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Act 6/Thabes Labyrinth

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Thabes Labyrinth

Mt fe15 thabes labyrinth.png

Location

Thabes Labyrinth

Boss(es)

Fire Dragon, The Creation

Previous chapter(s)

Archanea Seaway 6 Battle

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

Skirmishes Fifth basement Tenth basement

Chapter Data
Conditions
Unit Data
Victory: Rout the enemy Player Partner Other Enemy
Defeat: Alm or Celica dies 1–10 {{{partner}}} {{{other}}} Varies
Map dimensions:
19 columns by 20 rows

Character data

Characters
New units

None

Required characters
Alm 02 ​Celica 02 ​
Available characters
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 ​

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

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 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.
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.
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 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.
• Only moves to attack units in range.
• Uses Dark Spikes if there are at least three units within range, and if none of them would be killed by Expiration.
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 Heavy Armor*
--
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
--
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 cantor death mask enemy.gif Masks Cantor 1/4 Varies 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 Varies 85/87 33/35 29/31 27/29 0 18/19 12+5 8 --
Sword Resistance +5 Apotrope
--
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 deimos enemy.gif Terrors Deimos 10/13 Varies 68/69 28/29 22/23 14/15 0 28/29 17/18 6 --
Fire Club
--
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 sage death mask enemy.gif Masks Sage 1/4 Varies 82/86 26/28 26/28 15/17 0 15/16 15 6 --
Fire Sagittae Recover Discipline
--
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 guardian enemy.gif Terrors Guardian 20/23 Varies 57/60 34/36 13/14 7 0 30/32 11 5 --
Lance Heavy Armor*
--
Ma 3ds03 priestess death mask enemy.gif Masks Priestess 1/4 Varies 76/80 24/26 23/25 17/19 0 14/15 18 6 --
Sword Thunder Aura Physic
--
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

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 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.

Flavor text

Game Text
(English)
Text
(Japanese)
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
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

--

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
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