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Act 6/Thabes Labyrinth

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< Act 6
Revision as of 19:52, 2 June 2021 by Thecornerman (talk | contribs) (→‎Sacred spring data: Simplified table)
For additional information on the location, see Thabes Labyrinth.

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Thabes Labyrinth


Location

Thabes Labyrinth

Boss(es)

Fire Dragon, The Creation

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
An ancient fallen capital, its people drowned in their own magic power... This place has slumbered for centuries as a result of their greed.
— Celica

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

Chapter Data
Conditions
Unit Data
Victory: Rout the enemy
Defeat the Creation
Player Partner Other Enemy
Defeat: Alm or Celica dies 10 {{{partner}}} {{{other}}} Varies
9
7+reinforcements

Character data

Characters
New units

None

Available characters
Alm 02 ​Celica 02 ​Lukas ​Gray ​Tobin ​Kliff ​Faye ​Silque ​Clair ​Clive ​Forsyth ​Python ​Luthier ​Mathilda ​Delthea ​Tatiana ​Zeke ​Mycen ​Mae ​Boey ​Genny ​Saber ​Valbar ​Kamui ​Leon ​Palla ​Catria ​Atlas ​Jesse ​Sonya ​Deen ​Est ​Nomah ​Conrad ​

Item data

Items
Name Obtainment Method
Is 3ds03 silver sword.png Silver Sword In a chest in the second basement
Is 3ds03 boots.png Boots In a chest in the fourth basement
Is 3ds03 sage's shield.png Sage's Shield In the door after defeating the Fire Dragon in the fifth basement
Is 3ds03 blessed bow.png Blessed Bow In a chest in the sixth basement
Is 3ds03 gold purse.png Gold Purse In a chest in the seventh basement
Is 3ds03 rusted shield.png Rusted Shield
(Dracoshield)
In a chest in the northern chamber of the ninth basement
Is 3ds03 ambrosia.png Ambrosia In a chest in the southern chamber of the ninth basement
Is 3ds03 rusted ring.png Rusted Ring
(Demon Ring)
From defeating the Creation in the tenth basement
Is 3ds03 memory prism.png Memory Prism 10 On the ground of the tenth basement after defeating the Creation
  • 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

Sacred spring stats
Map location Uses Left lion Right lion
Thabes Labyrinth Third Basement 3 Skill Luck
Thabes Labyrinth Fourth Basement 3 Attack Speed
Thabes Labyrinth Sixth Basement 3 HP Defense
Thabes Labyrinth Ninth Basement 2 Speed Resistance

Enemy data

For simplicity in regards to unit stats, the figures to the left and right of a / are the stat's values on Normal and Hard modes respectively. All other aspects of Thabes Labyrinth are identical between the two difficulties.

First Basement

Brigand #1 Brigand #2 Brigand #3

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 brigand enemy.gif Brigands Brigand 26/32 2 52 18/21 11/13 13/16 0 12/14 3 4 --
Axe
--
Ma 3ds03 mercenary enemy.gif Brigands Mercenary 20 2 47 18+8 18 20-2 0 14 1 4 Silver Sword
--

Second Basement

Arcanist #1 Arcanist #2 Arcanist #3 Cantor #1 Cantor #2

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 arcanist enemy.gif Brigands Arcanist 18/24 3 45/51 16/18 12/15 12/14 0 13/15 8 4 --
Mire Recover
--

Third Basement

Revenant #1 Revenant #2 Bonewalker Gargoyle

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 revenant enemy.gif Terrors Revenant 40/46 3 52 25/28 17/19 13/15 0 9/10 0 4 --
Venin Claws
--
Ma 3ds03 entombed enemy.gif Terrors Entombed 20/26 1 33/38 30/34 19/22 18/22 20/22 5/6 14/16 6 --
Venin Claws
--

Fourth Basement

Area 1

Fiend Lich Mogall Deathgoyle

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 fiend enemy.gif Terrors Fiend 15/17 1 54/56 29/30+8 9/10 4/5-2 0 27/28 14/15 4 Silver Lance
Heavy Armor
--
Ma 3ds03 fiend enemy.gif Terrors Fiend 12/14 2 51/55 28/29+3 8/9 4-2 0 25/26 13/14 4 Javelin
Heavy Armor
--
Area 2

Mercenary Myrmidon Brigand #1 Brigand #2

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 mercenary enemy.gif Specters Mercenary 20 2 47 18+13 18 20-5 0 14 1 4 Shadow Sword
Lifetaker* Hex*
--
Ma 3ds03 soldier enemy.gif Specters Soldier 20 1 49 20+8 11 13-2 0 15 0 4 Silver Lance
--
Ma 3ds03 cavalier enemy.gif Specters Cavalier 20 2 47 19+4 13 15-1 0 15 2 7 Steel Lance
--

Fifth Basement

Area 1

The Entombed encounter is a fixed encounter that appears in the southern room. It does not respawn after being defeated.

Dread Fighter #1 Dread Fighter #2 Witch Baron Entombed

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 dread fighter enemy.gif Specters Dread Fighter 18/20 1 50/51 24/25+8 25/26 27/28-2 0 15/16 6+5 7 Silver Sword
Resistance +5 Apotrope
--
Ma 3ds03 witch enemy.gif Specters Witch 18/20 2 36/37 19/20 16/17 13/14 0 9/10 14 4 --
Fire Teleportation
--
Area 2

The fifth basement's second area has no enemies.

Area 3

The Fire Dragon encounter is a fixed encounter which must be fought in order to progress through the labyrinth.

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 dread fighter enemy.gif Specters Dread Fighter 18/20 1 50/51 24/25+5 25/26 27/28 0 15/16 6+5 7 Brave Sword
Resistance +5 Apotrope
Begins moving unprovoked on turn 3, or if he or the other Dread Fighter is provoked.
Ma 3ds03 dread fighter enemy.gif Specters Dread Fighter 18/20 1 50/51 24/25+13 25/26 27/28-5 0 15/16 6+5 7 Shadow Sword
Lifetaker* Hex* Resistance +5 Apotrope
Begins moving unprovoked on turn 3, or if he or the other Dread Fighter is provoked.
Ma 3ds03 bow knight enemy.gif Specters Bow Knight 15/17 1 52 23/24+5 15/16 12/13-4 0 14/15 6 8 Silver Bow
Bowrange +2 Anti-Fliers*
Begins moving unprovoked on turn 4.
Ma 3ds03 baron enemy.gif Specters Baron 18/20 2 52 31/32+3 15/16 9/10-2 0 27/28 7 4 Javelin
Heavy Armor
Begins moving unprovoked on turn 2.
Ma 3ds03 gold knight enemy.gif Specters Gold Knight 15/17 1 52 25/26+8 14/15 19/20-2 0 20/21 7/8 9 Silver Lance
Begins moving unprovoked on turn 4.
Ma 3ds03 cantor enemy.gif Specters Cantor 25/27 1 52 24/25 18 19/20 0 16 9 4 Mage Ring
Mire Conjure* Recovery* Incarnation Sophisticate*
Does not move.
Ma 3ds03 priestess enemy.gif Specters Priestess 15/18 1 49/52 19/21 15/17 16/18 0 11/12 8/9 4 Prayer Ring
Sword Thunder Aura Physic Recovery* Miracle*
Only moves to attack units in range.
Ma 3ds03 fire dragon enemy.gif Brethren Fire Dragon 1/5 1 50 20/21 17/18 11 0 26/27 18/19 4 --
Fire Breath Talons
Only moves to attack units in range.
Reinforcements
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 revenant enemy.gif Specters Revenant 40/50 Varies 52 25/30 17/21 13/16 0 9/11 0 4 --
Venin Claws
Conjured by the Cantor.

Sixth Basement

Villager (M) #1 Villager (M) #2 Villager (M) #3 Villager (F)

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 villager death mask enemy.gif Masks Villager 1/3 2 80/82 28/29 23/24 20/21-3 0 14/15 12 6 Rusted Sword
--
Ma 3ds03 brigand death mask enemy.gif Masks Brigand 1/3 2 88/90 30/31 22/23 20/21-5 0 15/16 8 6 Rusted Axe
--

Seventh Basement

Area 1

The seventh basement's first area includes all possible encounters from the sixth basement as well as the following:

Soldier Brigand

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 soldier death mask enemy.gif Masks Soldier 1/3 2 84/86 30/31+1 22/23 16/17-1 0 16/17 9 6 Venin Lance
--
Ma 3ds03 cavalier death mask enemy.gif Masks Cavalier 1/3 2 84/86 28/29+1 23/24 19/20-1 0 13/14 10 8 Venin Lance
--
Area 2

Deimos #1 Deimos #2 Deimos #3 Deimos #4

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 deimos enemy.gif Terrors Deimos 1/4 2 65/66 25/26 18/19 10/11 0 25/26 16 6 --
Fire Club
--
Ma 3ds03 deathgoyle enemy.gif Terrors Deathgoyle 20/23 2 53/56 25/26 21/23 26/28 0 15/16 12 7 --
Scythe Eerie Screech
--

Eighth Basement

Area 1

The eighth basement's first area features all possible Death Mask encounters from the previous floors.

Area 2

The eighth basement's second area has no enemies.

Area 3

Villager (F) Soldier Myrmidon #1 Myrmidon #2

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 villager death mask female enemy.gif Masks Villager 7/10 1 87/91 29/31+1 25/27 26/28-1 0 16/18 16 6 Venin Sword
--
Ma 3ds03 fire dragon enemy.gif Brethren Fire Dragon 5/8 2 50/51 21/22 18/19 11/12 0 27/28 19 4 Silver PurseThis item is dropped upon this unit's defeat.
Fire Breath Talons
--

Ninth Basement

Areas 1 and 2

Deimos #1 Deimos #2 Deimos #3 Deimos #4 Deimos #5

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 deimos enemy.gif Terrors Deimos 5/8 2 66/67 26/27 20/21 12/13 0 26/27 17 6 --
Fire Club
--
Ma 3ds03 deathgoyle enemy.gif Terrors Deathgoyle 28/31 2 61/64 29/30 26/28 31/33 0 17/18 13 7 --
Scythe Eerie Screech
--
Area 3

The Fire Dragon encounter is a fixed encounter which must be fought in order to reach the Sacred Springs behind the breakable wall. It does not respawn after being defeated.

Deimos Deathgoyle Dread Fighter Brigand Fire Dragon

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 deimos enemy.gif Terrors Deimos 5/9 1 66/67 26/27 20/21 12/13 0 26/27 17 6 --
Fire Club
--
Ma 3ds03 bow knight death mask enemy.gif Masks Bow Knight 1/5 1 88/93 33/35+1 27/29 18/29-1 0 16/17 11 9 Venin Bow
Bowrange +2
--
Ma 3ds03 fire dragon enemy.gif Brethren Fire Dragon 7/11 1 51 22/23 19/20 12 0 28/30 19/20 4 Silver Purse+This item is dropped upon this unit's defeat.
Fire Breath Talons
--

Tenth Basement

The encounter with the Creation is a fixed encounter which must be fought in order to reach the very end of the labyrinth and obtain its rewards.

Enemy Units
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 cantor death mask enemy.gif Masks Cantor 1/4 1 84/87 27/29 28/29 16/18 0 16/17 14 6 --
Medusa Conjure* Incarnation
Does not move; stands on a sigil.
Ma 3ds03 dread fighter death mask enemy.gif Masks Dread Fighter 1/4 1 85/87 33/35 29/31 27/29 0 18/19 12+5 8 --
Sword Resistance +5 Apotrope
--
Ma 3ds03 deimos enemy.gif Terrors Deimos 10/13 1 68/69 28/29 22/23 14/15 0 28/29 17/18 6 --
Fire Club
--
Ma 3ds03 sage death mask enemy.gif Masks Sage 1/4 1 82/86 26/28 26/28 15/17 0 15/16 15 6 --
Fire Sagittae Recover Discipline
--
Ma 3ds03 guardian enemy.gif Terrors Guardian 20/23 1 57/60 34/36 13/14 7 0 30/32 11 5 --
Lance
--
Ma 3ds03 priestess death mask enemy.gif Masks Priestess 1/4 1 76/80 24/26 23/25 17/19 0 14/15 18 6 --
Sword Thunder Aura Physic
--
Ma 3ds03 fell dragon enemy.gif The Creation Fell Dragon 20/24 1 180/185 20/22 20/22 20/22 0 15/17 15 2 --
Expiration Dark Spikes Dragonskin Anathema Nullify Ailments
• Treated as a Is 3ds03 flying.png flying unit.
• Recovers 5 HP per turn.
• Will not move until provoked.
• Uses Dark Spikes if there are at least three units within range, and if none of them would be killed by Expiration.
Reinforcements
Name Class Lv # HP Atk Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds03 revenant enemy.gif Masks Revenant 40/50 Varies 52 25/30 17/21 13/16 0 9/11 0 4 --
Venin Claws
Conjured by Cantors.
Ma 3ds03 arcanist death mask enemy.gif Masks Arcanist 5/8 Varies 84/87 27/28 24/26 17/18 0 18/19 14 6 --
Death Fortify
--
Ma 3ds03 villager death mask enemy.gif Masks Villager 10/13 Varies 91/94 33/34 28/29 25/26 0 19/20 13 6 --
Sword
--
Ma 3ds03 vestal enemy.gif Terrors Vestal 15/18 Varies 44/46 22/23 18/19 16/17 0 13/14 20 5 --
Aura Fortify Conjure* Teleportation
--
Ma 3ds03 witch enemy.gif Terrors Witch 10/13 Varies 29/32 15/16 14/15 11/12 0 7/8 14 4 --
Fire Teleportation
Conjured by Vestals.
Ma 3ds03 garuda enemy.gif Terrors Garuda 20/23 Varies 53/56 24/25 21/22 26/27 0 20/21 11 8 --
Scythe
--
Ma 3ds03 titan enemy.gif Terrors Titan 20/23 Varies 59/62 31/33 16/17 8 0 25/26 10 6 --
Axe
--
Ma 3ds03 falcon knight death mask enemy.gif Masks Falcon Knight 1/4 Varies 77/84 28/30 24/26 24/26 0 16/17 16/17 9 --
Lance Banish
--
Ma 3ds03 gold knight death mask enemy.gif Masks Gold Knight 1/4 Varies 90/94 33/35 25/27 18/20 0 20/22 10 10 --
Lance
--
Ma 3ds03 baron death mask enemy.gif Masks Baron 1/4 Varies 91/95 36/38 25/27 15/16 0 22/24 11 6 --
Lance Heavy Armor
--
Ma 3ds03 fafnir enemy.gif Brethren Fafnir 20/23 Varies 64/67 35/36 18/19 18/19 0 28/29 18 9 --
Fangs
--
Ma 3ds03 bow knight death mask enemy.gif Masks Bow Knight 1/4 Varies 88/92 33/35 27/29 18/19 0 16/17 11 9 --
Bow Bowrange +2
--
Ma 3ds03 dagon enemy.gif Brethren Dagon 10/13 Varies 41/44 22/23 13/14 10 0 27/28 20 3 --
Water Breath Talons
--
Ma 3ds03 fire dragon enemy.gif Brethren Fire Dragon 10/13 Varies 51 23/24 20/21 12 0 29/30 20 4 --
Fire Breath Talons
--
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:

Boss data

Fifth Basement

Normal Hard

Generic portrait fire dragon status fe15.png
Ma 3ds03 fire dragon enemy.gif Fire Dragon
Level 1
Stats
Max HP 50 Luck 0
Attack 20 Defense 26
Skill 17 Resistance 18
Speed 11 Movement 4
Item Skills
-- Fire Breath
Talons
Weapons
Swords Lances Axes
Bows Black magic White magic Monster weapons

Tenth Basement

Main article: The Creation

Normal Hard

Portrait grima status fe15.png
Ma 3ds03 fell dragon enemy.gif Fell Dragon
Level 20
Stats
Max HP 180 Luck 0
Attack 20 Defense 15
Skill 20 Resistance 15
Speed 20 Movement 2
Item Skills
-- Expiration
Dark Spikes
Dragonskin
Anathema
Nullify Ailments
Weapons
Swords Lances Axes
Bows Black magic White magic Monster weapons
Note: In addition to black magic and white magic, The Creation also has proficiency in Monster weapons 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. Additionally, some Saints should be brought along, as they can heal, warp, and deal great damage to Terrors with Seraphim. Tatiana in particular is a good choice as she has Warp, Physic, and is the only Saint that has access to Fortify.

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 given the Mage Ring, she can deal great damage to or even kill the otherwise bulky Dagons and Fire Dragons outside of their attack range with Excalibur. 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, or even a Brave Sword or Killer Bow of their own, making them much more reliable for securing kills. Though, do be wary that, even when not the leader of the army, either's death will result in a game over.

Fatigue generally shouldn't be much of an issue as, even though the dungeon is very long, it provides many provisions from breaking barrels, boxes, and pots. If a fight looks to be too much, do not be afraid to retreat. Certain encounters may prove to be far more powerful than a team can handle, such as if one were to face two simultaneous encounters on the ninth basement. Entombed encounters in particular can be quite worrisome as they are incredibly fast and may even double your Dread Fighters. In cases like these, it is often safer to simply move all your units to the back for two turns to retreat than it is to fight them head-on.

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. It additionally has a special combat art called Dark Spikes; this is an area-of-effect attack that deals semi-random damage, and the Creation will use this attack when there are at least three units within 5 spaces of it, and if Expiration would not be able to kill any of them that 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 Is 3ds03 flying.png 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. The Parthia can also be readily available as both of the necessary resources needed to forge it, the Blessed Bow and gold marks, can be found in the labyrinth prior.

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
Language Name Definition, etymology, and notes
English

Thabes Labyrinth

Likely derived from Thebes, a Greek city commonly used in mythology

Spanish

Laberinto de Thabes

Thabes Labyrinth

French

Dédale de Thabes

Thabes Labyrith

German

Thabes-Labyrinth

As above.

Italian

Dedalo di Thabes

Thabes Labyrinth

Dutch

Thabes labyrint

Thabes Labyrinth

Simplified Chinese

泰贝地下迷宫

Traditional Chinese

泰貝地下迷宮

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


←  Archanea Seaway 6 Battle • Thabes Labyrinth
Fire Emblem Echoes: Shadows of Valentia
Playable characters Alm's Party AlmClairCliveDeltheaFayeForsythGrayKliffLukasLuthierMathildaMycenPythonSilqueTatianaTobinZeke
Celica's Party AtlasBoeyCatriaCelicaConradDeenEstFayeGennyJesseKamuiKliffLeonMaeNomahPallaSaberSonyaValbar
DLC EmmaRandalShadeYuzu
Non-playable characters HalcyonIrmaMassenaMilaPeddlers
Bosses ArgentumAurumBarthBerkutBlakeBrigand BossCerberusThe CreationDeenDeltheaDesaixDolthDumaFernandGarthGarciaGazelleGharnGriethHadesHestiaJamilJarth*JedahJeromeLawsonMagnusMarlaMikhailMuellerNaberiusNuibabaRineaRudolfSlaydeSonyaTatarrahWolffXaizorZaksonZeke
Background characters ForneusLima IVLiprica
Regalia and personal weapons Beloved ZofiaFalchionGradivusMercuriusParthiaRoyal Sword
Acts and Battles Prologue Alm and Celica
Act 1 1: Ram Woods Battle • 2: Fleecer's Forest Battle • 3: Thieves' Shrine • 4: Storming of Ram Valley • 5: Attack on the Southern Outpost • 6: First Battle of Southern Zofia • 7: Second Battle of Southern Zofia • 8: Deliverance Hideout • 9: Liberation of Zofia Castle
Act 2 1: Skirmish • 2: First Pirate Raid • 3: Second Pirate Raid • 4: Assault on the Pirate Throne • 5: Third Pirate Raid • 6: Beast Hunt • 7: Seabound Shrine • 8: Fourth Pirate Raid • 9: Fifth Pirate Raid • 10: Zofia Castle Battle
Act 3 Alm 1: Northern Zofia Battle • 2: First Battle of Zofia Forest • 3: Forest Crossroads Battle • 4: Siege of Desaix's Fortress • 5: Second Battle of Zofia Forest • 6: Sylvan Shrine • 7: Forest Northside Battle • 8: Retaking of the Sluice Gate
Celica 1: Zofian Coast Battle • 2: Skirmish • 3: Attack on the Desert Stronghold • 4N: Northern Desert Battle • 4S: Southern Desert Battle • 5: Attack on Grieth's Citadel • 6: Storming of the Valley Approach • 7: Dragon Shrine • 8: Liberation of the Temple of Mila
Act 4 Alm 1: Border Battle • 2: Rigel Forest Battle • 3: Fear Mountain Battle • 4: Fear Mountain Shrine • 5: Siege of Nuibaba's Abode • 6: Rigel Plains Battle • 7: Fight at the Dragon's Maw • 8: Rigel Falls Battle • 9: Secret Shrine • 10: Attack on the Last Bastion • 11: Attack on Rigel Castle
Celica 1: Dead Man's Mire Battle • 2: Skirmish • 3: Attack on Dolth Keep • 4: Lost Treescape • 5: Storming of Duma Gate • 6: The Swamps of Duma Battle • 7: Duma Tower
Act 5 1: Duma Temple • 2: The Final Battle
Act 6 1: Archanea Seaway 2 Battle • 2: Archanea Seaway 4 Battle • 3: Archanea Seaway 6 Battle • 4: Thabes Labyrinth
amiibo Duma's OrdealsMila's Ordeals
DLC The Astral TempleThe Inner SanctumBand of BandagesLords of the GraveWretches and RichesWealth Before HealthAltar of the DestrierAltar of the TitanAltar of the SkylordAltar of the SorceressAltar of the FaerieAltar of the OgreAltar of the MarksmanAltar of the SavantAltar of the QueenAltar of the King • 1: Battle of Zofia Harbor • 2: Outpost Rescue • 3: Flight from the Ruins • 4: Siege of Zofia CastleCipher Legends ICipher Legends IIMila's Bounty 1Mila's Bounty 2Mila's Bounty 3Mila's Bounty 4Mila's Bounty 5
Locations ValentiaRigel (Fear Mountain ShrineSecret ShrineLost TreescapeDuma TowerDuma Temple) • Zofia (Deliverance HideoutDragon ShrineNovisRamSylvan ShrineTemple of MilaSeabound ShrineThieves' Shrine) • ArchaneaThabes
Groups, objects and concepts Death MasksBook of Valentian RevelationsDeliveranceMila ShrineMila's TurnwheelTerrors
Lists Base conversationsActsCharactersClasses (Class change) • ItemsScriptsSidequestsSkillsSupportsWeapons
Related topics Ancient LettersName chartDownloadable content • Other games (GaidenShadow DragonNew Mystery of the EmblemAwakening) • Pre-release information (Unused content) • Sound TestTimelineWorld map