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Located on the Jehanna coast, the Lagdou Ruins allow you to gain new characters once the game has been completed. However, the monsters are much stronger than in the Tower of Valni, making it a huge challenge. There are not as many weak monsters like in the Tower of Valni, but now there are promoted monsters like Gorgons, Cyclops, Wights, Arch Mogalls, Maelduins, and even Draco Zombies.

In order to access the Lagdou Ruins, players must complete Last Hope.

Considered a "hard mode" version of the Tower of Valni, the Lagdou Ruins house more powerful monsters in a myriad of layouts.

Monsters in here may drop Promotional Items, gems, Stat Boosters, and various moderate level equipment. Brave weaponry may also be obtained here from monsters much more frequently than those in monster skirmishes.

Unlockable Characters[]

You can unlock these characters after you finish the main story and start Creature Campaign :

GlenLvl 12 Wyvern Lord: Clear the 5th floor

HaydenLvl 10 Ranger: Defeat 200 or more enemies in a single run

ValterLvl 13 Wyvern Knight: Clear the 7th floor

FadoLvl 11 General: Clear the 10th floor

LyonLvl 14 Necromancer: Clear the 10th floor three times

Floors[]

With the exception of the fourth floor's boss, all bosses are passive.

Floor 1[]

Lagdou 1
  • Units: Cyclops, Gargoyle, Mogall, Wight, Elder Bael, occasional Gwyllgi, Maelduin, occasional Entombed, Revenant, Bael
  • Initial Enemy Count: 40
  • Boss: Wight (equipped with Steel Blade and Javelin)
  • Chests: None
  • Reinforcements: After five turns, behind the boss, two monsters, which include Elder Baels, Maelduins, Gwyllgi or Wights will appear. Wights seem to be the most common monsters that appear.
  • Notes: Either a Revenant or an Entombed will be at the bottom central area. The bottom left area contains any three of the "unpromoted" units (not including the Revenant if it appears). A single Cyclops is usually guaranteed on the map, but sometimes may be replaced by an Entombed.
  • Cheat: Before entering this map, if the player saves their game in Rausten and then soft resets their game. After reloading their save file select the Lagdou Ruins map and after starting the map immediately retreat. After retreating re-enter the ruins and then there should be three monsters relatively close to the start of the map all holding valuable items (Brave Sword, Brave Bow, Orion's Bolt). After taking out the monsters the items can be sold for 12,500 gold total at a shop or used by the player. This process works indefinitely and can be repeated as much as the player likes.
    • A variant can be achieved to farm Swiftsoles - pick a seven movement unit (e.g Great Knight) and place them in the upper left starting position and initiate the battle. Loop the movement arrow of the unit clockwise and repeat until an "L" shape is formed; upon doing so, retreat and re-enter. In Hard mode, it must be done six times. If done properly, there should be an Elder Bael skirmish at Narube River; re-enter the ruins, and to the east of the Cyclops should be a Wight with some droppable Swiftsoles.

Floor 2[]

Lagdou 2
  • Units: Bonewalker, Wight, Cyclops, Maelduin, Elder Bael, Gwyllgi
  • Initial Enemy Count: 50
  • Boss: Cyclops
  • Chests: None
  • Note: This floor contains a large number of Cyclops and Maelduin. Utilizing magic users or axereavers will be effective against them. Another possible strategy would be using units with high defense, since there are no enemy magic users. There is also a cracked wall near some Wights west of the boss. The Bonewalker nearby will destroy the wall when the player moves units "over" a line. Rarely, a Cyclops can be seen with over 80 health on this floor.

Floor 3[]

Lagdou 3
  • Units: Gorgon, Maelduin, Elder Bael, Gwyllgi, Wight
  • Initial Enemy Count: 45
  • Boss: Wight (Drops a Blue Gem, equipped with Runesword and Steel Blade)
  • Chests: Three; one in top-left, holding a C-rank tome or a Red/Blue/White Gem, one in top-right, holding 3000 gold, and one in the middle-right; holding the Steel series (with Steel Blade) or a Red/Blue/White Gem. The top-right chest is guarded by a Wight with a droppable Chest Key so two will be sufficient to open all the chests unless a Rogue is brought in.
  • Notes: Longbows will be effective against the Gorgons as each one has Stone. In three of these "rooms" (in the central left, upper left and right) contains one Gorgon with Demon Surge and Stone, along with three other monsters, usually Gwyllgi, but may contain Maelduins or Elder Baels. The middle "room" contains one Gorgon while the right room has two Gorgons. The first three Wights that spawn are passive and their only role is to open the doors. If an opening is made (either opening the door or smashing walls down), the monsters in the room will spill out to attack. They will remain passive otherwise.
  • Reinforcements: At turn two, one Wight will appear on the bottom left area and another at the corridor above the bottom right area. They have a door key and will use it to open one of the doors in the map, which will release various monsters inside. Kill them or steal the door keys to prevent this. At turn three, one more Wight will spawn near the central-western part of the map and will open the other door. Afterwards, Wights will spawn near the stairs; starting turn 3 for four turns at the stairwell and turn 5 for four turns for the north passage.

Floor 4[]

Lagdou 4
  • Units: Gorgon, Maelduin, Elder Bael, Gwyllgi, WightThieves
  • Boss: Gwyllgi
  • Initial Enemy Count: 36
  • Chests: One in upper right - holds the series of Killer weapons, and one at lower left; holds Class Buster weapons.
  • Notes: Floor reminiscent of the Tower of Valni Level 6; the starting position and boss location is swapped. Gorgons are randomly equipped with Stone and Shadowshot. Monsters do not destroy the walls but at least 2-3 monsters are inside each "room".
  • Reinforcements: Thief at middle-right staircase on Turn 3, thief on lower-right staircase on Turns 8 and 9. After pilfering the chest, they will run to a staircase near the chests to leave the map.

Floor 5[]

Lagdou 5
  • Units: Maelduin, Cyclops, Elder Bael, possibly Gorgon, Entombed, Gwyllgi, Thieves
  • Boss: Maelduin (drops a White Gem)
  • Initial Enemy Count: 31
  • Chests: Three; bottom right; holds selection of staves, (Mend, Rescue, Silence, Fortify, Physic, Restore), middle; holds the Silver series of weapons, top left; holds C rank and A rank tomes.
  • Notes: Ornate wall decorations/broken-like walls shoot out poisonous gas up to 3 squares; deals 1-3 damage and also inflicts the Poison status on the affected units. They can stack up depending on the location and being hit again restarts the Poison status. The Cyclops are passive and do not move from their spot, even if they can reach the target and will only attack if one of your units is next to it. The enemy units will not die from terrain death; they are all placed away from the poison gas. It is common to encounter Cyclops with 80+ health starting from this floor.
  • Reinforcements: Thief will appear from the bottom stairwell at end of turn 1. This thief will outpace anyone who goes for the chest (due to monster interference); however, he can be killed before he can touch the chest. A second thief spawns at the middle staircase at the end of turn 3, and a final one at the end of turn 7. These last two thieves can pilfer the chest immediately on the next enemy turn. It should be noted that they drop the pilfered items upon being defeated. The third Thief always drops his Lockpicks.

Floor 6[]

Lagdou 6
  • Units: Elder Bael, Wight, Gorgon, Cyclops, Arch Mogall, Maelduin
  • Boss: Elder Bael
  • Initial Enemy Count: 42
  • Chests: None
  • Notes: Forces begin split between three corridors, in groups of three, three and four. On the left side are two Gorgons, an Arch Mogall with Shadowshot, a Cyclops and one random unit, usually a Wight or Maelduin. The left side contains mainly Wights using bow, a Gorgon, and like the other side near the starting positions, a random unit. All of the Gorgons only have Stone. The middle of the room mainly contains Elder Baels, with the end of the room containing Wights. Units on the left side need to break a wall, while those on the right side may also destroy a wall there or open the door instead. Strong units should be placed in the middle due to the threat of Elder Baels and enemy reinforcements on the later turns.
  • Reinforcements: At the two stairwells at the top, two enemies will appear at turn three for three turns, consisting of a mix of Wights, Arch Mogalls, Elder Baels or Maelduins.

Floor 7[]

Lagdou 7
  • Units: Gorgon, Wight, Arch Mogall, may include Gwyllgi, Deathgoyle, Elder Bael
  • Boss: Gorgon (drops a Black Gem)
  • Initial Enemy Count: 27
  • Chests: One chest in the middle-left, holds a random gem (Blue, Red, White).
  • Notes: Again forces are split, four in the top corridor, four in the middle, three on the bottom left. One of the enemies may have Shadowshot.
  • Reinforcements: Units from the top staircase begin appearing end of turn two and three, followed by units at the top left corridor, and top middle corridor at turn three and four, the chestside stairwell and turns three, four and five, then a unit at the bottom-left corridor turns four, one at the right staircase for turns four and five, one unit at the top-right staircase turn eight and nine. Reinforcements either consist of Elder Baels, Arch Mogalls, Deathgoyles or Gwyllgis. Upon entering the boss' section, an Arch Mogall will appear from the bottom-most corridor for three turns, or turns 23-25, whichever comes first. An additional reinforcement will appear from the staircase for five turns, consisting of either an Arch Mogall, Elder Bael or Gwyllgi starting from turn 29, whichever comes first.

Floor 8[]

Lagdou 8
  • Units: Deathgoyle, Cyclops, Arch Mogall, Maelduin, occasional Gwyllgi, occasional Entombed
  • Boss: Deathgoyle (equipped with Brave Lance and Javelin)
  • Initial Enemy Count: 40
  • Chests: One north of the starting position; contains anti-Dragon series of weapons, guarded either by a Cyclops or Entombed.
  • Notes: Platforms sporadically appear and disappear over the water to allow for ground access; ground units trapped on water cannot move unless adjacent to an 'island' or are water-capable (e.g Berserkers). After turn 20 the platforms no longer vanish, leaving full access to all units. Aerial units highly recommended due to the large numbers of Deathgoyles and Arch Mogalls. Units on the top left corner do not move unless they can attack your units. The two Arch Mogalls near the staircase on the bottom right do not move at all.
  • Reinforcements: End of turn 8 and 9, units appear from the stairwell on the bottom right. At the passage above, two units appear from turn 13 and 14, and the center stairwell produces one unit turn 14 and 15, all Cyclops. Turn 15, 16, 17 and 18 a unit appears on the top right at the staircase.

Floor 9[]

Lagdou 9
  • Units: Wight, Cyclops, Arch Mogall, Maelduin, Entombed (very rare)
  • Boss: Cyclops (equipped with Brave Axe and Tomahawk)
  • Initial Enemy Count: 43
  • Chests: None
  • Notes: Red-dotted tiles signify fiery traps, dealing 10 damage to any unit standing upon them. The AI will not consciously avoid them, which leads to the occasional terrain-death when a distant, passive enemy is placed upon a fire trap. All Arch Mogalls are surrounded by red tiles and have Shadowshot, but are completely static. A Maelduin near the boss always carries a Brave Bow. The Enemy control glitch can be performed in this level.
  • Reinforcements: At turn 27, enemies appear from the stairs in the top-left corner, and will appear again when the unit brought in moves.

Floor 10[]

Lagdou 10
  • Units: Draco Zombie
  • Enemy Count: 10
  • Boss: Draco Zombie (always drops a Gold Gem)
  • Chests: One; there is a 90% of getting a White Gem and 10% chance of getting a Member Card.
  • Notes: Draco Zombies are weak to any type of Bows, Bishops, Dragon Slayer weapons, and Sacred weapons. However, they make up for this with an extremely large amount of health, piercing damage and high overall stats. There are only 10 Draco Zombies, five on the top (boss included) and five on the bottom. Apart from the boss and the three Draco Zombies near the stairway, the remaining six enemies are randomly placed in a general location around that area. Regardless, there's usually at least three tiles in the center that are safe from all enemies, who are mostly passive and will only move when a player unit is in range.

Trivia[]

  • On Floor 2, there is a Bonewalker in the small clump of monsters west of the boss. If you hover the cursor onto the Bonewalker, the icon is the same as when fighting Morva as a Draco Zombie. There two Deathgoyles on floor 8 and four Cyclops on floor 9 using the same icon. The icons themselves were used by War Dragons in Fire Emblem: The Binding Blade.
  • Arch Mogalls and Entombeds are the only tier 2 monsters that don't have a boss variant available in the ruins, most likely as a result of their lower stats making them too easy of a boss to fight.
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