- For additional information on the location, seeDuma Tower.
| Duma Temple |
|---|

|
|---|
|
|
| “ | The lord of this temple awaits...and here I am, terrified of him. But we must press on, if we are to put an end to this long war. | ” | — Alm |
|---|
Duma Temple (Japanese:ドーマ神殿Doma Temple) is the first map of the final act ofFire Emblem Gaiden andFire Emblem Echoes: Shadows of Valentia.
Map data
Chapter data
GaidenEchoes: Shadows of Valentia
|
| |
| Victory: Rout the enemy | Player | Partner | Other | Enemy | Third |
|---|
| Defeat:Alm dies | 10 1 | {{{partner}}} | {{{other}}} | 10+reinforcements 10+reinforcements 14+reinforcements 10 8 2 | {{{third}}} |
Battle #1Battle #2Battle #3Battle #4Battle #5Battle #6 |
|
|
SkirmishesBerkutTreasure Vault
|
| |
| Victory: Rout the enemy | Player | Partner | Other | Enemy | Third |
|---|
| Defeat:Alm dies | 10 | {{{partner}}} | {{{other}}} | Varies | {{{third}}} |
Map dimensions: 15 columns by 16 rows |
|
|
| |
| Victory: Rout the enemy | Player | Partner | Other | Enemy | Third |
|---|
| Defeat:Alm dies | 10 | {{{partner}}} | {{{other}}} | 11+reinforcements | {{{third}}} |
Map dimensions: 13 columns by 17 rows |
|
|
| |
| Victory: Rout the enemy | Player | Partner | Other | Enemy | Third |
|---|
| Defeat:Alm dies | 1 | {{{partner}}} | {{{other}}} | 9 9 5 | {{{third}}} |
Map dimensions: 11 columns by 11 rows |
|
Character data
GaidenEchoes: Shadows of Valentia
Item data
GaidenEchoes: Shadows of Valentia
Sacred spring data
| Sacred spring stats |
|---|
| Location | Uses | Lion statue |
|---|
| Southern path | 2 | Experience |
| Southern Path | Infinite | Cures allFatigue for entire party |
- Both sacred springs are only present inShadows of Valentia.
Enemy data
Gaiden
Battle #1Battle #2Battle #3Battle #4Battle #5Battle #6
Once any enemy waits on the button, five rows of tiles—the two rows of high wall and the three rows south of them—are converted to swamp terrain.
A unit that stands on the button in the northwest room will be teleported to the floor spaces outside the room; if a unit is on the button but does not teleport when they wait, they may be teleported after a unit moves or acts. The high wall terrain will turn into tile terrain at the start of turn 5 enemy phase.
On turn 4 enemy phase, the walls and supplies become tile terrain, and the tile south of the original supplies become supplies terrain.
On turn 1 enemy phase, the right-most supplies terrain is turned into desert, and a random tile terrain is turned into supplies; every subsequent turn, the process repeats with the new supplies.
At the start of each turn after the first, there is a chance that Jedah will cast a hex upon Alm, ending his turn immediately.
Echoes: Shadows of Valentia
Entrance area
Myrmidon, NormalMyrmidon, HardArcanist, NormalArcanist, HardGargoyle, NormalGargoyle, HardFiend, NormalFiend, Hard
Branching path and Mila statue
TheBalor encounter is a rare encounter that only has a 10% chance of appearing in the branching path area after certain requirements have been met. It may appear starting from Act 5.
Dread Fighter #1, NormalDread Fighter #1, HardDread Fighter #2, NormalDread Fighter #2, HardWitch #1, NormalWitch #1, HardWitch #2, NormalWitch #2, HardBalor, NormalBalor, Hard
Southern path
Witch #1, NormalWitch #1, HardWitch #2, NormalWitch #2, HardGargoyle #1, NormalGargoyle #1, HardGargoyle #2, NormalGargoyle #2, HardGargoyle #3, NormalGargoyle #3, Hard
Southern path dead end
TheFafnir encounter is a rare encounter that only has a 10% chance of appearing in the dead end area after certain requirements have been met. It may appear starting from Act 5.
Mogall #1, NormalMogall #1, HardMogall #2, NormalMogall #2, HardMogall #3, NormalMogall #3, HardEntombed #1, NormalEntombed #1, HardEntombed #2, NormalEntombed #2, HardEntombed #3, NormalEntombed #3, HardFafnir, NormalFafnir, Hard
Northern path and Altar
TheBerkut encounter is a fixed encounter which must be fought in order to progress through the temple. They do not respawn after being defeated.
TheVestal encounter is a rare encounter that only has a 10% chance of appearing in the altar area after certain requirements have been met. It may only appear starting fromAct 6.
Berkut, NormalBerkut, HardArcanist #1, NormalArcanist #1, HardArcanist #2, NormalArcanist #2, HardArcanist #3, NormalArcanist #3, HardVestal, NormalVestal, Hard
- At the start of each enemy phase, all enemy units will recover 10 HP from the flaming altar.
- At the start of each enemy phase, all enemy units will recover 10 HP from the flaming altar.
Temple end
The temple end area includes all possibleEntombed encounters from the southern path dead end area as well as the following:
Dread Fighter #1, NormalDread Fighter #1, HardDread Fighter #2, NormalDread Fighter #2, HardDread Fighter #3, NormalDread Fighter #3, HardFiend #1, NormalFiend #1, HardFiend #2, NormalFiend #2, Hard
Treasure Vault
All battles listed below are fixed encounters which must be defeated in order to progress.
Lich, NormalLich, HardDeathgoyle, NormalDeathgoyle, HardWhite Dragon, NormalWhite Dragon, Hard
Boss data
- Main article:Berkut
Strategy
| This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
In the originalGaiden there is nothing preventingAlm from entering the final battle againstDuma withoutFalchion, the only weapon capable of harming Duma normally. This renders the final battle unwinnable, with the exception of acertain glitch. It is thushighly recommended to obtain Falchion from theTreasure Vault for Alm before entering the final battle.
In the originalGaiden,Celica's party accrues more damage the longer Alm takes to get through the dungeon. This was not retained for the remake.
InEchoes, you have one last stealth segment. After the conversation with Celica and Jedah, you will enter a hallway with exits to the north and south. Go south first to get an experience fountain and a Mila idol. This last fountain should go to Alm, since he is required to face combat alone in the final stretch of this dungeon.
Berkut Encounter (Echoes only)
Partway through the dungeon inEchoes, the player will be forced into an encounter with the only two enemies in the game that have a support bonus, that is, Berkut and Rinea, as well as a couple generic enemies.
Berkut and Rinea give each other +25 CrtAvo, and Berkut gets +25 Hit while Rinea gets +25 Avo. Berkut is fairly slow, and your units shouldn't have too much trouble hitting him, but Rinea is something else. Rinea has 12/13 AS, but combined with the aforementioned support bonus, theWildfire skill that only she has and the map being all Tiles that give +20 Avo, Rinea has 79/81 Avo, meaning that even trainedBow Knights withKiller Bows andHunter's Volley will have serious problems trying to take her out. Taking her out first removes theWitch reinforcements, stops her from healing other enemies and prevents her fromEntrapping someone into the crossfire of 4+ other enemies. UsingMila's Turnwheel to rewind and retry if your attempts to kill her fail is recommended. If you didn't makeFaye into aCleric or recruitShade from the DLC into Alm's party and brought either of them into the dungeon, then you will be forced to leave Rinea alive until later as you won't be able to safely rescue a Rinea-killer to safety. Also, don't worry aboutMiracle—Rinea needs at least one point of Luck that she doesn't have in order to actually trigger it on you. Alternately, it may be safer to simply muscle through the Witches and focus your fire on Berkut to remove the +25 Avo boost he gives so that your attacks will actually hit.Phantasm reduces the damage he takes from ranged attacks, so darting in with a Ridersbane-packing Gold Knight is your best bet.
The map also features 3 Fiends (withSteel Lances on Hard Mode) that block the most direct path to Berkut, but they are far back enough that a Bow Knight can still advance, try to kill Rinea from 5-range, and berescued to safety. They won't start moving until you provoke one of them, which means you don't have to deal with them until you're ready to. The other enemies are threeArcanists (one of whom hasDeath/Fortify instead ofMire/Recover), twoDread Fighters (withSteel Swords on Hard Mode) and oneMogall. If you are unable or unwilling to go for a Turn 1 Rinea kill, then it's best you hang behind and pick off the enemies one by one. The Witch reinforcements may pose a risk to many of the low-resistance units in Alm's party, but trying to take on more than 1 group of enemies at a time is more dangerous.
Regardless of whether or not you sent someone in to assassinate Rinea on turn 1, the rest of the map becomes a fairly tame sequence of carefully waiting until a group of enemies comes forward, gets grouped on by your units and eliminated and repeat. Eventually, most of the threats will be gone, and you will be free to advance on the immobile bosses. Berkut only has 1-3 range and Rinea 1-2, though the latter can still Entrap somebody into their combined ranges, so don't get cocky on the approach. You can put someone bulky enough to survive a round against Berkut into Rinea's Entrap range, as they will then get Entrapped and attacked by Berkut, but not Rinea because she has just spent her action on Entrap, which can help clear the way for other units to advance. Rinea herself isn't too dangerous once the other enemies are gone—she'll still dodge many of your attacks and is very accurate withSeraphim, but her raw offenses aren't too high. Berkut is even slower, and while he does take reduced damage from bows and black magic, if Rinea is out of the picture then there's nothing stopping you from chipping him to death from outside his attack range.
Treasure Vault
At the end of the dungeon, Alm is made to face a three battle gauntlet on his lonesome. If you still have theBlessed Bow from the Fear Mountain Shrine, it helps hit the dangerous enemies from range while granting health regeneration. In general, prioritize the bosses, stay on the supplies when possible, and heal up between battles, and you will be fine. For the first battle (against the Liches), the initial supplies are a trap—the wall will collapse and the supplies will move one space south at the end of turn 2. Have Alm hold position for the first turn and move no further than one space north on turn 2—this will allow him to maintain control of the healing tile when the trap is sprung.
Untrained Alm's Trials
While leaving Alm untrained is generally a bad idea, and may create some complications forthe Endgame without a powerfulNosferatu caster, Alm is at least able to get through his trials on Hard with just his promoted bases, provided he has the right equipment to do the job and isn't excessively screwed in speed levels gained during the course of the trials.
Before entering, make sure you have theLightning Sword, an actualbow that isn't theLongbow orKiller Bow and the biggest stash of 20+ HP provisions he can get his hands on. He will be doing a lot of healing via items from the convoy, so prepare at least two dozen, if not more.
Trial 1:As Alm's defense is quite low at 10, attempting to defend the Supplies is not viable as he will constantly face chance of death. Instead, he should run straight south and get himself lodged in the entryway, with only a single direction exposed to the enemy. Equip the Lightning Sword, which deals 11 damage to each of theBonewalkers, who he doubles. Let the Bonewalkers come to Alm. On Player Phase, if Alm's HP is high enough to take another hit, he can attack one of the other enemies from 2-range to chip them; if Alm's HP is low, he needs to heal himself. Save your 30+ HP provisions for instances where both Alm is on low HP and the incoming Bonewalker can get itself killed on Enemy Phase, exposing Alm to two attacks in one turn. If Alm has learnedFoudroyant, he can optionally use it to destroy an adjacent enemy if he is at high HP; even if he hasn't learned it yet, he will gain the SP necessary over the course of the battle. As theLiches take less damage due to their higher resistance, Foudroyant can be used to save healing items should Alm's HP still be high (as a result of dodging incoming attacks).
Trial 2:Alm is getting doubled here, no questions asked. Therefore, he needs to maximize his damage dealt on counterattack, as he will be taking 18-24 damage per turn at base, forcing him to spam healing items. He should equip himself with the strongest bow available that isn't the Longbow or Killer Bow; the Longbow should be avoided as it cannot counter at 1-range. As with before, move Alm straight down to get himself lodged in the entryway so he only faces one enemy at a time. Depending on how powerful of a bow you have, Alm might be able to crit-OHKO some of the enemies on retaliation; he is safe if, from full HP, he crits one enemy, as he can take any three hits that are not threeDeathgoyle hits in a row (a single level in HP or defense will allow him to survive three hits, but just barely), but if he crits multiple enemies he faces chance of death; this is why the Killer Bow should be avoided, as it can cause Alm to suffer from success. Due to the higher enemy damage output, Alm will mostly be forced to constantly spam healing items, hence the need for a large stockpile. Even so, if he is able to dodge a few attacks, he may get the chance to deal some damage on Player Phase, which can help thin out the crowd.
Trial 3:The hardest trial by a significant margin, and one where Alm can potentially be in grave danger based on how he leveled up over the course of the last two battles. If the amount of speed Alm has gained is greater than or equal to the weight of his bow, he is fine. But if it is less, he is in trouble. In the former case, he is mostly able to go to the bottom of the map and spam healing items; doubling and dealing effective damage will eventually outpace theArcanist's ability to heal withFortify, and the Necrodragons will go down. As Alm will not be getting doubled by theWhite Dragons, he will be able to tank and stall them until he eventually gains enough EXP to level speed and double them as well, provided he has enough healing. If Alm is getting doubled by the White Dragons with his bow equipped, he will be forced to equip something lighter. If Alm has not leveled speed at all, his only options for damage, if available, are a heavily forgedIron Sword, or theBlessed Sword from Celica's side; neither will deal particuarly much damage, but they will deal enough to greatly increase his EXP gain as he will no longer be dealing minimum damage. If he has gained one or two points, Alm has alternatives in more powerful swords that weigh less, such as a forgedSteel,Silver orRoyal Sword, with the more powerful forges being sufficient for Alm to slowly wear them down in a battle of attrition when able to double. Once the dragons are at long last cleared out, the lone Arcanist is easily dealt by luring him off of his supplies and fighting him with a bow.
Map Turn Count: 4
Game Turn Count: 316 (Berkut)
Map Turn Count: 6
Game Turn Count: 322 (Liches)
Map Turn Count: 7
Game Turn Count: 329 (Deathgoyles)
Map Turn Count: 3
Game Turn Count: 332 (White Dragons)
Trivia
- During Act 6 ofEchoes: Shadows of Valentia Celica may enter the Treasure Vault here and fight themonsters within in Alm's place. Nothing of note occurs from this, however.
Etymology and other languages
| Names, etymology, and in other regions |
|---|
| Language | Name | Definition, etymology, and notes |
|---|
| English | Duma Temple | -- |
| Japanese | ドーマ神殿 | Doma Temple |
| Spanish | Templo de Duma | Temple of Duma |
| French | Temple de Duma | Temple of Duma |
| German | Tempel des Duma | Temple of Duma |
| Italian | Tempio di Duma | Temple of Duma |
| Dutch | Duma's tempel | Duma's temple |
| Simplified Chinese | 多玛神殿 | Duma Temple |
| Traditional Chinese | 多瑪神殿 | Duma Temple |
|
|---|
Gallery
This section has been marked as astub. Please help improve the page by adding information.