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Act 6/Thabes Labyrinth: Difference between revisions
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Revision as of 16:40, 10 August 2022
- 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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“ | 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 |
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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
Skirmishes The Creation
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
Sacred spring stats | |||
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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
Second Basement
Arcanist #1 Arcanist #2 Arcanist #3 Cantor #1 Cantor #2
Third Basement
Revenant #1 Revenant #2 Bonewalker Gargoyle
Fourth Basement
Area 1
Fiend Lich Mogall Deathgoyle
Area 2
Mercenary Myrmidon Brigand #1 Brigand #2
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
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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.
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Sixth Basement
Villager (M) #1 Villager (M) #2 Villager (M) #3 Villager (F)
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
Area 2
Deimos #1 Deimos #2 Deimos #3 Deimos #4
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
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Ninth Basement
Areas 1 and 2
Deimos #1 Deimos #2 Deimos #3 Deimos #4 Deimos #5
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
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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.
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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 northwestern sigil
- Cantors from the right northwestern sigil
- Dread Fighters from the left northeastern sigil
- Villagers from the right northeastern sigil
- Vestals or Garudas from the left center-western sigil
- Deimoses or Titans from the right center-western sigil
- Sages or Falcon Knights from the left center-eastern sigil
- Gold Knights or Barons from the right center-eastern sigil
- Fafnirs from the left southwestern sigil
- Guardians from the right southwestern sigil
- Priestesses from the left southeastern sigil
- Bow Knights from the right southeastern sigil
- Dagons or Fire Dragons from the sigil the Creation first stands on (only if the Creation has moved)
Boss data
Fifth Basement
Normal Hard
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Tenth Basement
- Main article:
The Creation
Normal Hard
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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 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.
Flavor text
This section has been marked as a stub. Please help improve the page by adding information.
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 |
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 |
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Traditional Chinese |
泰貝地下迷宮 |
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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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