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“We must defeat those who slither in the dark, no matter what happens. But if my conjecture is correct, the one who they will wish to kill the most... Is you, dear child.”
—Rhea to Byleth

The City Without Light is the second last chapter of the Verdant Wind route.

Story Edit

After learning of the whereabouts of Shambhala from Hubert, Claude, Byleth and their army march to the secret location in order to defeat Those Who Slither in the Dark. Rhea insists on joining the fight to learn the truth about her ancient enemy. They enter Shambhala to find a city unlike any they have seen before in Fódlan.

Initial Enemies Edit

FE16 Map The City Without Light Hidden Rooms Normal

Hidden Enemy Placements (Normal & Hard)

FE16 Map The City Without Light Hidden Rooms Maddening

Hidden Enemy Placements (Maddening)

Chilon

Myson

Hero=1

Warrior=2

Sniper=1

Dark Knight=1

Swordmaster=3

Grappler=2

Paladin=2

Dark Bishop=3

Bishop=2

Titanus=3

Holy Knight=1

There are also two hazards known as Viskam that can be deactivated by going to the southern room.

In the Titanus control room:

Bias

Warrior=2

In the Viskam Control Room

Pittacus

Grappler=2

In the Central Building:

Mortal Savant=1

War Master=1

Dark Bishop=2

Thales

Reinforcements Edit

On turn 11, two assassins will appear as reinforcements at the east and west of the central building to steal the items in the chests.

As the battle progresses, Titanus will begin to spawn above the broken door near the center of the map. To stop these reinforcements, you must eliminate the Gremory inside the Titanus Control Room.

Items Edit

  • Door Key X6
  • Sword of Zoltan (northern chest)
  • Bow of Zoltan (southern chest)

StrategyEdit

Secret Book (Artwork)
Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers.

In this chapter, your units are scattered to the 4 corners of the map. The Boss of the map, Thales is hidden within the Center building, behind a locked door. This Chapter only really starts after you have breached the outer wall and gotten a unit within the inner district of the map. As soon as this happens, two things are triggered: 1) a new Titan will spawn every 3 turn turns (every turn on Maddening) in the South and 2) The Viskam near the center building will activate. Viskam are automatic Magic Damage turrets with 1-9 Range and 25 Mt. These are not terribly strong, but they can be a bit of an annoyance. There are also 2 hidden rooms located in the North-West and South-East of the map. The NW room contains the Gremory Bias; killing her will stop the Titanus reinforcements. Inside the SE room is a Gremory named Pittacus; defeating her will disable the Viskam.

As the reinforcements and Viskam's attacks do not begin until your units leave the outer walls, a good strategy is to first completely clear the outer wall, kill all enemies, grab all chests before making your way to Bias, as killing her will disable the Titanus reinforcements. These are especially annoying on Maddening, when they spawn every turn and harder to deal with than the Viskam. Once the reinforcements have been dealt with, you can make your way towards the SE room to kill Pittacus and deactivate the Viskam, or just head straight for Chilon and then Thales.

Once you kill Chilon and enter the Central room, you will face Thales with a small group of enemies. Killing Thales on the same turn you open the door is recommended, as on his first turn, Thales will always cast Quake Σ, which hits all units except fliers, being able to kill some of your weaker units.

Besides the Quake Σ, Thales himself himself should be pretty easy to deal with, making good use of you Combat Arts. Thales has both Death and Dark Magic Range +1, giving him a total of 4 Range, while also havingKeen Intuition, giving him +30 avoid when battling any unit more than 2 spaces away. Combat Arts and Gambits are therefore your best choice to whittle away at this health (although Gambits might be harder to hit, with his 45 Charm), before dealing the final blow.

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