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Act 6/Thabes Labyrinth: Difference between revisions
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==Map data== | ==Map data== | ||
{{ChapData | {{ChapData | ||
|victory={{hover|Rout the enemy | |victory={{hover|Rout the enemy|Skirmishes}}<br>{{hover|Defeat the Creation|Tenth basement battle}} | ||
|defeat=[[Alm]] or [[Celica]] dies | |defeat=[[Alm]] or [[Celica]] dies | ||
|ally=10 | |ally=10 | ||
|other=0 | |other=0 | ||
|enemy={{hover|Varies|The player can | |enemy={{hover|Varies|The player can avoid fights at their choice, so the number of enemies they face will be different for each playthrough of the dungeon.}}<br>{{hover|9|Fixed encounter with the Fire Dragon in the fifth basement}}<br>{{hover|7+reinforcements|Tenth basement battle}} | ||
}} | }} | ||
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|item4=Blessed Bow | |item4=Blessed Bow | ||
|obtain4=In a [[chest]] in the sixth basement | |obtain4=In a [[chest]] in the sixth basement | ||
|item5 | |item5=Gold Purse | ||
|item5image=Gold Mark | |item5image=Gold Mark | ||
|obtain5=In a [[chest]] in the seventh basement | |obtain5=In a [[chest]] in the seventh basement |
Revision as of 18:13, 25 April 2018
- For additional information on the location, see Thabes Labyrinth.
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“ | This grand husk of a capital once coursed with magic, but it has been forgotten for centuries, neglected, the victim of human folly. Now we disturb its rest...for what? What lies waiting for us deeper in? | ” | — Alm |
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Thabes Labyrinth is the final map of Act 6, and Fire Emblem Echoes: Shadows of Valentia as a whole. It is a long dungeon with ten floors, very powerful enemies in the form of the Death Masks, and the toughest boss the game has to offer, the Creation.
Map data
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Victory: Rout the enemy Defeat the Creation |
Player | Other | Enemy | |||
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Defeat: Alm or Celica dies | 10 | 0 | Varies 9 7+reinforcements |
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Character data
Characters | |
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New units
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Available characters
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Item data
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- Additionally, there is a higher than normal chance of finding gold marks from cutting the grass in the ninth basement. There is also a chance of finding three regalia weapons ( Sol, Luna, and Astra) in the form of rusted weapons by destroying boxes and pots on the same floor.
Sacred spring data
style="Template:Roundtl; border:none" width="100%" colspan="2"|Sacred spring stats | ||||||||||||||||||||
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Enemy data
Note: This data only applies to Hard mode, unless specified otherwise.
First Basement
Brigand #1 Brigand #2 Brigand #3
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Second Basement
Arcanist #1 Arcanist #2 Arcanist #3 Cantor #1 Cantor #2
Third Basement
Revenant #1 Revenant #2 Gargoyle
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Fourth Basement
Fiend Lich Mogall Deathgoyle Mercenary Myrmidon Brigand #1 Brigand #2
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Fifth Basement
Dread Fighter #1 Dread Fighter #2 Witch Baron Fire Dragon (sub-boss)
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Sixth Basement
Villager (M) #1 Villager (M) #2 Villager (M) #3 Villager (F)
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- Note: All Death Mask enemies have HP beyond the normal cap of 52. Infantry units have +2 Mov.
Seventh Basement
The seventh basement includes all possible encounters from the sixth basement as well as the following:
Soldier Brigand Deimos #1 Deimos #2 Deimos #3 Deimos #4
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- Note: All Death Mask enemies have HP beyond the normal cap of 52. Infantry units have +2 Mov, while Cavalry have +1 Mov.
Eighth Basement
The eighth basement includes all possible Death Mask encounters from the previous floors as well as the following:
Villager (F) Soldier Myrmidon #1 Myrmidon #2
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- Note: All Death Mask enemies have HP beyond the normal cap of 52. Infantry units have +2 Mov, while Cavalry have +1 Mov.
Ninth Basement
Deimos #1 Deimos #2 Deimos #3 Deimos #4 Deimos #5 Deimos #6 Deathgoyle Dread Fighter Brigand Fire Dragon
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- Note: All Death Mask enemies have HP beyond the normal cap of 52. Infantry units have +2 Mov, while Cavalry and Dread Fighters have +1 Mov.
Tenth Basement
- Note: All Death Mask enemies have HP beyond the normal cap of 52. Infantry units have +2 Mov, while Cavalry and Dread Fighters have +1 Mov.
Reinforcements
- Reinforcements, unlimited in number, will appear from one or two the sigils at random per turn. Reinforcements that appear from sigils where the initial enemies appeared will generally have the same setups as said initial enemies. The possible enemy reinforcements are:
- Arcanists from the left of the two northwestern sigils
- Cantors from the right of the two northwestern sigils
- Dread Fighters from the left of the two northeastern sigils
- Villagers from the right of the two northeastern sigils
- Vestals or Garudas from the left of the two middle western sigils
- Deimoses or Titans from the right of the two middle western sigils
- Sages or Falcon Knights from the left of the two middle eastern sigils
- Gold Knights or Barons from the right of the two middle eastern sigils
- Fafnirs from the left of the two southwestern sigils
- Guardians from the right of the two southwestern sigils
- Priestesses from the left of the two southeastern sigils
- Bow Knights from the right of the two southeastern sigils
- Dagons or Fire Dragons from the sigil the Creation first stands on (only if the Creation has moved)
Boss data
Sub-boss
Normal Hard
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Primary boss
- Main article:
The Creation
Normal Hard
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- Note: In addition to black magic and white magic, The Creation also has proficiency in Terror weapons.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
As the enemies faced are varying on constant battlefields, most strategy related to clearing the dungeon is centered around preparation and team composition. Your units should be well-suited to fighting Terrors as well as enemies with high HP. Two weapons that will be very useful here are the Brave Sword and Killer Bow, as their high critical rates will allow them to easily shred through the obscene HP totals seen from Death Masks. The Killer Bow's combat art, Hunter's Volley, is particularly helpful for dealing with fast enemies such as Deathgoyles, Entombed, and Dread Fighters, as it always strikes twice, no matter what.
Either Alm or Celica will be a required unit, and both can contribute very well to fights in the labyrinth. Alm's Falchion allows him to easily ORKO most Terror units, especially when forged. His Royal Sword is no slouch either, as its combat art, Double Lion will allow him to deal with fast enemies, as well as deal great damage against most Death Mask enemies. Celica's wide variety of spells give her great utility as well: Seraphim allows her to easily ORKO Terrors from a distance, she can heal allies with Recover, and, if she is fast enough to double with it, Ragnarok can allow her to ORKO Fire Dragons, otherwise very bulky enemies. If given the Mage Ring, she can even do this without even entering their attack range. It may be advantageous for the player to field both lords as, on top of their aforementioned utility, their bond support offers them both substantial critical rate bonuses when within three spaces of each other; these bonuses further augment the innate critical bonus of Alm's Royal Sword and Celica's Excalibur, making them much more reliable for securing kills.
The boss of the tenth basement floor, the Creation, is arguably the most threatening boss enemy the game has to offer. Its main means of attack, Expiration, completely ignores a unit's defense, so the only way to survive an attack from it is to have more than 34/36 HP. Moreover, it is incredibly strong defensively, boasting a massive 180/185 HP, which is effectively doubled by its personal skill, Dragonskin, and bolstered further with it recovering 5 HP per turn. However, it has one glaring weakness: it will not move until one of the player's units enters its attack range, meaning the player can take as much time as they feel necessary dealing with the other enemies before taking the boss on. Tactics such as warping a unit in to attack it, then rescuing them out of range (if the player promoted Faye into a Cleric) can be an effective, relatively safe means of defeating it.
Though it does not show on its status screen, the Creation is considered to be a flying unit, and as such, bows will deal bonus damage to it. Two particularly effective bows are the Killer Bow and Parthia; the former's combat art, Hunter's Volley, is incredibly powerful and hits twice before the Creation can retaliate, while the latter's combat art, Trance Shot, can strike it just outside of its attack range. Trance Shot is especially useful since it will not cause the Creation to begin moving, meaning it can be used to defeat it without it ever attacking even once, making it a safe, if slow, method of defeating the boss.
Trivia
Etymology and other languages
This section has been marked as a stub. Please help improve the page by adding information.
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Thabes Labyrinth |
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← Archanea Seaway 6 Battle • | Thabes Labyrinth |
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