tablet: “The seal they used was made to last until the city crumbled to sand.”

Past the tablet, you will find a doorway with the Sage’s Shield (Defense: 5, Avo: 0, Resistance: 5, Weight: 2) embedded in it. You will be given the option to take it. Once you do, the doorway will open.

Through the doorway, you will find the tenth tablet: “Here lies sealed the workshop of the demon alchemist Forneus.”

You will find another drop-off, leading to the next level. If you are ready, head down to the ‘sixth basement’.

You will drop down in front of a Sacred Spring: the Waters of HP and the Waters of Defense. You will have three drinks between the two before it runs dry.

Once you are done, head through the doorway. Here you will find a new type of enemy: Masks.

‘Sixth Basement’ Thabes Labyrinth Dungeon Battles

  • Mask Villagers, armed with the Venin Sword (Mt: 1, Hit: 80, Range: 1, Weight: 1).
  • Mask Archers, armed with Rusted Bows (Mt: 0, Hit: 70, Range: 1, Weight: 3). They also have the Bowrange +1 Skill:
Bowrange +1 Increases bow range by 1

Once again, these battles are not challenging.

The north route will lead you to yet another golden chest, containing a Blessed Bow (Mt: 3, Hit: 80, Crit: 10, Range: 1-3, Weight: 2).

The south route will lead you to the eleventh tablet: “The critical component in the death mask is a particular shelled insect.”

Heading past this tablet, you will find the next drop-off to the ‘seventh basement’. Head down if you are ready.

You will be dropped into a main corridor, with more enemies.

‘Seventh Basement’ Thabes Labyrinth Dungeon Battles

  • Mask Villagers, armed with the Venin Swords or Rusted Swords.
  • Mask Archers, armed with Rusted Bows or Venin Bows (Mt: 1, Hit: 60, Range: 1-3, Weight: 1). They also have the Bowrange +1 Skill.
  • Mask Brigands, armed with Rusted Axes (Mt: 0, Hit: 80, Range: 1, Weight: 5).
  • Mask Cavaliers, armed with Venin Lances (Mt: 1, Hit: 80, Range: 1, Weight: 1). They also have the Mounted Attribute.
  • Mask Soldiers, armed with Venin Lances.
  • Terror Deathgoyles, armed with Scythes and the Eeire Screech Skill. They also have the Flier and Great Terror Attributes.
  • Terror Mogall, armed with Tackle and the Divide Skill. They are Fliers and Great Terrors.
  • Terror Deimos, armed with the Fire Spell and a Club (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also Great Terrors.
  • Brethren White Dragons, armed with Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are Fliers and Great Terrors.

These battles should be just as easy as any other (unless you are facing two or three groups at a time). Just use Alm and/or Celica as much as possible. Honestly, your biggest problem will be any Mogall.

In this corridor, the west route will lead you to a golden chest containing five Gold Marks.

The north route leads to a dead end, with a twelfth tablet: “I have come to call these marvels of nature thanatophages.”

The south route leads onward. This will lead you to another corridor, with only one way forward. Here you will find a thirteenth tablet: “Placed on a cadaver, thanatophages set down roots and assert control.”

Proceed past this creepy tablet to the next drop-off, placing you in the ‘eighth basement’.

Here you will find yourself surrounded by more enemies.

‘Eighth Basement’ Thabes Labyrinth Dungeon Battles

  • Mask Cavaliers, armed with Venin Lances. They also have the Mounted Attribute.
  • Mask Soldiers, armed with Venin Lances.
  • Mask Villagers, armed with the Venin Swords or Rusted Swords.
  • Mask Brigands, armed with Rusted Axes.
  • Mask Archers, armed with Rusted Bows or Venin Bows. They also have the Bowrange +1 Skill.
  • Brethren Fire Dragons, armed with Fire Breath and Talons. They have the Dragons Attribute, and usually carry a Silver Purse.

Continue your current working strategy and you should be fine. Unless the dragons are in play. This will make things much tougher, but still possible.

You’ll find yourself in anther circular maze room. Your exit is to the north. Through this doorway, you will find a corridor with one exit. This will lead to another corridor, again with one exit (to the east).

Through this doorway, you will find the fourteenth tablet: “At last, blood from a divine dragon! Its power is terrifying. Beautiful.”

Head to the drop-off, and if you are ready, jump to the ‘ninth basement’.

In this room, you will find a fifteenth tablet: “The Senate has granted me all I need to craft life anew. I’ve succeeded.”

Proceed through the doorway, and you will find a corridor with more enemies.

‘Ninth Basement’ Thabes Labyrinth Dungeon Battles

  • Terror Deathgoyles, armed with Scythes and the Eeire Screech Skill. They also have the Flier and Great Terror Attributes.
  • Terror Deimos, armed with the Fire Spell and a Club. They are also Great Terrors.
  • Terror Entombed, armed with Venin Claws and the Terror Attribute.

The south route leads forward, and the north route leads to a golden chest with a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3).

Heading south, you will find another corridor, with a south route and a north route. This time, the north leads forward, and the south leads to yet another golden chest, containing Ambrosia(Increases Defense).

Heading north, you will find yet another corridor, filled with enemies. To the left, you will find a fake wall with a Sacred Spring: the Waters of Speed and the Waters of Resistance. Unfortunately, an army of dragons guards it. Honestly, this deep in the dungeon, this game is hard enough on CASUAL mode. You may want to consider skipping this battle for now. If you are dead set on doing it, I would honestly recommend doing so AFTER finishing the dungeon AND getting out, so you can save your progress. Then head back in to hit this Spring. Seriously, these dragons will likely be the death of you.

‘Ninth Basement’ Thabes Labyrinth Boss Battle

  • Brethren Fire Dragons, armed with Fire Breath and Talons. They have the Dragon Attribute, and usually carry a Silver Purse.
  • Brethern Dagon, armed with Water Breath (Mt: 8, Hit: 80, Range: 2-3, Weight: 4) and Talons. They also have the Dragon Attribute.
  • Terror Deimos, armed with the Fire Spell and a Club. They are also Great Terrors.

Back to the main dungeon, heading through the door at the end will lead you to the sixteenth tablet: “At first, it was a tiny thing. But on day 80, I gave it my blood. It grew.”

After this tablet, you will find the final drop-off, leading to the ‘tenth basement’.

Here you will find the seventeenth tablet: “Its voice echoes in my head. Dark thoughts. Violent th–.”

Follow the doorway past this final tablet, and you will find a long stairway. At the end of this is a door, which opens to a short path leading up to a platform with a large monster on it. This is the final battle, so be prepared! Good luck.

Thabes Labyrinth Boss Battle

This grid is 23×23, with some new terrain:

Cavern Provides 0 cover. Only fliers can move to these squares
Rampart Provides 0 cover. Only fliers can move to these squares
Rubble Provides 0 cover. Only fliers can move to these squares
Floor Provides 0 cover
Torch You cannot move to these squares
Pillar Provides 30 cover
Ruin Provides -20 cover
Sigil Provides 30 cover

Your army of ten faces seven enemies:

  • One Terror Guardian, armed with a Lance. It has the Armored and Great Terror Attributes.
  • One Mask Priestess, armed with a Sword. She also has use of the Thunder, Aura, and Physic Spells.
  • One Terror Demios, armed with a Club and the Fire Spell. It is also a Great Terror.
  • One Mask Sage, armed with the Fire, Sagittae, and Recover Spells:
Sagittae HP Cost: 8, Mt: 16, Weight: 11, Range: 1-3, Hit: 70 Arrows of light that hit from a long distance

The Sage also has the Discipline Skill:

Discipline Increases black magic hit rate by 10%
  • One Mask Cantor, armed with the Incarnation Skill, and the Medusa and Conjure Spells:
Medusa HP Cost: 7, Mt: 0, Weight: 11, Range: 1-5, Hit: 70 Reduces HP to 1, or defeats fores with 1 HP
  • One Mask Dread Fighter, armed with a Sword. He also has use of the Resistance +5 and Apotrope Skills.
  • The Creation, a Fell Dragon. Armed with Expiration (Mt: 14, Hit: 70, Range: 1-5, Weight: 8), it also has the Dark Spikes, Dragonskin, Anathema, and Nullify Ailments Skills:
Dark Spikes Mt: 10-30, Range: 1-5 Fell dragon spikes that deal damage to foes in range
Dragonskin   Halves damage taken
Anathema   Reduces evasion of all foes within three spaces by 20%
Nullify Ailments   Prevents ailments like poison and stun

The Creation also has the God Attribute:

God A fell dragon of divine power and ill sentiment

Once you are ready, put your units in a tight group. Your defense will need to be ready for the fight ahead.

The Cantor will summon:

  • Mask Revenants, armed with Venin Claws and the Terror Attribute.

While fighting, other enemies may also appear, including:

  • Terror Garuda, armed with Scythes. They are Fliers and Great Terrors.
  • Mask Gold Knights, armed with Lances and the Mounted Attribute.

This battle will be very tough. At this point, for those in Classic Mode, it really doesn’t matter anymore if anyone lives or dies; this is the final battle of the game. But if you are a completionist, it will just be very difficult to keep everyone alive.

You should keep in mind that although the Creation has a lot of HP, if you defeat it, the fight is over.

Once you win the battle, you will receive a Rusted Ring (Weight: 2).

You will find yourself on the platform from earlier, with a Memory Prism before you, and a magical transporter to take you out of the dungeon. Once you have left, you will receive the Thrum of Despair Award: Awarded for containing the menace that tried to bring ruin to the world.

With that, you will be allowed to save your game, ending the scene.


Act Six – Scene Seven: Final Side Quests and Awards

Now that you have completed the final dungeon, you should (hopefully) have the Gargoyle Ears and Dragon Scales required for Side Quests #29, #31, and #32. These three are the final Side Quests left in the game.

The locations for these Side Quests are Rigel Village and Sage’s Hamlet.

Reference the ‘Side Quests’ page of this guide for more information regarding these quests.

You can also work on getting all 32 Awards in this game. For a full list, see the ‘Awards’ page of this guide.

Most of the Awards are self-explanatory, but a for a few of them, you may need some help in understanding what you must do. For example, Award #19, ‘Archanea’s Regalia’, requires that you collect three weapons: Mercurius, Gradivus and Parthia. You will find Gradivus in the Temple of Duma, and the others will be obtained by forging your ‘blessed’ weapons.

For Award #25, ‘Cherisher of Life’, you must complete the game on Classic Mode.

For Award #30, ‘Blitzkrieg’, you must end the war within 500 turns.

For Award #31, ‘Mystery Relics’, you must collect three weapons (which can be found in Thebes Labyrinth B9 and B10). These items are Sol, Luna, and Astra, and your best chance at finding them are by smashing pots on the mentioned levels. You may also find them as an item drop in the boss battle in the same dungeon.

For Award #32, ‘Fire Emblem’, you must complete the game on Hard mode and Classic mode, with zero casualties.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

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