The two take mostly separate paths in their respective campaigns, stopping at towns and dungeons to gather intel, find new recruits, take on side-quests, and discover hidden treasure. Interactions between the two sets of troops are limited, meaning you'll have to manage resources, weaponry, and stat-building across two teams. While most of Echoes takes place on grid-based, turn-driven battlefields, you'll also spend a lot of time navigating an overworld map with two armies: one led by Alm and the other by Celica, each with a different group of soldiers under their lead. While this may be a disappointment to some, overall, it helps cement the story focus on the two leads and the various warring factions of FE Echoes' world. You don't "pair off" characters in Echoes as you would in those games-while character-to-character support conversations do still exist here, they're much shorter and happen strictly during combat. Players more accustomed to recent Fire Emblem games like Awakening and Fates, however, may feel a bit disappointed in the lack of side character interactions. Almost all in-game character text is voiced as well, which adds appreciable personality. The characters you welcome into your ranks and interact with are a charming and likable bunch with fun, well-written dialogue. While the story is classic Fire Emblem fare, the emphasis here is centered firmly on the saga of Alm and Celica, with only a few brief interludes that shift focus to other army members. Now Playing: Fire Emblem Echoes: Shadows of Valentia Video Review At the end, there is a warp circle that conveniently takes you back to the final area.By clicking 'enter', you agree to GameSpot's During your first visit, only Alm can enter. This is a mini-gauntlet accessible to members of the Rigelian or Zofian royal family only. Finally, the last door leads to the back door, creating a handy shortcut.īy the way, the door to the final battle counts as a base/village, so you can save your game there. Meanwhile the second door leads to the royal vault. The first leads to the final battle, but requires both Alm and Celica in your party to open. In the final area, there are three doors. Pick the wrong warp circle and you’ll return back to the previous area. Simply enter the warp circle where the lion’s tail on the floor is touching. The final battle is within sight! Towards the north-east, there is another riddle to stump you. If you’re stingy with provisions, there is also a spring not too far that replenishes fatigue for free. Nearby, there is a Mila Shrine, which you can use to save your game or offer a provision to restore fatigue and/or repair Mila’s Turnwheel. About halfway along, there’s a door that leads to the end of the temple, but it only opens from the east side. If you picked up the Gradivus or went through an incorrect warp circle, you will end up south from the branching path. The one with the flower leads to Gradivus, while the one with the cross takes you further in. The stone tablet tells you to visit the circles that display the Divine Symbols. Once you’ve defeated him, there will be a Memory Prism in front of you that can be hard to see depending on the lighting.Īt the end of this path are four warp circles. You will probably end up at the back door eventually, so avoid going there first unless you’re curious.Īfter going north, near the middle of the next area, you will be forced to battle Berkut for the last time. Here you can go one of two directions: North towards the endpoint or south towards the back door. Since the Entrance counts as a base/village, you can save your game there. The very first area up until the actual Entrance is completely empty. Once you enter, you cannot leave (during the story anyway), so make sure you are prepared. The final dungeon it needs little explanation.
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