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Act 6/Thabes Labyrinth: Difference between revisions
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Revision as of 22:45, 23 November 2023
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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 Fifth basement Tenth basement
Character data
Characters | |
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New units
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Required characters
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Available characters
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Note: Only one of Alm or Celica is required to be deployed, with the other being optional. The player can freely switch between the two while traversing the world map.
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. |
Team Prep
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.
As for equipment, it is best to bring weapons with powerful combat arts, ideally heavily forged. The Zweihander's Tigerstance is an excellent nuke for dealing with the many super-bulky enemies late into the dungeon, while the Rhomphaia's Dragonhaze is a slightly weaker (due to lower class speed bases on lance-using classes) alternative for mounted units. The Ladyblade is also quite powerful, especially if forged to +3; in female hands, 27 attack (most Priestess candidates already have high attack growths) will one-round level 14 Fire Dragons with Flamberge, without taking a counter to the face. Roundhouse on the Silver Sword remains a solid alternative as a nuke too, due to its high critical rate. Make sure to pack some Mage Rings for your spellcasters too, as hitting from 4+ range becomes valuable in the bottom few floors of the dungeon.
Fatigue generally should not 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.
Encounters: B1F–B5F
The first five floors feature enemies about as strong as the first three battles of Act 6; they are mostly just overleveled units of tier 1–2 classes and some monsters. However, there are some encounters that require a notable degree of caution.
B1F: Two-thirds of the encounter sets there have Devil Axes in them, so caution must be taken when fighting them due to their high attack. Their low movement makes simply bombarding them with ranged attacks an easy solution.
B2F: One of the Arcanist sets have Death, so it is imperative that no unit is placed in their combined attack ranges. Otherwise, their low speed makes them not particularly difficult to deal with as units start out fully healed, and thus can simply swarm the Arcanists.
B3F: Exercise extreme caution in the Bonewalker encounter. One has a Shadow Sword, the other a Brave Sword, and both run off of their monster 32 base attack on Hard. They are both capable of dealing massive, if not lethal, amounts of damage even on their own. Avoid direct engagement with them at all costs, and stick to ranged attacks.
B4F: The Fiend encounter features 3 units with high attack, 2 of which have 1–2 range. Do not allow any unit to be attacked by two or more at once. Furthermore, there are also encounters that feature multiple Shadow Swords and Devil Axes in the same skirmish, so great care must be taken to avoid them attacking units in conjunction with other enemies.
B5F: One of the encounters has a Silver Sword Dread Fighter who has very high attack for the amount of speed he has. He can very well double and ORKO your magic users, so it is important that he is not given the chance to ambush your party. Additionally, the Entombed potentially fought here are disturbingly fast, faster than actual Dread Fighters in fact, so do not let your guard down while feeding experience to your units.
B5F Boss: Fire Dragon
This fight will determine if you are ready to head further down the dungeon. The enemies here are all well armed and have high stats, while the Dragon itself can ignore your defensive stats to deal true damage. Furthermore, the physical-damage Specters will also charge at you after a certain number of turns have passed, and they will do so in a way that they will all hit you at once, accounting for their differing movement ranges. If you are struggling, or using your turnwheel a lot, heading further in may well be suicidal.
As stated above, if you do not individually provoke the Specters first, they will all start charging in at you, and will time when they charge according to their position and movement so they all hit you at the same time, likely overwhelming you and resulting in a slaughter. As such, it is imperative to take the fight to them while you still have the chance. Have a tanky unit bait the Bow Knight on the left, while a fast or bulky unit baits out the Gold Knight on the right. Kill them on Turn 2 once they are baited out. Do not try to bait the Barons, as you will be putting yourself in range of the Dread Fighters, who are armed with a Shadow Sword and a Brave Sword. The Barons will begin charging the following Enemy Phase, while the Dread Fighters do not until the turn after, so there is no reason to be hasty. After the Barons begin moving, they become vulnerable to 3-range magic (attacking at 2-range puts you in range of the Dread Fighters, as well as the Barons' counterattack); use Mage Rings if more powerful, 1–2 range spells are needed. The Dread Fighters will move in next, and they should be overwhelmed with all the ranged attacks you have, due to their dangerous swords. By now all that remain should be the Priestess, Cantor and Fire Dragon. The Cantor will have summoned some Revenants by now, but they are not too much of a threat so long as you be careful about their Venin Claws and can be killed with ranged attacks on your way in. Bait and duel the Priestess from the edge of her attack range to force out her less dangerous Thunder and overwhelm her next turn. The Cantor himself actually counters at 1–5 range since he is carrying a Mage Ring, and this makes him overlap with the Fire Dragon's attack range, so it is better to just fight the Fire Dragon next. The Fire Dragon deals a fixed 32/33 damage (Normal mode / Hard mode), and this bypasses defenses, so the only way to tank it is to have enough HP. However, as a consequence of that, as long as everyone is healed and not being doubled, it can simply be swarmed and overwhelmed by strong spells and combat arts by your entire army all at once. Once it goes down, finish off the Cantor as usual. Once he goes down, take the Sage's Shield behind the arena. If you are too weak to go further, evacuate. If not, venture on.
Encounters: B6F–B9F
From here on out enemies become much tougher. Only Death Masks, overleveled "promoted" terrors and Dragons will show up, and all three are very, very tough. Death Masks have custom-set stats that make them difficult to beat; they all have a general pattern to their stats of ridiculously high HP, very high attack, high skill, and mediocre speed, defense, and resistance. Their stats do vary to be closer to the statlines of their class, but not by much.
B6F: Only Death Masks show up here. Most of them carry Rusted weapons, which are strictly worse than the default weapons, but some have Venin Swords, so beware of that.
B7F: Only Death Masks show up in the front half, but this time they ALL carry Venin weapons. Be prepared to take lots of out-of-combat damage. The back half is all Deimoses with their assorted Terror backup; Deimoses can use Fire and can do quite a lot of damage with it, so do not let them gang up on your units. They are all extremely slow, however, so breaking through their massive HP totals should not be too difficult.
B8F: The first third reuses B6F and B7F Death Mask spawns, so the same tactics for them apply. Be prepared for lots of Venin weapons. The second third has no enemies, so take the time to catch a breather. The back end, however, is where things get serious. Every encounter here has got a Fire Dragon and a bunch of Venin weapon Death Masks, which can spell disaster as the poison will make you prone to being OHKOd by the Dragon. Exercise caution, take out the Death Masks with ranged attacks and avoid being ambushed at all costs.
B9F: The first 2 areas hold many Deimoses. Deal with them like you have in B7F. The last area is where the random encounters get extremely dangerous. Not only does every encounter pack a Fire Dragon, the units backing up the dragon have become much more varied and threatening. One encounter backs the Dragon up with a Bow Knight and a Deimos, another features a bunch of fliers, a third features fast Venin swordsmen and the fourth features a pair of Devil Axe Brigands that have 49/51 attack. Avoid close combat in the last two sets, due to the high threat level posed by the backup units.
B9F, Sacred Spring: This encounter is likely to be the only one in the game that can rival the B10F boss in difficulty, given that it has 3 Fire Dragons and 4 more Dagons, all of whom can 2HKO any unit you have. Not only must extreme care be taken to ensure nobody is being attacked by 2 dragons at once, the dragons need to be dispatched very quickly, as the 4 Dagons will all start charging in on turn 1. You have about 3 turns to kill all 4 Dagons, as well as the 2 Deimoses (who charge on turn 2), because on turn 3 (or if you provoke them early), the 3 Fire Dragons will also start charging. Powerful combat arts, strong 3-range counterattacks and 4+ range chip damage will all help in killing the Dagons quickly. From there, one must quickly heal up in preparation to fight the 3 Fire Dragons, as they not only charge together, they are grouped closely together as well. Tatiana's Fortify helps a lot in getting people healed up to fight more dragons in an action-efficient manner. Take out all three Fire Dragons in one fell swoop and the last set of Sacred Springs will be yours.
B10F Boss: The Creation
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. Additionally, it is backed up by infinitely respawning reinforcements of all sorts; Death Masks, the "rare monster" type classes and Dragons (if the Creation moves off of its starting position). 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
Game | Text (English) |
Text (Japanese) |
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Echoes: Shadows of Valentia | The hulking husk of a
massive city once rich in magical power. It slumbers still, buried under centuries of sand from the Mamorthod Desert. |
かつて魔道の力に
あふれていた都市の 巨大な亡骸。 数百年の長きに渡り マーモトード砂漠の 砂に埋もれながら 眠り続けている。 |
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 |
Japanese |
テーベの地下迷宮 |
Thebes Labyrinth |
Spanish |
Laberinto de Thabes |
Thabes Labyrinth |
French |
Dédale de Thabes |
Thabes Labyrith |
German |
Thabes-Labyrinth |
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Italian |
Dedalo di Thabes |
Thabes Labyrinth |
Dutch |
Thabes labyrint |
Thabes Labyrinth |
Korean |
테베 지하 미궁 |
Thebes underground labyrinth |
Simplified Chinese |
泰贝地下迷宫 |
Thebe underground labyrinth |
Traditional Chinese |
泰貝地下迷宮 |
Thebe underground labyrinth |
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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