Etrian Odyssey Walkthrough v0.80 by OatmealBob (David Pai) OatmealBob@gmail.com Update Log May 16, 2007 - Version 0.10, First floor and layout, skills for first 7 classes May 17, 2007 - Version 0.11, Up through Third floor, updated skill prereqs May 18, 2007 - Version 0.20, Up through Sixth floor May 22, 2007 - Version 0.40, Up through Twelfth floor, added basic skill builds May 24, 2007 - Version 0.50, Up through Fifteeth floor May 30, 2007 - Version 0.60, Up through Twentieth floor, multiple corrections, updated "Choosing a Party" and "Skill Builds" sections, added incomplete Item Point list, added Special Drop list, added comments on each location in town June 01, 2007 - Version 0.80, Up through Twenty-fifth floor, updated Monster List Table of Contents I. Introduction [I000] A. Story [I001] B. Gameplay [I002] Helpful Tips How Boost Works Menus C. Classes [I003] Landsknecht Survivalist Protector Dark Hunter Medic Alchemist Troubadour Ronin Hexer II. Walkthrough [W000] Choosing a Party [WCAP] B1F [W001] B2F [W002] B3F [W003] B4F [W004] B5F [W005] B6F [W006] B7F [W007] B8F [W008] B9F [W009] B10F [W010] B11F [W011] B12F [W012] B13F [W013] B14F [W014] B15F [W015] B16F [W016] B17F [W017] B18F [W018] B19F [W019] B20F [W020] B21F [W021] B22F [W022] B23F [W023] B24F [W024] B25F [W025] Postgame B26F [W026] B27F [W027] B28F [W028] B29F [W029] B30F [W030] III. Lists [L000] A. Skills [L001] B. Items (INCOMPLETE) [L002] Weapons Armor Accessories Shilleka's Items Ceft Apothecary's Items Radha Hall Item Compendium C. Item Points [L003] D. Monsters (INCOMPLETE) [L004] E. F.O.E. (INCOMPLETE) [L005] F. Bosses (INCOMPLETE) [L006] G. Missions (INCOMPLETE) [L007] H. Quests (INCOMPLETE) [L008] IV. Skill Builds (INCOMPLETE) [SB00] Landsknecht [SB01] Survivalist [SB02] Protector [SB03] Dark Hunter [SB04] Medic [SB05] Alchemist [SB06] Troubadour [SB07] Ronin [SB08] Hexer [SB09] V. Side Quests [SQ00] INCOMPLETE 1st Stratum [SQ01] INCOMPLETE 2nd Stratum [SQ02] INCOMPLETE VI. Other Information [OR00] Special Monster Drops [OR01] VII. Useful Links VIII. FaQs IX. Special Thanks X. Contact Info XI. Legal Stuff Game Information Etrian Odyssey Nintendo DS Atlus Co. Atlus U.S.A., Inc. Director: Kazuya Niinou Monster Design: Yuji Himukai Music: Yuzo Koshiro Story: Shigeo Komori +++++Introduction+++++[I000]+++++++++++++++++++++++++++++++++++++++++++++++++++ This is my first attempt at a walkthrough for GameFaQs. This website has greatly enhanced my gaming experiences, and I'm happy to finally give something back to the community. I hope to prove the hardness of my core and the oldness of my school with this walkthrough. This is written for the average player. My guide will stress caution. I will use cardinal directions. North is up on the map. If I say something like, "Go all the way West and South," that means, whenever you hit a junction, head South or West. This walkthrough attempts to mark full map completion for someone who is following the walkthrough word for word. This means that I will tell you to take every path; however, I will mention which paths are deadends if you wish to skip them. Since this is my first walkthrough, I will probably be unable to keep it completely spoiler free. Luckily, the story isn't so complex that there would be huge spoilers anyways. If there are, I will make sure they are clearly marked. Thank for reading, and I hope you enjoy the game and this walkthrough! *****Story***** [I001] From the official EO website (www.atlus.com/etrian/): "The Labyrinth swallowed all... Innocents were stranded; sinners drowned in the depths; the damnced vanished there. The great power was lost to Man, and Mother Earth turned her back to the new world. Only the cursed king on his throne in the abyss remembers the golden age." "In a vast and fertile land lies a small town known as Etria, a peaceful village that became famous for a statling discovery. A crack in the vast forest opened at Etria's edge, leading downward like a gaping maw. It all began there... Those who hear rumors of the labyrinth of Etria, whether young or old, begin to harbor dreams of exploring it. Riches... fame... prestige...all that and one more thing does the labyrinth promise: the true spirit of adventure, on the perilous edge of death. Today, like any other day in the new Etria, a youth walks through the town gates..." *****Gameplay***** [I002] Etrian Odyssey is a dungeon-crawling RPG. It utilizes first person movement on the top screen while a map is displayed on the bottom screen. The player chooses 5 characters for his party from 9 different classes (2 must be unlocked) to explore the dungeon. It is a traditional RPG. ***Helpful Tips*** An hour of in-game time passes after you move 30 steps/squares. Your backpack holds 60 items. You will be forced to throw away items if your bag fills up. The circle on the bottom right of the screen indicates the chance of a random encounter. Blue is low; red is high. The bar that occasionally appears next to the circle warns of the proximity of a FOE. One bar means a FOE is 3 steps away, two bars means 2 steps away, and three bars means the FOE is one step away. You can only have 5 quests at a time. Check for new quests everytime you step foot on a new floor, this is what usually triggers the availability of new quests. When selling items to Shilleka, Press "Y" to sell multiples of the same item to her all at once. ***How Boost Works*** Boost points increase when you deal or receive damage. When your Boost points reach 100, you may use the Boost option during combat. Using Boost does not take up the turn, you can use Boost and then choose your action. Boost increases the level of a skill by 5. For example, since Multihit hits 3 times at level 10, if your Multihit is at level 5 or above, it will hit 3 times when boosted. Since Smite has a chance of Bind Arm when it hits level 5, any boosted Smite will have a chance to Bind Arm. Boost greatly increases the amount of damage dealt by any attack. Boost seems to give a 100% chance of inflicting poison. Other status effects too possibly? Your Boost points drop to zero whenever you return to town. ***Menus*** *Main Menu* (From the instruction manual) Items Use an item in your inventory. Select an item, press the A button to use it, then select a target to use it on. Skills Use skills the party has learned. Select a skill, then press the A button to use it. Using skills costs TP. Status Check each party member's status. Press the A button on the status screen to view the character's skills. Equip Equip items in your inventory. Select a slot to equip the item, then choose a piece of equipment from the list. Custom Learn new skills or level up learned kills by spending skill points. Press the A button on a grayed-out skill to see what other skills are required before you can learn it. Party Change the party's formation. Select a character from the list on the left and place it in either the front or back lines. Press the A button to confirm. Quests Check information about quests here. You can view currently active and completed quests and missions. *Battle Commands* (From the instruction manual) Attack To attack with your equipped weapon, select Attack, then highlight a target and press the A button. Characters can attack from the front or back line. Defend The damage received will be decreased for that turn. Skills Use a skill you have learned. Select a skill to use from the list and press the A button. You cannot use skills without TP. Items Use items in your inventory. Select an item to use from the list and press the A button, then choose a target to use it on. Boost Escape *Stats* (From the instruction manual) ATK Sum of STR and the weapon's attack value. DEF Sum of VIT and the armor's defense value. STR Affects attack power. VIT Affects HP and defense. AGI Affects turn order and evade rate. LUC Affects chances of finding items. TEC Affects TP and skill strength. *Status Effects* (From the instruction manual) Death When HP drops to 0, or when attacked by an instant-death skill. Sleep While asleep, you can't act and will receive more damage. Once struck, you will wake up. Confuse while confused, a character cannot be controlled and may attack its comrades. Poison While poisoned, you will receive damage at the end of each turn. Curse While cursed, any damage you deal will be reflected back to you. Blind While blinded, your accuracy will be greately decreased. Stone While petrified, your motionless statue will receive more damage. Paralysis While paralyzed, you cannot move. Terror While afraid, a character might not follow orders. Terrorized characters will follow the caster's orders. Bind Arm While thus bound, you won't be able to use skills requiring the arms. Bind Head While thus bound, you won't be able to use skills requiring thought or voice. Bind Legs While thus bound, you won't be able to use skills requiring the legs. ***The Town of Etria*** **Verda Plaza** *The Rooster Inn* Sleep Sleep until morning. Heals all HP and TP. Nap Sleep until evening. Heals all HP and TP. Talk Talk to the innkeeper. Save Save your game. Leave Return to the Plaza. Comments: The cost for sleep is based on the levels of your party members. Only the levels of the first 3 (4?) members of the party are taken into account. *Ceft Apothecary* Revive Resurrect dead or petrified party members. Buy medicine Buy various medicines. Talk Talk to Dr. Hoffman. Leave Return to the Plaza. Comments: Revive costs 10en per level of the person being Revived and maxes out at 500en. *Shilleka's Goods* Buy Buy various goods. Weapons Armor Accessories Items Sell Sell accumulated goods. Talk Chat with Shilleka. Leave Return to the Plaza. Comments: Shilleka purchases your equipment for 20% of the price she sells them for. Selling Shilleka monster drops and items from gathering at Item Points opens up new and better equipment for sale. *Golden Deer Pub* Accept quests Hear the requests of Etria's townspeople. Report results Confirm a quest's completion or give up on it. Talk Talk with Valerie, the publican. Leave Return to the Plaza. Comments: You can only hold 5 quests at a time. If you have 5 quests and wish to view the new quests, you can view them through the Report Results page, or you can drop a quest and then reaccept it later. *Explorers Guild* Register Add a new adventurer to [Guild]. Organize Allow a member of [Guild] to leave, retire, or rest. Formation Form an adventuring party from [Guild]'s members. Talk Talk to the Guildmaster. Leave Return to the Plaza. Comments: Resting and Retiring are options that are only open to characters above level 30. Resting a character frees up the characters skill points, but drops them 10 levels. They lose those 10 skill points, but they are free to reassign all of the rest of their points. Retiring allows you to create a new character with extra bonuses. A retired character receives bonus stats and skill points based on the following chart: Level when retired Skill points gained Stat points gained 30-39 2 1 40-49 3 1 50-59 4 2 60-69 5 2 70 6 3 Only one stat is raised for the new character based on the previous class. Stat raised Classes STR Landsknecht, Dark Hunter, Ronin VIT Protector AGI Survivalist LUC Troubadour TEC Medic, Alchemist, Hexer These bonuses do not stack. *Radha Hall* Accept missions Accept official missions from the Radha. Report results File a report after completed missions. Report discoveries Tell the Radha about monsters and items you discover. Talk Talk to Subaltern Quinn. Leave Return to the Plaza. You can come in here from time to time to give Radha Hall the information that you have discovered regarding monsters and items. Occasionally, Subaltern Quinn will comment on what a big help you've been. Perhaps there will be a reward if you can complete both lists... *****Classes***** [I003] Landsknecht Website Description: "Powerhouse who can deal damage when you need it most, landsknechts aren't afraid to rush into any situation, no matter how dangerous, and get their hands dirty. Their physical strength comes at the cost of defense, and if you're willing to take a gamble, certain of their skills can tilt the balance even further toward raw power by abandoning defense entirely. A few elemental skills make sure that they can pitch in even in fights against magical enemies. Strengths: High attack power, capable of multiple attacks Weaknesses: Low defense, few non-physical attacks" Game Description: "Masters of sword and axe, Landsknechts can bear a wide range of weapons and armor in close combat. Balanced warriors for the front line." My comments: According to Wikipedia, this roughly translates to Servant of the Land/Country. They were mercenaries in 15th-16th century Europe. Boring and irrelevant vocabulary lesson aside, the Landsknecht is your basic fighter/warrior class. They can dish out the physical damage like no other class until the Ronin is opened; and then, the Landsknecht can still hold its own. Called Swordman, in the Japanese version, the Landsknecht can use both swords and axes. Survivalist Website Description: "Crafty dungeon explorers whose knowledge of the Labyrinth gives them an advantage over their foes. They can blend into shadows, making them harder to hit, and raise the entire party's speed, turning the tide of battle in your favor before the fight even starts. Their bows allow them to attack from either line with no damage penalty, and a few skills let them attack multiple enemies at once. Strengths: Effective status enhancements, useful woodland skills Weaknesses: Low attack power, no elemental attacks" Game Description: "Flee-footed and wise in the ways of the forest, their bos skills make them desirable allies. Fast-acting fighters useful in either line." My comments: The Survivalist is a great supporting class with good passive abilities for exploring the dungeon as well as solid physical damage from the back row. Called Ranger in the Japanese version, the Survivalist is definitely a master of his/her surroundings. Protector Website Description: "Holy knights who specialize in defending both themselves and the rest of the party. Their versatile defenses can be applied to themselves, a particular line, or the entire party, guarding those who need it most. Not limited to physical defense, the protectors can also guard against elemental attacks. Their skill with a weapon is also formidable, and a few basic healing skills round out their arsenal. Strengths: Excellent defense, high attack power, healing abilities Weaknesses: Specific defenses are a gamble, no elemental attacks" Game Description: "Holy defenders of the weak. A Protector's sword and shield are invaluable tools when in the dungeon. Best used as front-line warriors." My comments: The Protector is the "tank" class in this game. He can increase the party's physical and/or elemental defense. He can also "taunt" the enemy into attacking him and even occasionally resist death. Called Paladin in the Japanese version, the Protector can even learn the more basic Cure spells to act as a secondary (or primary) healer for the party. Dark Hunter Website Description: "Masters of inflicting status ailments, the dark hunters can bind their enemies before moving in for the kill. Their proficiency with whips allows them to totally immobilize an enemy before draining the last of its life, and when equipped with a sword, they can deliver pinpoint strikes to paralyze, confuse, or petrify a monster. Even their own party members aren't safe from their deadly games, since they can use their own comrades as bait for a trap. Strengths: Can inflict most status ailments Weaknesses: Low attack and defense under normal circumstances" Game Description: "Pinpoint lashes of their whip can weaken opponents. Use their skills wisely to turn the tide of battles. Their skills are best used in the front." My comments: Dark Hunters are masters of whips and sword. They can bind the enemy to prevent them from using their skills with whip skills or cause status ailments on foes with sword skills. Medic Website Description: "All-purpose healers for the party, a medic can undo any damage dealth. Their skills range from healing status ailments, to curing wounds, even to resurrecting dead party members. They can also confer beneficial status effects, such as HP regeneration and elemental resistance. In addition, though their low defense makes it a risky proposition, putting them on the front lines gives the surprisingly strong medics a chance to show off what kind of damage they can do. Strengths: Versatile range of healing skills, good attack power Weaknesses: Low defense and HP" Game Description: "Unskilled in battle, their healing arts allow experienced warriors to survive difficult battles. Use their healing gifts from the back." My comments: Medics are your healers. They have a range of skills that can heal a single target, heal the entire party, heal over time, or even bring back the dead. The Medica can also learn a strong physical attack in Caduceus. Alchemist Website Description: "These accomplished magic-users can exploit an enemy's elemental weaknesses to the fullest, with their powerful magical formulas. In addition to their repertoire of Fire, Ice, and Voltage spells, they can also poison enemies, and have useful field skills such as determining the location of FOEs and warping to safety at a nearby Geomagnetic Field. Strengths: Second-to-none elemental spells Weaknesses: Low attack power, defense, and HP Game Description: "Those who study the control of nature. The power of fire, ice, and lightning is at their command. Elementalists who prefer the back." My comments: The Alchemist is the classic mage/wizard. Alchemists can use Fire, Ice, Volt(Lightning), or Poison. Their 1st and 2nd tier spells only hit one target, but their 3rd tier spells can deal massive damage to all enemies at once. Troubadour Website Description: "Those who can't... sing! Though the troubadour class is weak in both attack and defense, their songs can boost the rest of the party to even greater heights. Various songs can increase the rest of the group's HP, recover their HP and TP, lend elemental properties to their weapons, and even give them more experience after a successful battle. They can also help debilitate the enemy, cancel[l]ing any status benefits the monsters may have, and lowering their resistance to elemental magic. Strengths: Can increase the party's effectiveness Weaknesses: Not very effective in battle themselves" Game Description: "Lively dancers and singers who inspire the party. Their support is always welcome in combat. Supporters able to work on either line." My comments: The Troubadour is a solid support class, casting party-wide buffs. The Troubadour can even allow your party to deal elemental damage, gain elemental resistance, decrease your enemies' elemental resistance, regain your party's HP or TP, increase your party's maximum HP, or even increase the amount of EXP your party receives. Ronin Must be unlocked - Ren gives you the Old Scroll in a room in the A3 area of B11F. Take this scroll to the Explorers Guild and you will not be allowed to register Ronin. Website Description: "Warriors from a foreign land whose skill in combat surpasses even the landsknecht's. These swordsmen can adopt three stances in battle, each strengthening the ronion in different ways, and allowing them to use different skills. From the Overhead stance, they can attack with burning blades; from the Seigan stance, they can deflect enemy attacks; and from the Iai stance, they can deliver strikes so blindingly fast as to destroy a monster in one hit. Strengths: Unmatched physical attacks, versatile skills Weaknesses: Changing stances eats up turns in battle" Game Description: "Foreign masters of all forms of combat. Considering honorable death a virtue, their defense is lacking. Proud soldiers who demand the front." My comments: Hexer Must be unlocked - Tlachtga gives you the Hex Bell in the B4 area of B16F. Take this to the Explorers Guild and you'll be able to register Hexers. Website Description: "Like the dark hunter, the hexer is adept at crippling enemies with status ailments, but the hexer has an even deadlier power over monsters. Once an opponent falls victim to their Evil Eye curse, they cannot help but obey the hexer's order to destroy their comrades or even themselves. In addition to the standard status ailments, a hexer can also weaken an enemy's attack and defensive strength, as well as its speed. Strengths: Can reduce an enemy's power to nothing Weaknesses: Low defense, few direct attack abilities" Game Description: "Their hexes dictate whether an enemy lives or dies. Their innate gifts are rarely seen. Tormentors used to the back line." My comments: +++++Walkthrough+++++[W000]++++++++++++++++++++++++++++++++++++++++++++++++++++ ***Guild Creation*** The game starts you off at the Explorers Guild. Name your guild. Now it's time to register some characters! Character Creation You will be asked to choose a name for your character. Then, you will choose one of the 7 classes and one of the 4 portraits. You can create a maximum of 16 members for your guild, though there are still 2 unopen classes, so you'll probably want to leave some slots open for later. Either way, you can always kick members out later. Once you fill a party, you can leave the Guild and you will find that the other locations have opened. ***Choosing a party*** [WCAP] From Director's Diary 6 on the official website: "My personal preference is a party consisting of a landsknecht, protector, survivalist, medic, and alchemist." Since you can change the composition of your party throughout the game, it's not crucial that you make your absolute choices now. After all, two more classes will be unlocked throughout the course of the game. During the game, you may actually want to switch up your party to handle the various encounters. You will want to make sure that your party has balance. You will almost always want to have at least one healer and one caster. I personally am starting with the aforementioned party for my own reasons. Landsknecht Kyle Protector Talion Survivalist Oat Bob Medic Karen Alchemist Dorma The most basic party would include a Protector in the front row and a Medic and an Alchemist in the back. From there, you can take 2 physical fighters in the front row (Landsknecht, Ronin, or Dark Hunter), or you could take just 1 physical fighter in the front row and bring a Troubadour or Survivalist in the back. ***Starting off*** You are now free to roam about the town. You can save your game at the Rooster Inn or shop around at the Apothecary or Shilleka's Goods. At the Golden Deer Pub, you will be told that you cannot accept any requests until your guild has been registered at Radha Hall. Head there to accept your first Etrian Odyssey mission! Accept the mission Adventurer's initiation to receive a map and instructions for your first mission. Before you head out, you should check out the gear at Shilleka's. All of your characters have the most basic weapon and Tweed armor. If you have a Survivalist in your party, it's probably worth it to get a Wood Bow. Also, consider a Hatchet or Scramasax for your Landsneckt, a Scramasax for your Protector, and/or a Light Whip for your Dark Hunter. Pick up some pieces of armor if you'd like, and pick up some Medica if you think you'll need it. Save if you feel like it and then... It's time to head out! Go to the Plaza and select Forest Entrance, then Yggdrasil Labyrinth. *********************1st Stratum Emerald Grove********************************* *****B1F***** The first hope-filled step [W001] New Monsters: Treerat, Woodfly, Mole, Clawbug These monsters are all pretty straightforward. The clawbug has high physical defense, so use magic on it. Head straight North. The game prevents you from exploring for now. You will meet up with the soldier. Ask him what he's doing here, and he'll give you a tutorial on how to use the mapping system. Also, he'll show you the area you need to map to complete the first mission. *****IMPORANT***** If your HP and TP are getting low, don't be afraid to head back to town to rest up. It is always better to be safe than to game over. If you do, save at least 7 Soft Hides for the time being. Also, save at least 5 Hard Shells. Explore the area within the dotted red lines, making sure to map out the area as you go. Map the Northwest part first. You'll find a deadend with a boot on the ground. Inspect it to find a Whitestone, but you'll be attacked by 3 Moles! After the fight, head back to the soldier and startmapping the right. You will probably need to (and probably should) head back to town to rest up before you finish mapping the entire floor. Return to the right side and you should find an area that branches in all four directions. Head North first to find a crystal; you can't do anything with it now though. Head West to find a clearing with an item collection point. You'll only be able to use it if you put points into Chop(On the SW corner of this clearing, there is a warp that will take you back to the clearing by the stairs. You can use to to quickly harvest wood later). Anyways, mark this on the map and keep going. The area directly to the South of the item point has a red fruit you can eat for 10 HP. Head back a little and go South and West all the way past the stairs. If you encounter a Clawbug in this area, use magic on it, and have everyone else defend. To the far West is a niche with a rucksack. It's got 100en inside! Now head North to find a clearing... You will be asked if you want to rest in the clearing. Select No. Otherwise, you will be attacked by a group of Venomflys who are very tough. There's another wood item point here. Map it and head back to the soldier. Extra: If you head to the north east area, you can go further north to pick up 3 treasure chests containing 200en, a Scrasamax, and a Medica II. You could get these now or later when you return for the Holy Water quest. The game hints that you should return to Radha Hall to report your success. Report your results and you'll receive the Radha Note and 500en. Take the letter to Shilleka's and talk to her. She'll now sell warp wires for 100en! Get some equipment if you want and then check out the Golden Deer Pub. Now that you're Radha approved, you can pick up a couple of quests. One asks for 7 Soft Hide which you should almost or already have. The other one asks you to pick up some Holy Water from the east side of the 1st floor. Time to and head back into the dungeon! The Holy Water is in the far SE corner of the map. Drinking the water during the day does nothing. Drinking it at night gives your party 10 TP. Now, head back to town to turn in the quest, or press onwards. The area past the soldier is another crystal. Just walk past it to the 2nd floor. ***TIP*** If you're short on money, this is a good time and place to earn some easy en. Go to the Explorer's Guild and just make 5 new Survivalists. Put all their points into Chop and use the convenient warp to get to the Item Point. Your party should have 30 Chops per day. If you're lucky enough to get all 30 Mugworts(the most common), that's 600en a run! Though, you'll probably be hitting 400-500 instead, still pretty good. Sleeping will only cost you 8en since your party is all level 1. Rinse and repeat. ******************************************************************************* *****B2F***** The verdant in-between [W002] New Monsters: Venomfly, Hare, Fender, Ragelope(FOE), Kuyutha(FOE) All of these monsters can hit for quite a bit. The Venomfly's poison will cause the victim to take 20-25 points of damage at the end of the round, so end the fight quickly. Luckily, the status wears off by itself after the fight. Take out the Hare and Fender as fast as possible since they each hit your front row for 20-35 points of damage. The first FOE that you will encounter on B2F is the Ragelope. It looks like a Fender, but it's much, much stronger. It uses a Scream attack that can confuse one of your characters. Or, it will just hit for 40+ damage. I would suggest avoiding these as much as possible; though, you may have to fight one or more. If you're using an Alchemist, I suggest using Poison, as it can deal a lot of damage each turn. Keep your HP up, and wear it down. I would suggest being at least level 7, if not 8-9, to fight one of these. The Kuyutha hits even harder than Ragelope. Unless you've put several points into Poison, you probably won't be able to poison the Kuyutha, so just use Fire/Ice/Volt. Head straight east. You can check something here; however, that'll just cause your party leader to take 5 points of damage. Go West first. At the SW corner of this loop, you can press A and "Check" to find a soldier. He tells you that he has some things for sale. If you ask to buy a weapon, you will receive a "Short Sword" for 500en, a great deal if you haven't opened it up at Shilleka's yet. Or, you can buy medicine, just a Medica. You only get one chance at this, as after you talk to the soldier, he will disappear permanently. One you reach the NE part of this loop, you will receive a warning about FOEs. You can consider skipping this FOE(at least for now). There is a path to the East that you can take instead. However, if you decide to fight this FOE, you can continue South then take a long path East. South and East of this leads to another crystal which you can't do anything with. Going West from here leads you to a circular room with another FOE. This is a Kuyutha. You can avoid it and go past. This FOE hits even harder than Ragelope(It hit my survivalist in the back row for 68), and its rampage attack deals even more. However, if you beat it, it can drop a Metal Horn, which you can sell to open up Plate armor and the Wakizashi katana(useless for now). Take the long winding path to the West to find a chest containing a Nectar. Now head back to where you fought the first Ragelope. Take the path to the East. Head North and then go West. The first path is a deadend. The 2nd leads to a chest with a Warp Wire. Then, go back again and head East. At the next junction, if you head South, you will find an orange fruit. Eating it will cause your leader to lose 10 TP. Man this place is dangerous! If you're feeling weak, it's probably not worth trekking back through the entire floor to get back to town. Use that Warp Wire you got in the chest if you need to. *****IMPORTANT***** From here on, make sure you ALWAYS have at least one Warp Wire on you. Yes, this means that every trip, you will need to make enough en to rest, revive, and pay 100en for a Warp Wire. Do your best to avoid deaths; those will be the most costly. If you go back to town, there are some more quests to pick up, including a quest for Shilleka. Pick up the quest and go talk to Shilleka. She'll tell you that she wants 5 hardwood (from the item points on B1F) and 5 hard shells. Collect these and sell them to Shilleka. Then, she'll be able to sell you the Hand Axe. Don't buy one though! Instead, go report the quest, and you'll get one for free. Head back through B1F to B2F to the point where you warped back. Remember to watch out for FOEs. Go back up North and East. Wait for the FOE to patrol South and move past it to the East or just kill it. From here, either path North or South lead to the exit. However, if you head North, there will be a path that leads to another Kuyusha FOE and a treasure chest containing a Buffcoat. Along the Southern path, you can find a green fruit that will heal 10 HP(even though it looks unappetizing). You're done with the 2nd floor! If you've been fighting FOEs, you should probably be nearing level 10 at this point. Prepare yourself and step into the next floor. ******************************************************************************* *****B3F***** Marble Orchard of Soldiers [W003] New Monsters: Mandrake, Roller, Stalker(FOE) The Mandrakes aren't too bad, though their corrode ability can decrease your defense making you vulnerable to other monsters. The Rollers will hit even harder than the Hares and Fenders from B2F. The 2 Hare 2 Roller combination can be painful if you're low on HP, so keep your HP high at all times. There will also be 2 Mandrake 1 Clawbug groups, so make sure your Alchemist has TP. As soon as you enter the floor, you get a warning that it's ok to run from FOEs. A great tip, since there's an FOE around here that can probably one-shot any of your characters. You're in a big clearing, so you should have enough toom to maneuver past the FOE. You're looking for a door on the SW side of the clearing. What should usually work is charging straight South until you are one square from the bottom. Then just charge West to the door. You can return to complete the rest of this empty room later. The FOE is just too strong to take on for now. You'll find yourself in another smaller clearing. Head to the North and let the FOE chase you East so that you can get past it. This FOE is easy to avoid since it can only travel East/West. Go South to find a door. The door is blocked by a female Ronin named Ren and a female Hexer named Tlachtga. They tell you to return to Radha Hall. When you return to town, you will find 3 new quests at the Pub, as well as a new mission at Radha Hall telling you to destroy a pack of wolves on the 5th floor. So, head back down all the way to the door where Ren and Tlachtga are. This time, they will let you through the door. You are now in a clearing with 3 doors that lead to the West. The one furthest North leads to a room with 2 FOEs. If you're willing to brave the run past them, you'll find a door leading to a room with 3 treasure chests. These contain Medica III, 400en, and a Hide Boot. The middle door leads to a Kuyutha FOE which you will need to defeat. There is a deadend to the West, and the Southern path connects with the path from the Southernmost door of the previous room. From here, go West then South. There is a little deadend alcove to the West. Continue South. The SW part of this area is full of nooks and crannies, but nothing interesting. Head SE to find a door. You should now be in another small room with 2 new doors. One to the NE and one to the South. Take the door to the South. Go one square East and go through the door leading to the South. You'll find a soldier being attacked by a wolf! Luckily, you won't actually have to fight it. Tlachtga shows up and takes the wolf out for you. Also, she'll heal your party to full HP and TP. She tells you that the stairs to the 4th floor are nearby, but there are still some things to mop up on this floor. You can return here for a free heal whenever you need it. Now, go back North through the door. Go West and take the door to the South to find a chest containing a Theriaca A. Go back through the door and go all the way East. Take the door to find a "Take" Item Point. From the Item Point, go North through 3 doors. The NW part os this area is empty. The SW leads back to an earlier room. Head to the NE part of this area to find Ren, the female Ronin. She tells about hidden passages in the trees (like the one on B1F). Go one square North then one square West. Look North to find another warp point. This makes it much faster to travel back here from town. Further West is a deadend. Now, head to the SE part of this area and take the door South. This room contains another "Take" Item Point" and another door to the South. Inside is a treasure chest containing 500en. A FOE will sneak up on you in here! Luckily, it's just a Ragelope, and you should be able to take one now. Head back to Tlachtga, the Hexer. She'll heal you up again, and you can take the door to the South. The Eastern path is a deadend. Travel to the West and then North to reach the stairs to the 4th floor! ******************************************************************************* *****B4F***** The depths' black teeth [W004] New Monsters: Clawfly, Wolf(FOE) The Clawfly looks like a red Clawbug. It is still strong against physical damage; however, it is also strong against Fire. Poison and other spells are still effective against it. As you take a few steps into the 4th floor, you'll get a warning about wolves. Then, you'll see a TON of FOEs pop up. Don't worry, these are Wolves, and they are probably the easiest FOE you've faced yet. They hit about as hard as a Ragelope, and have less HP. These guys are all over the place. They might be avoidable, but it's worth killing them for their great exp. First, head South at the intersection, then turn West. This path will lead you through a door to a treasure chest containing a Bravant. Return to the intersection. The Eastern path here is all a winding deadend, but it contains a couple of Wolves if you want to kill them. Return to the intersection again and head North. Take the first West, and go through the door. Here's the first "Mine" Item Point! Mark it and remember to mine it every time you pass through. This should get you a pyroxene to complete a quest. Head back out the door and continue North. At the next 4-way intersection, head all the way West, then North through a door to find another "Mine" Item Point. Return to the last 4-way intersection. Head East to the wall, then go North through a door. This room contains another Wolf and a treasure chest with a Plate. Go South back out the door. From here, you can take the first West, then go North to reach the next door. Or, you can return to the 4-way intersection and head North from there. The rest of the map before this door contains many nooks and crannies, but nothing else. Go through this next door and head East. Check the South to find a treasure chest containing Medica II. Go North from here. The path all the way North is a deadend, so go West, then North, thne West, then South. You'll find a loop and a door on the Western side leading to a chest with an Amrita. Head North from the door and West to find the door. ******************************************************************************* *****B5F***** Staring down the roar [W005] New Monsters: Warbull, Skoll(FOE), Fenrir(Boss) Warbulls hit pretty hard. Nothing too special beyond that. For strategy against Skoll and Fenrir, see the end of this floor. Head East. Going all the way East leads to a deadend, so head South. Push on to the East. Ignore the path to the South for now, and take the first path to the North instead. There's another "Mine" Item Point in here. Go back South. Now, push all the way East and South. Keep going this way and you'll be lead to a fairly long path straight east that leads to a chest containing an excellent sword, Boar Spear. Don't ask me why a spear is a sword; I don't know. Anyways, at this point, backtrack all the way back to where the "Mine" Item Point was. From here, if you want to go all the way West, you'll find a crystal on the South near the end of the path. Make sure you remember where it is, as it will be useful later. On this horizontal path, there are still 2 other pathes leading to the South. If you take the one furthest West and continue on a SW path, you will find a deadend. You'll probably encounter an FOE or two; they'll be Wolves, so kill them for the EXP if you'd like. Otherwise, head down the convoluted path in a generally South and central direction. You'll eventually find a small clearing with a "Chop" Item Point. Go South and East from here. Follow the long path East until you reach the wall, then follow the path North and West. When the path turns to the South, take the first door to the West to find a "Chop" Item Point. Go back out the door and go South. Take the next door West to find a "Mine" Item Point. Go back through the door, and continue South through another door to reach a clearing. The frequent 3 Roller 1 Clawfly encounters in this area can be quite draining; however, try to hold off returning to town for a little bit if you can. You want to go a little bit further first. Go to the SE of this clearing to find a chest containing a Blaze Oil. Head to the SW to find a door. *****IMPORTANT***** Head all the way North. Check the wall to the West to find a Warp to an earlier area. Now you don't have to loop all the way around again. The boss is coming up, so you'll probably want to rest before returning. From that last door, head West and take the door to the North. You'll get a message saying that you are now in Fenrir's lair. There are several normal Orange FOEs, these are Skolls. You will find one each to the West and East. Take these out first. Skolls are basically stronger Wolves. They have more HP and hit harder, but they aren't terribly difficult. Now, go North from the entrance and take out a 3rd Skoll. Make sure you avoid the Black FOE, that's Fenrir! After you've eliminated the 3 Skolls, prepare yourself for Fenrir. You can't reach the Skolls North of Fenrir, but they will add onto the fight if you are too close to them, so you'll want to pull Fenrir South and even East/West into one of the crannies if you can. Do this by walking within a square of Fenrir so that he will chase you. *****FENRIR***** Here's the first boss of the game. He's no joke. He's got 1400 HP, and you can't be too slow about killing him or you'll get Skolls added into the fight! You'll probably want to make sure your Boost points are full from the trip here and from fighting Skolls. This way, you can Boost your entire party to dish out some heavy damage at the start(I took him to 2/3 HP in the first round using Boosts). From here, you've just got to play smart. Use your highest damaging attacks, have your Protector actively use Provoke/Parry, or F. Guard/B. Guard, whichever you prefer. Also, Salve is very useful here. You should probably be around level 16-17 or even higher, so if you're having trouble, you might want to walk around B5F for experience. Also, make sure to sell all your drops so that you can open up and purchase the best gear. After the fight, all the rest of the Skolls disappear. Do NOT Warp Wire back to town! Instead, go down to the 6th floor. You will see a Star on your map a shining beacon of light in front of you. Head towards the light. The Ronin and Hexer from before will step up behind you and tell you how to use this Geomagnetic Field. The Hexer will now no longer be on B3F to heal your party. You should now use the Geomagnetic Field to save and/or port back to town. Report your success at Radha Hall for a 2000en reward. Also, 4 new quests have opened up for you to do. After all this, you're ready to tackle the 6th floor! Note: After you finish the 1st Stratum, you can return to B1F to find some extra treasure. See the Side Quests section [SQ01] *********************2nd Stratum Primitive Jungle****************************** *****B6F***** Dance hall of the fairies [W006] New Monsters: Sleepgel, Venomgel, Waspior, Sloth, Spider, Moa(FOE), Cutter(FOE) Most of the names are pretty self-explanatory. The Sleepgels can sleep your characters. Venomgels rarely use Venom, but they can poison the entire party if they do. Otherwise, they might just occasionally poison a single target. The Waspiors and Spiders can also poison a single target. The Sloths hit hard, especially with Shred, so be prepared for that. Moa is the FOE you'll encounter on the West/North parts of the floor. Moa has a solid amount of HP (900) and can use Rush, which hits the entire party for around 60 damage. I don't recommend taking one on until you're at least level 20, if not 21-22. Salve is almost a must for this fight. Cutter is the FOE on the Eastern part and the final rooms for the floor. Cutter has less HP than Moa but hits slightly harder. He also has a Roar that can terrify your party. He's actually not all that tough. Poison is effective against him. Head through the door North above the Geomagnetic Field. There's a door directly to the North, but ignore that for now. Head all the way East. At the wall, you will be told that this is a great area to plant the seed you got for a quest. Make sure you're HP/TP levels are high; you're about to face 4 consecutive encounters. Once you plant the seed, you will be attacked by 2 Waspiors. Then, you'll immediately face 2 more Waspiors, then a Sleepgel with 2 Waspiors, and finally a Sloth with 2 Waspiors. When you finish up here, you can head South to the wall, then West, then back North to complete the map before returning to town to collect your reward. Note location of the crystal for future reference. When you return to the labyrinth, head North through the door from the Geomagnetic Field once again. This time, head West. Go South at the first opportunity until you hit the wall. Then, take the door to the North to find a "Chop" Item Point. You can find Starseeds here which you'll need five of for a quest. Take the Southern door now and head East then North to find a chest containing a Down Staff. There's a FOE(Moa) around here, so be careful. Luckily, he's easy to avoid. Head back out the door and continue West then North. Take the door to the West and go all the way South to find a "Take" Item Point. Now go all the way North, then West, then South until you hit a wall. Travel East through the door to find a "Mine" Item Point. This is a deadend, so you might want to Warp Wire out unless you think you can make it back to the Geomagnetic Field. At this point, it might be a good idea to visit all 3 Item Points a few times for a few reasons: Collect en, get experience up to levels 20-21, collect 5 Starseeds, collect enough other items to open up better equipment. When you're ready to move on, head North from the Geomagnetic Field through both doors. There are several FOEs moving around here. It is possible to avoid them all if you are careful. These are all Cutters. Travel to the NW corner of this room to find a door. Go through the door and travel South and then West. There is a Moa lurking around here. The path further West leads to a deadend. The path to the North cuts West and leads through a door to another "Take" Item Point. Now, return to the room with several FOEs. Head to the NE of the room to find another door. Go through the door and travel South and then go all the way East skipping a path to the North. Go North at the wall to find a chest with a Medica III inside. Go back and take the path to the North. Travel all the way East to find a "Mine" Item Point. There is a door to the South here. Go inside, but be wary of a Cutter FOE. Go around the tree in the center to find a door door leading further South. Take the Eastern path South to find another "Chop" Item Point. This one seems to garner Starseeds more often than the other spot. Go back up to the door and take the Western path South. Go through the door to find a room full of Cutter FOEs. It is actually possible to avoid any fights with these. Head to the SW of this room to find the final door of this floor. Now, go through the door and go North to the wall. Go one square West and face North. You should find a Warp Point that gives you any easy way back to the Geomagnetic Field. Now, go West to the wall and South one square and turn West again. Go North to find a chest containing a Stonard. Go all the way South, then West, then North to find the stairs to B7F. ******************************************************************************* *****B7F***** Trail of enduring pain [W007] New Monsters: Maneater, Fangleaf, Assassin(FOE) Nothing special, but they have decent HP. Fire wrecks them. Assassin hits fairly hard, especially with his needle, causing over 100 damage. Anytime after entering the 7th floor, you can go to Radha Hall to receive the next mission. You're told to collect a Wyvern's egg on the 8th floor. 2 new quests also open up. From the entrance of B7F, head West. You'll reach some panels that will cause you damage. There's a treasure chest containing a Chain Helm in the NE of that little clearing. Exit North in the NW corner of the clearing. Follow the path East then North. Here, you will encounter an Assassin FOE that you're probably best off fighting. Otherwise, it will follow you forever and join in on a random encounter. Head West at the first intersection and follow the path North over more poison panels to find a chest containing the Clear Key. Now, you can open up doors that were previously blocked by white crystals. Below is a list of areas you can return to that were previously blocked off. *****White Crystals***** B1F: Go straight North to the clearing before that soldier you met, oh so long ago. You'll find a chest containing a Nectar. B2F: The crystal is in the SE part of this floor. Go through the door and take the Northern path to find a Medica IV and the Southern path to find a Soma. B5F: This is a long one, so be prepared for a long trip, especially if you want to map everything out. Note that this is basically a sidequest for the quest, "The bandit's treasure." If it's been a while since you've been here, and you're coming from B6F, be careful, because Fenrir (and all the Skolls) may have respawned. If you have the quest "Shadow in the grove" to do still, you'll find the monster in the form of a FOE near the Northern part of the floor. The monster is a normal Spider monster that you've met on the 6th and 7th floors. The crystal is on the NW side of the map. Going through the door takes you on a long path South to a door. You'll meet some FOEs in here, but they're just Wolves, so they should be easy for you. After going through the door, head East to find a door leading to the North and 2 treasure chests. Inside, you'll find a Nectar II and a Bravant II. Go back South through the door and head to the SE. Head through another door and take a long path East all the way across the screen. Here is another door leading to a small clearing with an exit on the NE side. Head North through this door through another long path to another door. Behind is a chest containing... an Amrita. Yes, all that walking for an Amrita...or so they want you to think! Check the NE corner of this little room to find a one-way Warp! You'll head through a series of paths. If you really want to get out of here, there's a one-way Warp out on the SW part of this area. Otherwise, take the stairs up to B4F in the NW part of this place. B4F: Head to the door in the SE of the room, and take a long path South then West to a door. You'll find yourself in a long corridor that stretches all the way North and South. There are doors every other square on the Eastern side of this corridor. Both of the doors to the South are deadends but contain FOEs. Take the door just North of the one from the stairs to find a chest with a Stonard II inside. The next 3 doors North all connect to each other. Watch out for a Cutter FOE around this area. The next door is also a deadend. Now there are 5 doors left. The 2 doors that are furthest North are both deadends, leaving us with just 3 doors. These 3 doors both lead to the same corridor, which leads to 2 more doors. Take the Northern door to find a Cutter FOE and a chest with 4000en. Go back out the door and take the Southern door to find stairs up to B3F. B3F: Take the long path South. There's a one-way Warp to the West, but there's no reason to take it. Head East to find a junction. There are 3 doors to the East and 4 to the North. These doors lead through a series of 12 3x3 rooms. 5 of these rooms contain Armoth FOEs, so be prepared for several fights. You're aiming for the centermost room on the top row. In this room, you will find a Warp Point leading back to the first room of B3F which had a stalker in it. I would suggest returning to town and saving now that you've made the long trek here and found the shortcut. The NE most of the 12 rooms contains a Black FOE, aka a Boss. It will only appear if you have the quest "The bandit's treasure." Otherwise, the room will be empty. This is the dreaded Golem Boss. He has 7000 HP and extremely high defense. Look under the description of this quest to find strategy on how to defeat him. He isn't meant to be beaten for awhile yet, so don't worry about it for now. B6F: The crystal here is just by the Warp Point. Inside is a chest containing 1000en. *****Back to B7F****** Now, after you've collected those items (or not, if you didn't feel like it), return to the area where you saw the Assassin FOE. Continue North and then East. At the junction, going East will lead to a deadend. There is another Assassin FOE around this area that you will need to kill. Head South now then East and South again past some more poison panels. The paths to the West here are both deadends. When you head East here, you'll want to check the Southern walls to find a Warp Point. The specific square is 3 West of the stairs from B6F. Continue East and go through the door to the North. Walk past more poison panels to the wall. Go West and then South. You'll see a door here. It leads to a Spring. You'll receive a message about an ominous presence. The Spring heals your party to full, but if you go in again, you'll just get a message talking about a sinister presence, and nothing will happen. You'll be returning here in a bit. Go West and head North past more poison panels and then East to find the stairs to B8F. ******************************************************************************* *****B8F***** The Wyvern's nest [W008] New Monsters: Petaloid, Scorpion, Firebird, Wyvern(Boss) Petaloids can sleep the entire party which can be quite annoying. The first thing that you should notice is the water droplet mark on the map. Head straight South and take the Western path. Here you will notice a crack on the far West wall as well as a crystal to the North. Make note of these for future reference, and take the door to the South. You will see a treestump beneath a leaf. Ren and Tlachtga show up behind you and tell you that you must destroy a monster back on B7F to free the water. It's worth your time to do this, so run back up to B7F to the Spring. *****Back to B7F***** Head to the Spring to fight a Pondclaw. This monster is pretty easy, so take him out and return to the treestump on B8F. *****Back to B8F***** Ren and Tlachtga are happy to tell you that the Spring is now unblocked. You can now use this Spring to restore your HP and TP. This is a good opportunity to complete the "Explorers Guild trial" quest. You can wander around in the room with the Spring to easily complete the quest since there are no encounters in that room. Or, you can take this opportunity to pick up some easy levels. This quest rewards you with the Hauberk, a nice piece of armor for your Medic or Alchemist. Now, it's time to explore. From the Spring, go out the door and East and take the path to the South. When you reach the wall, head all the way East to find another crack. Take note of this for future reference and then return West 2 square to take the path North to find a "Take" Item Point. Head all the way South from here until you reach a wall. Here, the Eastern path is a deadend, while the Western path leads to another "Take" Item Point. Now, you can return to the stairs. Use the Spring along the way if you'd like. It's time to complete the mission from Radha Hall. Let's steal us a Wyvern's egg! Go East from the stairs. When you reach a junction, you will receive a message telling you that you hear a scream to the South. The Wyvern's lair is just ahead. The path to the East leads to a deadend, but you may return to it later (see "The lucky coin" quest). Head South into the Wyvern's lair. You should be able to see where Wyvern is facing. When he faces West, head to the East and run South to the wall. Then sneak West two squares. You should now be in the center and Southermost square in the room. Check for the egg, and then hightail it out of there. If you accidentally get caught by Wyvern, he will usually use Tornado, which binds your entire party's legs. Don't worry, you can still escape from the battle, so do so. If this happens, you will need to reset Wyvern by simply walking back North along the path until Wyvern returns to the center. Then, you can attempt to get the egg again. Now, return to Radha Hall with the egg. It seems that the silly Subaltern Quinn is impressed by your feat. You even get to speak to Visil, the Chieftain of Radha Hall, who personally thanks you! How nice of him. Anyways, Visil will hint that there is a hidden road in Wyvern's lair, which you will need to find to advance past the 8th floor(there are actually two hidden paths). So, return to the Wyvern's lair. This time, we'll want to head to the West side of Wyvern's lair first. So, walk back and forth North and South in the pathway until Wyvern faces East, so that you can sneak to the West. Go to the SW square and face West to find a Warp Point that leads to stairs leading to B9F. *****B9F***** A labyrinth for monsters [W009] New Monsters: Eviloid, Glowbird The new monsters aren't much. Glowbird is fast but doesn't hit hard. Eviloid is like Petaloid with more HP, but he doesn't have the mean sleep. There are some new combos of monsters that can be quite painful like 2 Petaloid 1 Sloth. Stepping into B9F opens up a couple of new quests as well as a mission telling you of a powerful monster on the 10th floor, the next boss. Visil talks to you again; he mentions that only two explorers have ever reached that far into the Labyrinth...guess who!! Now, back to exploring the floor. You're already on B9F, but this floor is actually intertwined with B8F. You'll be bouncing between these 2 floors a lot. Head North and then West to find a small clearing with a bunch of poison tiles. Ignore the door to the West for for and head South to find another door. Head through the door and go East then South to find a "Mine" Item Point. Go back to the door and head West then over some poison tiles to find a chest containing a Magnet. Head back East then South and go through the Door to the West to find another "Mine" Item Point. Now, return to that first door we ignored that was surrounded by poison tiles. If you head South from the door, you will find an Assassin FOE and a deadend. You can fight it if you want or just ignore that path completely. Heading either West or North then West from the door will lead to the same area. Continue West and then South. Heading further South takes you to a deadend, so take a West at the junction. You'll be in a big clearing with several more poison squares. Head to the SW of this clearing and go South, then East, then South again. You'll be in a hallway with 2 White Crystals. Take the Eastern door first to find 3 treasure chests. Inside you'll find a Theriaca B, 900en, and a Broadaxe. Now, enter the Western Crystal room at your own risk. You'll find an Armoth FOE inside, which shouldn't be too bad. However, a Moa will appear and join the battle after a few turns. Then, a few turns later, another Moa will join the battle! You're now done exploring this part of B9F, so head back to town in order to return to the Wyvern's lair once again. *****Back to B8F***** You're back at the Wyvern's lair again, and this time you want to go to the SE square of the lair. Face East and you'll find a Warp Point leading to a set of stairs down to B9F again. *****Back to B9F***** Head North from the stairs. The path to the East is a deadend. Head all the way West over a 2x2 square of poison tiles and then South to find a chest containing a Medica III. Head back to the clearing with the poison tiles and head to the SE of the area. Take the path South then East. The path to the North here is a deadend. Take a lengthy path South until you reach the wall. Go East a couple of squares and then head all the way North to find stairs that lead back up to B8F. *****Back to B8F****** New Monster: Armoth(FOE) Head South and West until you reach a clearing with 3 treasure chests. Inside you'll find a Stonard, 500en, and an Iron Plate. If you head North and East from here, you will encounter your first Armoth FOE. This guy has high DEF and can charge up his strength to perform a Bullrush, dealing your party about 80 damage each. The SE part of this area is a deadend. You can head back to town and return to the stairs or just walk back. Remember, you should always head back to down if you're running low on TP/HP. It's worth it to take the extra time to run to town and back since some extra EXP never hurts, and it keeps you from being frustrated by losing your data from a game over. Moving on... *****Back to B9F***** Head back to the initial clearing with the 2x2 square of poison tiles. This time, head to the SW of this clearing. There is a path to the West that leads to a deadend. Take the path South instead and head to the SW part of the room over several poison tiles to reach a chest containing an Oak Jacket. Now, head to the SE part to find a path leading South. As you head South, a FOE will spawn in the deadend to the North and chase you South. It's just a Moa though, so you should be able to take it. Head South to the wall and head West and North to reach a set of stairs back up to B8F. There are 2 Cutter FOEs here, which should also be easy for you to take on. *****Back to B8F***** You'll be in a small clearing with a few poison tiles. Head to the NW of the clearing. Remember the crack you found earlier? You can find a Warp Point through this wall now. You can hit the Spring or even head back to town before continuing on now. The stairs back to B9F are in the SW corner of that clearing. *****Back to B9F***** Head South, then West, North, West, North, and then West. From here, take the path South to the wall. The 2 squares to the East are a deadend, so head West into a small clearing. There is a path North in the NE, but that's just another deadend. The NW of the clearing contains a treasure chest with a Nectar behind a few poison tiles. Take the exit from the SW of the clearing West. Heading all the way West leads to a deadend, so take the first path to the North. The path leads back up to B8F for the last time. *****Back to B8F***** Heading all the way East takes you to a deadend, so take the path North. There are some FOEs scattered around here. They are just Assassin FOEs, so you should be fine with taking them out. Heading West at the junction leads to a deadend; however, you will notice a crack that will be useful later. Back at the junction, heading North leads to another deadend, so head to the East then North. While you're heading North, check the walls to the East to find a Warp Point leading back to the Spring. Head towards the NW corner of the map. The paths around here lead to many deadends. From the NW corner of A1, head South. Check the wall to the East 2 squares from the Southern wall to find a Warp Point. Continue South and East to find the final set of stairs to B9F. *****Back to B9F***** Head to the SW of this clearing to find the stairs down to B10F. Finally! ******************************************************************************* *****B10F***** The forest's silent king [W010] New Monsters: Stingmaw, Sprout The monsters are this floor aren't too special. The Sprout is a very rare encounter near the end of this floor in the room where Ren and Tlachtga heal you. Since you're on a new floor now, some new quests open up, so check those out if you'd like. You immediately find yourself at a junction upon arriving on B10F. Going East leads to a deadend. Going South eventually leads you in a circle, but you might want to explore this area first. So, if you go South, you'll find a door leading to a small clearing. Take the door to the East. Going North here leads to a deadend. Going East takes you to another door. If you go to the SE corner of this path, you will find a red pebble. This seems to be something leftover from an unfinished quest. Or, it is just there to add some flavor to the game. Continue through the door to the North. If you check the middle Eastern wall in this 3x3 room, you will find a crack. Remember this for later and continue North through another door. Head West and South. You'll encounter an Assassin FOE here. If you go South through the door, you will find a "Mine" Item Point. Going West leads to a deadend. From the Item Point room, head North and West to find another door leading North. This clearing contains another "Mine" Item Point, and a door leading to the West. Head West and you will find a door to the North and a door to the South. The door South leads through a room back to the intial junction where you began the floor. So, take the door North to continue on. From here, take the door on the East, go North a bit, and take the next door East. This room has a door leading North and a door on the SE corner. Take the door leading North first. There is a deadend to the West, so take the path North then West that leads to a door on the Southern wall. There is a chest through this door that contains a Broadsword. Go back to the room with 3 doors, and take the SE door to the East this time. Then, go through a door leading South to find a room containing a FOE. It's just a Moa. Continue South through another door to find a "Take" Item Point. Take the door East and then go through another door leading East to enter a room with a door to the North and a door to the East. This door leading East will be important for the "Official business I" quest later on. Still, you can go through the Eastern door and go North, East, then South to find a "Chop" Item Point. Go back to the door and go South then East to the wall. Then go North and West to the wall. You'll pass a path to the North that leads to a deadend. From here, go North to find 3 doors. The Western one leads to another "Chop" Item Point, the center one contains an Armoth FOE, while the Eastern door is blocked by a crystal. Now, return to the room with 3 doors. Head North through the door to find a large clearing with several FOEs. There are a total of four of them, and they are all Armoths. Fight them if you wish, or bypass them; the exit leads North from the NW corner of this clearing. Here you will find a door leading East and one leading West. Take the East one first to find a "Take" Item Point behind a Moa FOE. Then, take the Western door to find a room with a door leading North. Go through the door. Going West leads to a deadend. Take the long path East all the way until you reach the wall, then take the long path South until you reach another wall. From here, go West until you reach the wall. Head North 4 squares and check the wall on the West to find a convenient Warp Point. Continue North and then head East. You'll reach a junction and receive a message saying that you see Ren and Tlachtga to the South. Head all the way South to the wall to speak to the pair. They will mention their surprise at the mission Radha Hall as sent you on and give you their aid. They give you an Amrita II and will revitalize your party. Head back North and then head East until you find a chest with an Amrita II inside. Head back West and take the path South. Then, go East, back North, and then to the West. You will receive a message when you step onto the square North of the door warning you that you can sense the danger behind the door. Prepare yourself, because the battle will indeed begin as soon as you enter the door. It's time to take on Cernunos! *****Cernunos***** I'd suggest fighting this guy at around level 30. He hits hard, so be prepared with a healthy dose of Defender with some solid healing. Cernunos will summon a pair of Curollers who proceed to Cure and Defend the boss. You will want to kill them of course; however, it might be a better idea to leave one alive. This way, Cernunos is unable to use his strongest attack. You will have to be able to outdamage the 120 or so that the Curoller heals everyturn, but this shouldn't be too hard. He has 2750 HP, so take him out and then mop up the Curoller(s) after Cernunos is dead. Congratulations! You're now more than a fully recognized explorer by Radha Hall. Head down to B11F to find the Geomagnetic Field and return to town for your rewards. Selling Cernunos's drop opens up the Viking sword and the Hindi bow which are both decent upgrades. You'll also receive a 3500en reward for killing Cernunos as well as the next mission, which is to map B11F and B12F. It's time to explore the 3rd Stratum! *********************3rd Stratum Azure Rainforest****************************** *****B11F***** A mysterious cerulean wood [W011] New Monsters: Treefrog, Deathant, Madworm, Shelltor(FOE), Bloodant(FOE) This new stratum brings a completely new set of monsters against your party. The Treefrog, Deathant, and Madworm all have a decent amount more HP than previous monsters. The madworm actually takes more damage more regular physical attacks than from special moves. The Treefrog and Deathant have some annoying moves, but they aren't too bad. The new FOE on the floor, Shelltor, can be quite rough. If you have heavy elemental damage, you'll have no problem against this big turtle; however, if you don't, you'll be in for a rough fight. Poison works wonders on this guy since he's extremely resistant to physical damage. He also has a Blizzard attack that can hit the entire party for around 80 damage. Bloodants can be an extremely frustrating FOE. It can summon addition enemies into the fight. It will usually summon a bunch of Deathants. The best strategy is to finish off the Bloodant before moving on to the Deathants. Stepping onto this floor opens many new quests, so you should check those out. Your mission is to explore the area and map it out for the Guild. Don't be too worried about restrictions for mapping. Radha Hall is quite lenient for this mission. Head West out the door from the Geomagnetic Field and head North. Heading all the way East leads to a deadend, so head North. You'll be stopped by a soldier standing there who will be relieved to see you. He'll hastily hand you the pathetic little map he's drawn and run away. Unfortunately, his map is written down for you. You'll have to check for some of the mistakes he's made. Head North and East from where you met the soldier to find a dead end. Head West then all the way South. The soldier had marked this as a deadend, but it actually leads to the stairs down to B12F. You should ignore this for now, you will see why in a bit. From the stairs to B12F, head back North and head 2 squares West at the junction. Heading all the way North leads to a deadend. Take the door on the West to find a chest containing a Medica IV. Go back out the door. Heading all the way South from here leads to a deadend. If you check the Western wall 3 squares north from the Southern wall, you will find a crack that will be useful in a bit. Go back North to the 4-way junction and head West then North. Heading East here leads to a deadend. Head West 2 squares and then go North. Head to the East and then North to the wall. Head West 2 squares to find a door to the South. Go through here and you will discover Ren, the Ronin. She talks with you and hands you an Old Scroll. This is the moment many of you have been waiting for! You can head back to town and give this Scroll to the Explorers Guild to register a Ronin. (Note: If you complete the quest asking for a level 20 Ronin, you'll receive an excellent katana that would help you incorporate a Ronin into your main party quickly) Go North back out this room and head West. You'll pass a pair of Shelltors which you can avoid or fight. You'll come to a chest with 700en inside. Head back to the area above the room where Ren gave you the Old Scroll. This time, head East. Head South at the wall and take the Eastern path when you reach the junction. Head South to the wall to find another soldier who gives you another small area of the map. Continue East and then South. There's a small path to the East that is a deadend. Continue South until you reach the wall, then turn East. Continue along this path until you face a junction heading North or West. West leads to a deadend and a Shelltor FOE. Head North along the path until you reach a junction going East or West. Head East. If you picked up the "Remembering the fallen" quest, you will find the Old Wand here. Also, there is a "Mine" Item Point. Now, head West through a door to find a pitfall. This is as good a time as any to drop down onto the 12th floor. *****A short visit to B12F**** New Monsters: Hexfrog, Guardant The Hexfrog can curse your party, causing your characters to receive half of the damage they deal. This can quickly injure or kill your harder hitting characters, so be careful. Since you were facing West when you fell down the pit, you should immediately notice the crack in the wall to the West. Remember this for later. Head East and South until you reach the wall, passing a path to the East. You can and should explore this area to the West. It's all deadend, but you will need it to complete the mission for Radha Hall. Return to that long path South and take the path to the East. Head all the way North to find a chest with a Medica III inside. Now head all the way South to find the stairs back up to B11F. Since you have stepped foot into B12F, two new quests are open at the Pub for you to check out. *****Back to B11F***** From the stairs to B12F again, head North and turn West at the junction. Head all the way West until the wall and head North. This time, head West to the wall and head South, East 2 squares, and then South to the wall. Here, you will find the Broken Axe for the "Remembering the fallen" quest. Head back North and take the path West to the wall. Here, you'll find another soldier who gives you more of the map and warns you of pitfalls. Head North to a junction. Going further North leads to a deadend, so map that and then go back to the junction and head West. Take the path North to find a door. Beyond the door is a Bloodant FOE. Head back South through the door to the wall. Head West one square then head South. Here, you will find a Shelltor FOE roaming around. From here, head East, then South, then back West. There's a door to the North here leading to an empty room. Continue West and North. Take the path to the West here. Go South to find a door leading to a room with a crystal. Mark this for future reference. Head back North through the door and check out the Western path to find a Rust Sword, the final piece for the "Remembering the fallen" quest. There is also a "Mine" Item Point here. Go back South and East to the wall and head all the way North now to find a door. Beyond this door is a Shelltor FOE. Head East and South to find a chest with an Amrita II inside. Explore the rest of this area for map completion. THe door in the Northern area that faces South leads to a 1 square room that's a pitfall down to B12F, so just mark it that way unless you don't mind falling down and climbing back up. Now, head back to the door South of the 1 square empty room. Head South and then West to map out the deadend. Then head East to find 4 doors. The 1st door from the West is empy except for a pitfall. Avoid this one and go back out the door. Skip to the 4th door (the one on the far East) and go inside. Go one square North and check the Eastern wall to find a Warp Point. There's also a pitfall in this room, so map it and head back South through the door. Now, enter the 3rd door from the West. There is a Bloodant FOE and a pitfall in here. Map this and go back South out the door. Enter the 2nd door to find another Bloodant FOE. Kill it and drop down the pitfall to proceed to B12F. If you have not yet received a message saying that you have sufficiently mapped B11F for Radha Hall, you will need to explore B11F further to make sure you satisfy the mission requirements. *****B12F***** The Insect Queen's palace [W012] New Monsters: Servant(FOE), Royalant(Boss) The Servant is a stronger version of the Guardant, just as the Bloodant is a stronger version of the Deathant. The Servant does not actually move on the map. It is usually surrounded by several Bloodant FOEs who will charge to join the battle if you engage a Servant. Luckily, destroying a Servant will clear the nearby Bloodants. Servants have a decently high amount of HP, so be sure to kill them quickly, so that you don't get too many Bloodants added into the fight. Since you were facing North when you dropped down the pitfall, you should notice the crack in the wall to the North. This opens up a nice Warp Point so that you are able to get back to your current position quickly. Head South from this Warp Point. You will receive a warning of a strong monster on this floor at the junction. Head East through a door here to enter a small room. There is a Bloodant FOE in this room along with a chest in the NW containing a Bravant and a chest in the SE containing a Gum Helm. There is a door in the NE corner of this room leading North to an empty 1 square room. Head back to the junction where you received the warning. Head West to the wall. Head North and then West. If you turn South, you will find some FOEs. The FOEs that are moving around are Bloodants. If you go South and West, you wlil find a stationary FOE. This is a Servant, so if you kill it, the nearby Bloodants will disappear. Back at the junction where you went South, go North and West this time, and then North again. Heading East here will lead to a deadend, so head West then South. Remember to map all the deadends though, since you're trying to complete the B12F map for Radha Hall as well. Continue South until you reach a door leading West. You'll be in an area with several FOEs. If you head straight North, past a Bloodant or two, you will find a Servant you can kill to make the rest of the Bloodants disappear. Or, you can just head West and then North and avoid all the FOEs entirely. Continue North along a winding path until you reach a choice between going East and West. Go East to map out this deadend before going West and then North. Take the first path East and you will reach another area with a Servant FOE in the NE of the area. Head to the SW part of this area to find a door. You will get a warning about a Nest when you go through the door, but it's mostly meaningless. Head east to the chest to pick up an Amrita II. Now go back to the path leading North and go North to the wall, then go North all the way to the East. Face East and open up the Warp Point. Now, you can reach this area from town easily. Then, go back through the Warp Point and face South to open up another Warp Point! Be careful here, since the Boss is just ahead. You will see the boss along with several other FOEs around it, so make sure you are prepared before moving into this area. *****Royalant***** You will get Bloodant adds in a few turns unless you can take Royalant out extremely fast. Chances are you're around level 36-38 here, so you won't be able to accomplish that quite yet. Still, you will want to burn Royalant down as fast as possible. Use your strongest attacks, and concentrate on Royalant even if you get adds. Royalant has 5500HP, but with(or without) Boosts, your party should be able to take it out in 4-5 turns. Then, focus on the Bloodants before dealing with any summoned Deathants. Royalant's Hammer attack can hit 2-4 times on random party members, so it can quickly take someone out if you're unlucky. Heal carefully and go all out on this fight and you should be fine. Defeating Royalant makes the other Bloodants disappear. Go East to the wall from where Royalant initially was and you should find another Warp Point to save you a few squares of walking. Map out this room and you should receive confirmation saying that you've sufficiently mapped B12F for Radha Hall. The stairs leading down to B13F are directly South of where you fought Royalant. Return to town for a 5000en reward and a new mission! ******************************************************************************* *****B13F***** The soldier's washbasin [W013] New Monsters: Woodbat, Meltworm, Moriyana, Redclaw, Muckdile(FOE) There's nothing really special about these new monsters, they're all pretty simple. Muckdiles will turn red and join fights if you get too close. They can hit your entire party with Bite, but it's not too bad. The new mission is kind of vague. you're just supposed to look out for a mysterious creature in the Labyrinth. They do suggest that the creature is humanoid..., maybe we'll finally meet someone besides Ren or Tlachtga down here! Anyways, check out the new quests and head on. Head North from the stairs and take the path to the East first. You'll see a chest directly North of you across the water. This is the first time you've encountered all this water, just treat them like walls. You won't be able to access that chest until much later anyways. Head East, skipping a path to the South until you hit a wall. Head South to grab a Medica III out of the chest. Head back West and take the path South this time to find a door. You'll find a healing Spring in this room. Note: If you face South in the Spring room, you'll notice a crack in the wall. Remember this for the shortcut later. Head back to the stairs and take the path West this time. Head West until you reach the wall and move a square South. You will be stopped by a narration saying that you notice a shadow. No matter what you do, the shadow will run away and disappear. Head South, the first path to the East is a deadend so continue South to the wall then head East to the wall. Go North, then East, then South, then West to reach a junction. Take the Eastern path that leads South then West to find a chest with a Wind Whip inside. Head back to the junction and head West, then South, then West. The path to the North here leads to a deadend, head South, then East. Going all the way East leads to a deadend, so take the path to the North to reach a 4-way junction. There is a Muckdile FOE on the West and East sides. The West side is a deadend, but the East side contains a chest with a Bravant II. After collecting the chest and/or dealing with the Muckdiles, head North, West, North, and then East. Take the path South, then East, then South, then East to enter a large clearing. There are several Muckdile FOEs here. Head North to the wall, and go 1 square East, then face North to find the Warp Point. This awesome shortcut lets you have easy access to the Spring, so take the Muckdiles out at your leisure if you wish. Head East/Southeast of this clearing to the wall and then Head North to find the stairs to B14F. ******************************************************************************* *****B14F***** The flood of gods' tears [W014] New Monsters: Vampbat, Sworder, Cutcrab, Killclaw(FOE) Again, the new monsters aren't too bad. Cutcrab and Killclaw both have pretty high physical defense, so magic is more effective against them. Killclaws can also be quite dangerous since their Ripper attack has a chance of instantly killing your characters. Note that on this floor, Killclaws usually only appear when you are in a battle, usually during the 2nd round of a battle, so take careful note of the map on your bottom screen. If you aren't ready for the Killclaw adding into your fight, you might want to blow some TP or end the fight quickly or even escape. They're not too bad though. Check out the 3 new quests in town. One of them mentions collecting items from "Chop" Item Points on B13F..., but we didn't see any. Well, we'll be returning to B13F from B14F, so get ready for a confusing floor. B14F contains several smaller platforms which are connected by lovely floating lilypads. Unfortunately, not all of these lilypads give a 2-way trip; many of them only go one way, so be wary of that. This map may aid you in going through this floor: http://kouryakusimasu.web.fc2.com/sekaiju/map/14.html The numbers match the corresponding lilypads, though not all of them are 2-way. The "f" marks where Killclaws may pop up, though there are some other locations where Killclaws may appear. Anyways, head West from the stairs. Ignore the first lilypad to the West and head South. Take the path East to find a "Chop" Item Point. Head back West and go South 2 squares. Remember this lilypad. If you'd like, you can continue South all the way to find another lilypad which just leads you back to the first one you ignored and a final lilypad at the very bottom. So, take the middle lilypad to find yourself on a 4-way platform. Take the North lilypad here. Going East leads to a deadend, so go West and South. Beward of a Killclaw spawning here if you get into a random encounter on this platform. Take the lilypad East to find yourself back near the entrance. Take the 2nd lilypad from the North again to return to the 4-way platform. This time, take the Southern path. Go East to find yourself on the initial platform, head back on the lilypad to the West. This time, head West again to find yourself 6 (3x2) square platform. Head West again to find yourself on a 3x3 platform with a "Chop" Item Point. Go back East to the 3x2 platform and take the lilypad North. You will not be on a larger platform. Head East 2 squares to the wall and then 1 square South and 2 squares East. You will be stopped by a strange looking girl. You find out her name is Kupala; she warns you and tells you to go no further. Luckily, the games hints that you should follow. Good advice, since you have to continue along this platform in order to get to the next floor. There is quite a bit of sidetrekking to do here, so if you want to just continue to the next floor, skip down to the "Continuing B14F" section below. Head back West and North. You'll notice a lilypad going East which would take you to the 4-way platform. Remember this path for an easy return to this platform later. Head North and West 1 square each from that lilypad and take this lilypad North. Beware of a Killclaw on this platform. Head to the SW of this platform to take a lilypad South. There's a lilypad East here that would take you to the platform where you met Kupala. Ignore that and head to the NW of this platform to find a lilypad going North. Head to the NE of this platform and take the lilypad East. You'll now be in a 1x3 platform. There is a lilypad leading South, but it's oneway, so ignore it. Head East on the lilypad to land on a large platform. Heading East here leads to a deadend, so head South and East to find stairs leading back up to B13F. *****Back to B13F***** Head East from the stairs to find "Chop" and "Take" Item Points. You can complete the gathering quest here. Head North from the stairs. The path to the East is a deadend, so head West, then South, and then West. Go North and take the Eastern path first. You'll find a "Take" Item Point here. Head North to find another "Chop" Item Point. From the "Chop" Item Point, head all the way West to find a chest with an Amrita II inside. Beware of Killclaws around here. Head back to the "Take" Item Point and head West. Take the 2nd path to the South and go East to find the Violet Key! Now, go back North and head West to the wall, then go South and West. The first path to the North leads to a deadend. Go West to the wall and North to find a Fang Glove in a chest. Now that you have the Violet Key, there are several excellent treasures that you can pick up. Hint: if you opened up the Gem Staff, don't buy any! *****Violet Crystals***** B1F: The crystal is located in the C3/C4 area of the map. Go inside to find 2 chests which give you a Gem Staff and a Nectar II. B8F: The crystal was just North of the Spring. There are a whopping 7 chests inside! You will find Moccasins, Hamao, Medica V, and a Nectar II in the bottom chests. The top 3 chests contain 500en, 1500en, and 1000en. B10F: The crystal is in the B7/A7 area near where you fought the Omnivore for the B10F quest. You'll find 3 chests inside which contain a Gem Staff, a Nectar II, and 1400en. B11F: This crystal leads you on a long winding path. Be prepared for a long journey before attempting this. I suggest bringing several Amrita II along if you can. The crystal is located in the D1/E1 area of the map. Going West and South initially leads to a deadend. There is a long winding path to the East with several deadends. You'll be fighting a mix of B11F-B14F monsters. There are 2 Muckdile FOEs along the way. When you finally reach the Easternmost wall (1 square West from the edge of E6/F6), head North and West to reach a chest with a 7 Doublet inside. Go back East and South to find stairs up to B10F. B10F: Head all the way West to find stairs up to B9F. B9F: Go North and East. There are 5 small nooks to the South, each one contains a Moa FOE if you want to fight them. Head all the way East to find stairs up to B8F. B8F: Head East. There are 3 holes to the South, each contains a Killclaw FOE that will pop up when you move past it. Head SE past some poison tiles to the stairs to B7F. B7F: This is painful. Hope your Medic still has lots of TP, and you have some TP Recovery items/methods. Follow the long winding map. Yes, you'll be taking tons of poison damage along the way. Eventually you will reach a door. You'll now see a huge clearing with plenty more poison tiles around. You're probably heavily weakened from this floor alone, so head straight West, pick up the Medica IV in the chest and then head North along the Western wall. 7 squares North from the chest, you will find a Warp Point! Now, you can return here whenever you want. There is a quest for this area later, the Alraune monster is here. If you have some extra steam, or want to return later, there is a chest in each corner of this huge room. The NW chest contains a Surcoat, the NE chest contains a Soma, and the SE chest contains a Bravant II. *****Continuing B14F***** Return to where you met Kupala. Head South and East to find a chest with a Medica III inside. Take the lilypad South. Taking the lilypad to the East leads to an empty 2x2 platform. Take the South lilypad to arrive on a 1x3 platform. Take the West lilypad here to find a chest with an Ice Mist. Take the lilpyad back East and then take another lilypad East. There is a Killclaw to watch out for on this platform. Head East then North and take the lilypad. You'll find yourself on a 4x3 platform with 2 treasure chests. The FOE here is a Muckdile. The chests contain 800en, and a Hamao. Take the lilypad back South. Go 1 square South and then head West and take this lilypad. Take the next lilypad West to find yourself on a platform with 2 lilypads going West. The Northern one takes you to an empty 2x2 platform that leads you back to the first platform from where you met Kupala. The South lilypad leads you to the final 3x3 platform which contains the stairs down to B15F. ******************************************************************************* *****B15F***** Lord of the celestial ocean [W015] E1 chests Blaze Oil, Scale Boot Go straight North from the stairs through a door to grab 2 treasure chests. You'll find a Scale Boot and a Blaze Oil inside. Head to the East and you'll receive a warning before the door. It hints of a threat just behind the door. Return to town and rest up before entering the room if you need to. You'll find one new quest in town if you do. Head through the door and go East. Kupala will show up. She seems quite mad at you, so she decides to summon a giant monster to kill you! *****Cotrangl***** This guy has 7000 HP. He's weak to fire. He can use Blizzard to hit your entire party, and he hits hard as you would expect from a boss. You probably want to be at least level 40. Level 45-48 or even higher is good for this guy though. Just use your standard defensive tactics (Defender and Immunize) and just have your attackers go to town on this overgrown manta ray...thing. If the killing blow you land on Cotrangl is not a Fire attack, he can drop the Ice Spine, which can be sold to open up the best bow in the game. Unfortunately, that bow costs 114,000en, so it might be awhile until you can afford it. After you beat Cotrangl, you can explore the local area and then take the lilypad East to find stairs down to B16F. The Geomagnetic Field is just ahead. Killing Cotrangl counts as completing the quest for Radha Hall, so return to town and you'll receive a 8000en reward. There's no new mission for now, so you're free to explore the new stratum! *********************4th Stratum Sandy Barrens****************************** *****B16F***** The pathless drifting sand [W016] New Monsters: Goldeer, Flamerat, Mantis, Sabremaw, Sickwood(FOE) These monsters aren't too much stronger. Flamerat is obviously strong against Fire attacks. If you kill the Mantis in one round, you can get a special drop, the Silver Eye. Sickwood FOEs can Poison the entire party, but otherwise, they aren't too bad. They do aggro and chase you though. This floor can quickly become very frustrating due to the moving sand. Use this map if you need help: http://kouryakusimasu.web.fc2.com/sekaiju/map/16.html Also, don't forget to check for new quests. We will visit the doors from East to West for the sake of completing the map. So, head South from the Geomagnetic Field and head all the way East. You will find a crack in the wall on the East, but you can't do anything with that for now, so take the Eastern most door. This door will shove you onto some moving sand that'll take you North and West. From this platform, going West won't take you anywhere, and going South still just take you in a loop. Take the North path and you'll choose between a path to the North and South. Going South here leads you on another loop so go North. From here, going West nets you nothign. Go North to find a little clearing with a Sickwood FOE. Go to the NE area of this room to find a one way Warp to the North. Follow the long path West then South all the way to the wall. Check the Eastern wall to find a one way Warp back to the first area where all the doors are. Time for the next door. The 2nd door from the East is quite literally useless and pointless. All it does is take you to a point where you might as well have entered from the Eastern most door. So, take the path to map it and walk around or Warp Wire, or just ignore it completely. Next door. The 3rd door from the East is also quite useless. It forces you North and then East, which puts you back where you'd be if you had taken either of the 2 other Eastern doors. Now, take the 1st door West of the Geomagnetic Field. It will take you West and North. From here, you can go West to be taken into a loop. Or, you can go East or North. If you go East, you can then go South to enter a loop, or East to find yourself in the position from any of the 3 Eastern doors. So, head North. This will take you to a small area with a 2x2 square of moving sand. Go West here and then go North. You'll find yourself in a small room with a chest containing a Theriaca B. From here, you can find a one way Warp in the NE corner of the room and loop around or Warp Wire and take the Geomagnetic Field back. Quickly, I will mention that the next 2 doors to the West both just lead to the same general area as the 1st door West. In other words, the 1st door West of the Geomagnetic Field is the only one you really need. Go through it and go North again. This time, go North over 2 squares of moving sand, and then go North over some more sand. Here you will find an area with a "Mine" Item Point as well as 2 Sickwood FOEs. This "Mine" Item Point lets you gather Cullinan, which is used for a quest. Also, there is a special item that opens up at Shilleka's if you sell her 50 x Cullinan. This can be a good place to farm. One way warp in the NE corner again, so make your way back to the beginning. Take the 1st door West again. Go North to the 2x2 square of moving sand and take the 2 squares North. This time, go East to be taken East then South. Go West here and take the one panel of moving sand South. Head East here to be taken East then North. Now, go East to be taken East and North. From here, you can go several ways. I will list them below, return to this area before taking each of these paths. 1: Go East 2 squares then go either East or South 1 square. If you went East, just go 1 square South. If you went South, move 2 squares East, then go South. Now, go West onto the moving sand. One you've stopped, move 2 squares West and face South to find a chest with a Brigandine inside. 2: Go 2 squares East and then go North. Take the moving sand North. There will be nooks to the West and East that each contain a Sickwood FOE. Head North to find a clearing with a chest containing 1000en. From here, you can find a one way Warp in the NE corner or Warp Wire out. 3: This path takes you to the end of the stage, though you are forced to return to town once first. Take the sand West to move 2 squares West and 2 squares North. Going North here just leads to another empty room, so go West. After you stop, go North 2 squares to find Tlachtga waiting for you. She'll give you the Hex Bell which can be used to unlock the Hexer class at the Explorers Guild. Head North from Tlachtga and go West and South to find a Rainbow Bandanna on the ground if you have the "Love's uncertain promise" quest. Go back North and East to the wall. If you face North, you'll find a one way Warp leading to an empty room. Head South to find an area where it seems a tablet can be placed. Suspecting that this might have something to do with the tablet you found on B15F, you are told to return to Radha Hall to report your discovery. At Radha Hall, you will be given the tablet, so take it back to that slot. You will open up a Warp to the stairs to B17F. return to place the tablet warps you to stairs ******************************************************************************* *****B17F***** Doorway into the unknown [W017] New Monsters: Hexroot, Immoa Hexroot can Curse you. That's about it for the new monsters on the floor. The FOEs will all be Sickwoods. Check for some new quests after being on this floor. This area is full of many one way Warps and only 1 two way Warp Point that can be used as a shortcut. This map can be a big help: http://kouryakusimasu.web.fc2.com/sekaiju/map/17.html Ignore the long paths that surround the center for now. For this floor, I will list the quickest way to get all the treasures and get to the stairs. There are many empty and useless platforms in this area that you're free to explore using the map or on your own. Head straight North from the stairs. When you reach the junction, Kupala will show up once again and tell you that you've violated some sort of pact. If you return to Radha Hall, you will get to talk to the Visil, the Chieftan again. He will repeat his message to kill all of the forest folk. You'll also get a hint of some deeper story when you leave the Hall. Anyways, from the place where you met Kupala, head East and then South. Take the one way Warp East, then go 3 squares North and take another one way Warp East. You'll find an empty clearing here you can map with a Sickwood FOE. Head back to where you met Kupala and head West then South. Take the one way Warp West and go North 3 squares and head West again. Go West one square, then South 3 squares. Here, take a one way Warp West. Go North to the wall and take a one way Warp West, and then another one way Warp West. Go South to find a chest with an Amrita II inside. Go North 1 square and take the one way Warp East. Now go South to the wall and take a one way Warp West. There is a Sickwood FOE in this area. Go South to the wall and take a one way Warp East. Go one square North and then take another Warp to the East. Now, from this point, head 5 squares East and face North to find a Warp Point. Open it up and then return South. Now, go East to the wall and face North to take a one way Warp. Head West to find a chest with a Sandy Pin inside. From here, you can take a series of one way Warps back to the Eastern side or just Warp Wire out. I will now describe how to use the shortcut from the entrance to B17F. Head North, West, and then South from the entrance of B17F. Take the one way Warp West and then head 3 squares North to take another one way Warp to the West. Go one square West and then all the way South to the wall. Face West and take another one way Warp. Here, go South and then East to the wall. Now, you can face South to find the 2 way Warp Point. Take it and head 4 squares East. Take the Warp North to find the stairs to B18F. ******************************************************************************* *****B18F***** Nature's boundless horizon [W018] New Monsters: Mystic, Warrior, Soldier, Druid, Pixie, Bud(FOE), Nighttoad(FOE), Hextoad(FOE), Diabolix(FOE), Cruella(FOE) The Elves on this floor (Mystic, Warrior, Soldier, Druid) are all strong against Bow attacks. Some of them also have a Blazer attack that can hit your entire party for 100 damage or so. If you're not really overleveled, I would suggest spending TP to take the enemies out before they can heavily damage you. The Nighttoad and Hextoad FOEs are part of the "Versus the unknown" quest, see the quest section for information on these monsters there. The Bud is the seemingly randomly teleporting FOE you can see on the map. To fight him, go North 1 step from the entrance to B18F from B17F. Then, go 2 steps East, 12 steps South, and go East until you get the encounter(should be 6 to 7 steps). This monster drops the M Leaf, several of which are needed to make a strong item later in the game. The Diabolix and Cruella are mini-boss like FOEs. Diabolix can curse your party while Cruella can confuse them. They can both move pretty quickly, so be careful since Diabolix could get a Curse off on your entire party before they act, causing your damage dealers to seriously injure themselves. The Pixies only appear in the later area of this floor. The can petrify members of your party, which is useful for the "Apothecary's request I" quest. B18F is a huge floor. It's a giant clearing, not the standard labyrinth passageways. The floor isn't too complicated though. There are just some scattered trees and Item Points. If you really want to use a map, you can find it from the links section. When you first step foot onto the floor, head North to meet Ren and Tlachtga. They chat with you about various things. You can head East 1 square after this conversation for another with Ren and Tlachtga again. They hint at what exploring this area may mean for the town of Etria. From here, you're free to explore the floor. Ren and Tlachtga hinted of a secret exit, it's in the SW of this huge area. Before making a beeline down there, take note of a special tree. It is 9 squares North and 2 squares East of the entrance. Face this tree from the South to receive a warning about how there is a strong monster on this Stratum you have not yet faced(Note: this may not be doable until the Stratum has been completed). This opens a path in the SE area of B16F. You will notice a healing fountain in the Southern area. This floor can be a decent area to collect items and EXP. Here is a list of the Item Points on this floor: B18F Take A4: Sand Cloth, Cross Seed, Cordyceps Take A7: Sand Cloth, Cross Seed, Cordyceps Chop B3: Sand Twig, Dry Peach, Sap Wine Chop C6: Dry Peach, Cross Seed, Sap Wine Mine D3: Hard Shard, Steel Chip, Cullinan Mine E6: Hard Shard, Steel Chip, Cullinan Once you are ready, head to the SW area of the map to receive a message saying you've discovered the secret passage. Take the Warp West. You will be in a small clearing with 3 nooks in the North. Only the center one leads anywhere, but it's blocked by a FOE. Take it on, it's a Diabolix. After defeating it, take a one way Warp North and head North then West then South to find a chest containing an Axcela II. Go back North and then East to the wall. You will encounter a Cruella FOE around here. Going South here leads to a deadend so go North. 4 squares before reaching the wall to the North, face East to find a Warp Point/shortcut. Then continue North then West. Going North here leads to a deadend which contains a one way Warp back to the NW tip of the huge area. Go South then West then North to find the stairs to B19F. ******************************************************************************* *****B19F***** An excursion into despair [W019] New Monsters: Redbeak, Faerie Redbeaks move fast and Faeries can terrify or blind the party and are strong against magic attacks. This floor is another collection of many one way Warp Points. This time, however, the points can leap randomly across the map and aren't as intuitive as the paths on B17F. Please reference this map if you need to: http://kouryakusimasu.web.fc2.com/sekaiju/map/19.html The corresponding numbers show where one point leaps to the next. You will notice little bushes on the walls, those are the points that can be checked to Warp. Head straight South from the stairs to the wall. Facing West, you will notice a crack that will be used at the end of the floor. Face East and take the Warp across the map. Now head all the way North and face West and take the Warp. Head South to the wall and take the Warp South. Go South and West and Warp North. There is a Sick wood FOE in this area. Go West then South and take the Warp South to find a small room with a Chest containing a Tiger Hand. Warp back North and head North some more to take another Warp Point. You'll find yourself in a clearing with a "Chop" Item Point. Go to the NW corner and take the Warp West. Go all the way West and take another Warp West. \ Now go South and take the Warp South. Go South then East to find another "Chop" Item Point. Go back up and take the Warp North. Go East this time and take the Warp East. Follow the path East, North, East, South, and East to the wall. Face South and take the Warp South. Go West to the wall then face North to take another Warp. Head to the center of the junction and go South. You'll be in a room with a chest containing 1800en. Go back North to the junction and head West this time. You will see 2 choices of pathes now. They will both lead to the same place. The Western one is empty, but the middle one takes you past 2 Diabolix FOEs. You will reach the other side of the room. Whichever path you take, head North to the wall and West to take a Warp. Go South to take a final Warp. Move one square South and you'll receive a warning of a dreadful presence ahead. Actually, there are just 2 FOEs, a Diabolix and a Cruella. Be careful fighting them though, since the other will probably add itself to the fight before you can finish the first. After the fight, go to the SE of this area to find a convenient Warp Point to the first room of this floor. Now, you can take the stairs down to the final floor of this Stratum. *****B20F***** Gold wings for the pilgrims [W020] New Monsters: Hunter(FOE), Ogre(FOE) These guys are both pretty fearsome on their own. They both have solid HP and defense. They both hit pretty hard and can hit the entire party at once. In addition to that, you have to worry about Diabolix, Cruella, and other FOEs adding onto the fight on this floor. Poison may be effective on both the Ogre and Hunter. Trickery can also help you take away the sting of their strong physical attacks. Head North from the stairs and you'll see Kupala again. She'll tell you that if you can defeat the Forest Folk's strongest Guardian, she will let you pass. You'll notice many FOEs running around. Your goal is to kill all of them. If you leave the floor and rest, they will all respawn (though sometimes only half?). So, prepare yourself with lots of Amrita IIs and other items for the long fights. Luckily, there are no random encounters on this floor, so you can concentrate on the FOEs. On the Eastern part of this map, you will find a door to a small room that contains a "Take" Item Point and a chest with an Amrita II. On the Western side, you will find a Violet Crystal that leads to a room with 3 chests inside. These chests contain a Vine Bow, a Medica IV, and a Nectar II. Once you've destroyed all of the FOEs, head to the center of the floor to fight the stationary boss, Iwaopeln. If you attempt to fight Iwaopeln before you take out all of the FOEs, you can kill him, but he will immediately respawn. *****Iwaopeln***** You may want to be as high as level 50 before taking this guy on. He can Terrify your entire party with Roar, or paralyze and damage everyone with Voltwing. He can also petrify with Rockbeak. So, bring lots of Theriaca B along if you don't have a Medic with a high level Refresh. Use Defender and Immunize and then go to town with your damage dealers. Iwaopeln has an attack called Feathers that is similar to Royalant's Hammer attack. It is a series of 3-5 separate attacks that can deal 250-300 damage each. This can seriously hurt your party. He usually only uses this attack once he's below 30% or so HP, so be prepared for it. After you defeate Iwaopeln, Kupala shows up. She basically says that the Forest Folk give up. She sounds quite pathetic. She'll tell you that there's a hidden passageway to the next Stratum. Head to the A4 section of the floor and check the SW corner to find a Warp Point West. You'll find a "Take" Chop Point here as well as stairs down to the next Stratum! Enter the next stratum, go South and West. Then take the first door to the North to find the Geomagnetic Field. When you return to Radha Hall, you'll receive 15000en for completing the mission. Subaltern Quinn will comment that no human has ever entered the 5th Stratum before. You will also discover that the Chieftan Visil has left the Hall. Quinn will give you an unofficial mission to search for the missing Chieftan. *********************5th Stratum Lost Shinjuku********************************* *****B21F***** A bounty of relics [W021] New Monsters: Burstgel, Maul, Silker, Kingfrog, Darkhare, Dinolich(FOE) The Burstgels are strong against fire, but weak to ice. All of the new monsters hit fairly hard. They can cause a variety of Binds or status effects (mostly poison), but it's nothing too painful. Dinolichs can hit very hard, especially after they charge their attack. If you kill a Dinolich with a non-Bow attack, it has a chance of dropping a Sword Rib, which can be sold to open a very powerful sword. This stratum is all connected to some degree, especially B21F-B24F. From the Geomagnetic Field, go South out the door and West to another door which contains a "Mine" Item Point. ***IMPORTANT*** This is pretty much the best farming spot in the game. You can make a party of 5 low level survivalists with the Mine skill. Even if you get an encounter, you should be able to escape before your party is wiped out. The Mine attempts of dead party members are still usable when you reach the Item Point. With 36-40 gather attempts per day, you can easily get over 20000en per run. Moving on. You can go NW from here, but it just loops back to the stairs from B20F. Head South to find a large opening. There is a Dinolich FOE patrolling around the area that will begin to chase you if you get too close to it. If you head all of the way South, you will find a little empty space. There are 2 doors to the East and 2 paths to the West. Also, on the walls, you will find a pair of elevators; however, neither of them are in working condition. First, head West through one of the two paths and go North. You will find a set of stairs down to B22F. You will find yourself in a single panel room, but you will find a note on the floor that hints at what it going on. Go back up the stairs. If you go all the way South, you'll find another set of stairs down to B22F. This area is completely empty and a deadend though. Now, it's time to head back to the clearing and head through the doors to the East. Both doors lead to the same large clearing. Head to the Eastern part of the room. You will be stopped by a message describing the tree stretched in front of you. You will also get a warning of a fight ahead... Head East over the Tree when you are ready for a Boss fight. *****HUGE SPOILER***** *****Ren and Tlachtga***** Yup, that's right. It's finally time to fight them. You should be about the same level as when you fought Iwaopeln. This fight actually isn't extremely difficult. Ren and Tlachtga are both restricted to the moves that Ronin and Hexers have. Ren has 7000 HP and Tlachtga has 5000 HP. I would recommend taking Tlachtga out first anyways since she has lower defense anyways. Also, she is capable of causing some painful status effects to your party. Bring along a high level Refresh or some Theriaca B. Ren will go into the Iai stance, so watch out for Kubuichi which can instantly kill a party member. After taking Tlachtga out, Ren should follow quickly. After you defeat the pair, they will hand you a Card Key and tell you that Visil is waiting for you on the deepest floor. Now, B21F is a symmetrical floor, so head East to a similar room that has 2 doors leading East. From here, there's an empty area to the South again, and 2 elevators that do not work yet. Head North to find 2 doors. The one on the East contains a "Chop" Item Point, while the Western door contains a chest with a Fur Boot inside. Going further West causes you to just loop around. Now, head to the East and go North, since the South end is a deadend. Watch for another Dinolich FOE. You will find a set of stairs down to B22F. *****B22F***** The steel rendezvous [W022] New Monsters: Direwolf, Clawlord Direwolves are strong against Fire magic and weak to Ice magic. They can use a Blazer attack that deals 60-100 damage to the entire party. Clawlords are weak to magic, though at this point, your physical attacks can take it down fairly quickly. Head West and North to find a set of stairs down to B23F. You'll find another note here. It even mentions Visil... Anyways, go back up to B22F and take the door South. There are several nooks and crannies here, but head in the SE direction to find a door. Go through it and head South to find a "Chop" Item Point. Now, go back to the door and go North then West, then South. When you reach a junction, you can go West over the Tree or South. Going South leads to a deadend. Go West over the tree and then North, West, then South to find a door. Here, you can go South to take a long empty loop, or just head North. Either way, there is a FOE around here. Head to the NE area to find a door. Go through the door and head NE. Take the Eastern path back across the Tree. Going North here is a deadend, so go South to find a door that leads to a room with a chest that holds a Pattisa. Go back West across the Tree and all the way to the NW to find stairs down to B23F. *****B23F***** Ghost town of granted dreams [W023] New Monsters: Varaha, Armoroll, Kingapis, Hellbull, Muskoid, Kingyana, Kingdile(FOE), Desouler(FOE) Varaha usually appears alone, so he's quite simple. He doesn't have much HP but can hit the entire party if he lives too long. He also drops Golden Fur for the "The gold enthusiast" quest. Hellbull also can drop Golden Furs. Armorolls are quite annoying since they hit hard, have high physical defense, and appear in pretty large groups. Use lots of magic to take them out. Muskoids are the next annoying version of Petaloids that can put your party to sleep. Kingdile is a FOE that can aggro and chase you from very far away. It can charge up to deal your party heavy damage. Kingdile's Shred attack can instantly kill one of your characters. Desoulers like to pop up in the numerous corners and deadends on Floors 22-24 and then chase you. If you see a FOE start chasing you, it is probably a better idea to stop and take it out instead of risking it adding onto a random encounter. Make sure to check for new quests each time you step onto a new floor, even if it's only for a second. Go South and West to find a door and stairs to B24F. You can head down to B24F to open more quests or explore, but for this walkthrough, we'll head through the door and explore the entire area before returning to explore that part of B24F. Take the door and head South and East to find a clearing. Continue East through a door to find a "Mine" Item Point. Go back out the door and head South. You will find a non-working elevator on the West. Head East to find another door. Continue East, you will meet a Kingdile FOE. The area where you fight the Kingdile has exits on all 4 corners. Head to the NE corner first and go through a door to find a "Mine" Item Point. Go back to where you fought the Kingdile and head SE this time. Our first goal is to get the elevators working. Remember this area and the NW path for later. The NE path leads you South and then West. Head SE down a winding path until you are forced to go West. Continue along your way, there is a Warp Wire in a chest in the F3 area if you want to pick it up. There are Desoulers that will pop out from the nooks to chase you, so beware of those. Continue SW and you will find stairs leading back up to B22F. *****Back to B22F***** Head North and East then South and East. If you go East across the Tree, you will find a door, but it's all empty. Head North instead of taking the tree to find another Door that leads up North. Head East and take the path North to find a "Mine" Item Point. Head back South and continue East. When you reach the wall, if you go South 1 square, you will see a metal Ankh on the ground. I highly suggest marking this on your map as you will need to remember this location for a postgame quest. From here, head North and East. There is a deadend to the North and an elevator to the NE. Head SE now. There are a bunch of deadends, but head into the door at E7 to find stairs up to B21F. *****Back to B21F***** Head North and West. Remember that B21F is fairly symmetrical, so there are 2 rooms in this area as well as an empty look around them. The Eastern door contains a "Take" Item Point. The Western door has a chest which holds a Magnet. Take the Northern door to find a path across the Tree. You will meet a Kingdile FOE as you cross the Tree. Head South and West and take the door. There are 2 more rooms here, with an empty path around them. The Eastern door holds another "Take" Item Point. Head into the Western room. In the center of the room, you will notice another metal Ankh. Mark this for later, and head to the South center square and face South. You will see a panel on the wall. Check it to activate the elevators. From here, you will probably want to Warp Wire out. Rest up and head back to B21F through the Geomagnetic Field. Head to the 2 Western elevators. The Northern one takes you down to B25F, but you'll just end up in a small empty hallway. The Southern elevator can take you to B22F, B23F, or B24F. Take it down to B22F first. *****Back to B22F***** Head NE to find a chest with a Nectar II inside. Then head SW to find a chest containing 3000en. Head back to the elevator and take it to B24F. *****A Glimpse of B24F***** From the elevator, you can head East through a door to a room that's empty except for a Desouler FOE if you want. Otherwise, head South and West, then South through a door to find stairs up to B23F. *****Back to B23F***** Head North through a door then East. There is a Kingdile FOE to the SE and a door to the NE. There are 2 chests inside the door containing a Composite and a Medica IV. From here, you want to return to the elevator either on B24F or on B21F. This time, take the elevator to B23F. From the elevator, head back to the the area with an exit on each corner where you fought a Kingdile. Now is the time to take the NW path. It'll take you East and North. There will be some empty nooks to the East. Head West and North. There are many more deadends including a long one to the West. When you reach the furthest North wall, head East until you hit a wall, then go South and East. Head West to find a chest with a Nectar II inside. Head back East from the chest and then head NE. Head to the NW to find a "Take" Item Point. You can collect Angel Wings here for "A sister's parting gift." Head East and then South. As you head South, check the West for a one square nook that holds another metal Ankh. Remember this for later. Continue South, then head East and then North to find stairs down to B24F. *****B24F***** Road of inner sorrow [W024] New Monsters: Some of the B23F monsters may be new to you, but that's about it. There's a door to the South, but it leads to an empty room. Head North and then West along a long path. At the A3 area, take the path South. The path to the West from here is a deadend. Head South through a door and go South to the wall. Head West and North to find a chest with a Blood Gage inside. Head back South and then East. You will pass 2 doors to the North. The Western one leads to a "Take" Item Point, and the Eastern one leads to a "Mine" Item Point. Past the Item Points, head South. The first path to the East is a deadend. Head all the way South passing a door and head East to find an elevator that you can mark for future reference. Go back to the door and head through. Go North and West to find another metal Ankh to remember. Head South and West, watching for Desouler FOEs spawning. Head North and West along the remaining two paths to find a chest on each path containing a Medica V and a Nectar III. From here, head back to the elevator. Take it up to B23F to find a "Chop" Item Point in a large and otherwise empty room. Now, there is just a little more to explore if you want to before heading to B25F. Skip to the B25F if you are willing to skip some items for now. Otherwise, head back to the Western pair of elevators, and head down to B23F. *****Back to B23F***** It's finally time to head back to the NW of B23F and head down to B24F to explore that area. *****Back to B24F***** There is a deadend to the East as soon as you arrive on this floor again. Head South and take the 2nd East. The 1st one is another deadend. You'll be in a large clearing with a door to the N and one to the SE. There are FOEs prawling all over this next area, mostly Kingdiles and Desoulers. Take the Northern door to find a Healing Spring in a room where there are no random encounters. Take the SE door and head East. Take the first South; the path to the East leads to a deadend where a Desouler will spawn. Head South to the wall. The 2 paths you pass are both deadends where more Desoulers spawn. Head South and East. You will see a Dinolich FOE. Take the path to the North that loops East, North, then West to find a chest with a Circlet inside. Head back South and East. Head North and East through a door. Take the Southern path when you see it. Going further East leads to another deadend and a Desouler. The Southern path takes you South and West. Watch for the door to the South. This leads to a small room containing a "Chop" Item Point. Also, check the Eastern corner of this small room to find another metal Ankh. Head North out the door and continue West. You'll pass another door that leads to a deadend. Continue West until you reach the E2 area. Take the door here South. Follow the path South and East. You'll pass a "Mine" Item Point and a Dinolich FOE. There are many nooks and crannies throughout, but just follow the path all the way East until you come upon a door and a set of stairs up to B23F. Go through the door to find a chest with 3500 en before taking the stairs. *****Back to B23F***** Head North through the door and take the Western path that eventually leads to a door and a chest containing a Somaprime. Go back to the stairs and take the stairs up to B22F. *****Back to B22F***** You'll find another crumpled note here. That's it for exploring B21F-B24F! It's now time to tackle the final floor! *****Back to B21F***** Head to the Eastern elevators on B21F. Take the Northern one down to B25F. *****B25F***** The moment of epiphany [W025] New Monsters: Treetusk(FOE) It's a big elephant FOE that can hit pretty hard, but nothing too special about him. He has a special drop that can be obtained if the killing blow is not a physical attack. You can either head North or West when you first enter this floor. Heading North takes you on a long path that only leads to one chest, so fair warning. Head North and East and then South. You'll pass a Treetusk FOE. Head West once you hit the wall, then go North and West to the wall. Go South and then East, South, East, and South. Head West to the wall, then South, then East. A deadend with a Desouler is to the North here. Head South and East, then North and East to find the chest. Your reward is a Hamaoprime. You can continue SW to find another Desouler FOE, but the rest of the area is empty. Head back to the elevator. Now, head West and North. You can check the wall to the West which reveals a shortcut to be opened later on. Head East and North to the wall. Head SE here to find a Demon Coat inside a chest. You will pass a Desouler FOE as well. Head back West and take the Western path this time. The path to the South leads to a deadend, so continue West, passing a Treetusk FOE. The next 2 paths to the South both lead to long deadends. Continue West to the wall before heading South. Head South and West to find a Nectar II inside a chest. You'll pass another Desouler FOE. Continue South. There will be a deadend to the East and a Treetusk in the area you want to pass through. Continue SW and South. Then, follow the path East, North, East, South, West, South, West, South, East, South, and then West. A Desouler spawns to the NW, and the SW holds a chest with a Soma inside. Continue SE along the path heading East, North, East, North, East, then South, passing another Desouler. Finally, head East into a large room. Head North. Several Kingdile FOEs will spawn at the Southern wall and head North. Head to the NE corner of the room and open the shortcut. Now, return to the Northern center wall. You will find the Chieftan of Radha Hall, Visil, awaiting you. If you accidentally encounter him before opening the shortcut and heading back to town to save, just say "No" to the question he asks you. Make sure you have saved all your progress on B25F before heading through the door. *****Etreant***** Here's the final boss and he's no joke! He has 18,000 HP and hits very, very hard. He's got attacks that hit your party for lots of physical or elemental damage, and he has a skill that can remove all of your status buffs to boot! If you have a Hexer or Dark Hunter, you may want to try Bind Arm on him to prevent him from removing your buffs. The Protector's Smite ability also works, but has a lower chance of working. Without being able to remove your buffs, Just keep Defender/Shelter and Immunize up to keep his attacks weak. Level 10 buffs can take attacks that deal 450 to everyone in your party down to dealing only 10-15 damage. You'll probably want to be around level 60, if not higher, for this fight. If you can't Bind Arm, then just diligently rebuff whenever your buffs get removed. If this is the case, you'll want to make sure you have some AGI gear or buffs to make sure you can get rebuffed before Etreant gets a chance to hit you. Once you beat Etreant, sit back and enjoy the credits! Make sure you actually watch until the end so that you can save your cleared game. Now, it's time for 5 more floors and the other postgame content!!! *****Postgame***** 3 new quests lol go to radha to receive Town Medal 100HP 50 TP 6th stratum claret hollows *****B26F***** Beyond the gods' sight [W026] New Monsters: Hellfly, Monocyte, Ironcrab, Rockwood Shellord(FOE) strong against fire ironcrabs rough, only volt and poison, plus you want to kill with bow for special drop new quest Chef's latest request I *****B27F***** All that lives shall succumb [W027] New Monsters: *****B28F***** Explorers' abbatoir [W028] New Monsters: Hazefly, Blader? Largeant Lucifird Macabre(FOE) macabre hits HARD *****B29F***** [W029] *****B30F***** [W030] +++++Lists+++++ [L000] ***Skills*** [L001] *Landsknecht* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. ATK Up None 0 Increase physical damage. DEF Up None 0 Increase physical defense. Axes None 0 Increase damage dealt with axes. Swords None 0 Increase damage dealt with swords. 2-Hit Axes lvl 5 0 Normal weapon attacks have Swords lvl 5 a chance of hitting twice. War Cry ATK Up lvl 3 2 Increase attack power at the expense of defense. Hell Cry ATK Up lvl 10 2 Abandon defense and stamina for greatly strengthened attacks. Arm Heal DEF Up lvl 1 2 Regain the use of bound arms. Flee DEF Up lvl 5 4 Sacrifice HP to escape from battle to the previous floor. Cleaver Swords lvl 1 4 A rushing sword slash. Tornado Swords lvl 5 6 A whirling sword skill that strikes adjacent enemies. Allslash Swords lvl 5 6 A sword skill that hits a 2-Hit lvl 3 group of enemies 2-4 times. Blazer Swords lvl 7 6 Sword skill that follows fire TP Up lvl 3 magic with a flaming slash. Freezer Swords lvl 7 6 Sword skill that follows ice TP Up lvl 3 magic with a freezing slash. Shocker Swords lvl 7 6 Sword skill that follows volt TP Up lvl 3 magic with a shocking slash. Crush Axes lvl 1 4 A charging axe strike. Stunner Axes lvl 3 3 An axe attack that puts the enemy off-balance. Silencer Axes lvl 7 3 An axe skill with a chance of binding the enemy's head. Mine None 0 Mine for materials at item points. *Survivalist* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. AGI Up None 0 Act faster in battle. Bows None 0 Increase bow damage. Needed to learn bow skills. Ambush AGI Up lvl 3 0 Increase the chances of getting a preemptive attack. Aware Ambush lvl 2 0 Lessens the chances of enemy preemptive attacks. 1st Hit AGI Up lvl 5 0 Chance of acting first in the 1st Turn lvl 3 next turn, regardless of speed. Trickery AGI Up lvl 1 2 Lower the enemy's accuracy with evasive footwork. Quicken AGI Up lvl 1 2 Motivates the entire party to sprint, increasing their speed. Cloak Trickery lvl 3 2 Hide in the shadows so the enemy won't target you. Escape Quicken lvl 3 4 Increase chances of escape. At high levels, it raises defense. 1st Turn Quicken lvl 3 10 The targeted party member may Trickery lvl 3 act first in battle. Trueshot Bows lvl 1 4 A powerful, piercing bow skill. Multihit Bows lvl 5 8 Fire two arrows at once, or three at high levels. Disable Bows lvl 3 3 Aim for the opponent's feet for a chance of binding its legs. Apollon Bows lvl 10 8 This ultimate shot takes 3 turns for its full effect to be felt. Owl-Eye Ambush lvl 1 2 Track faraway FOEs with the Survivalist's keen sense. Stalker Ambush lvl 3 2 Cautious steps reduce the chances of enemy encounters. Chop None 0 Chop wood for materials at item points. Mine None 0 Mine for materials at item points. Take None 0 Gather plants for materials at item points. *Protector* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. DEF Up None 0 Increase physical defense. Shields None 0 Increase elemental defense. Needed to learn Shield skills. Aegis DEF Up lvl 5 0 Preparedness for death makes it possible to survive with 1 HP. En Garde DEF Up lvl 7 0 Chance of automatically Shields lvl 7 blocking enemy attacks. Provoke DEF Up lvl 1 2 Increase defense and divert the enemy's attention to you. Flee DEF Up lvl 3 4 Sacrifice HP to escape from battle to the previous floor. Parry DEF Up lvl 3 4 Await the enemy's attack to parry it and negate the damage. Fortify DEF Up lvl 3 4 Digs in for ironclad defense Shields lvl 3 against physical damage. Defender F. Guard lvl 3 8 Organizes the party into a B. Guard lvl 3 formation of increased defense. F. Guard Shields lvl 1 3 Shield skill that may take damage in the front line's place. B. Guard Shields lvl 1 3 Shield skill that may take damage in the back line's place. Antifire Shields lvl 5 6 Shield skill that briefly TP Up lvl 3 raises the party's fire resistance. Antivolt Shields lvl 5 6 Shield skill that briefly TP Up lvl 3 raises the party's volt resistance. Anticold Shields lvl 5 6 Shield skill that briefly TP Up lvl 3 raises the party's ice resistance. Smite Shields lvl 10 10 Shield skill that deals a Fortify lvl 5 powerful bash to the enemy. Cure HP Up lvl 3 4 Protector skill that heals a small amount of HP. Cure II HP Up lvl 5 10 Protector skill that heals a medium amount of HP. Stalker DEF Up lvl 5 2 Cautious steps reduce the chances of enemy encounters. Mine None 0 Mine for materials at item points. *Dark Hunter* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. ATK Up None 0 Increase physical damage. Whips None 0 Increase whip damage. Needed to learn whip skills. Swords None 0 Increase sword damage. Needed to learn sword skills. Boost Up ATK Up lvl 3 0 Increases the improvement gained when boosted. Fury ATK Up lvl 5 0 Increase damage dealt when HP is low. Cloak TP Up lvl 3 2 Hide in the shadows so the enemy won't target you. Viper Whips lvl 1 4 Whip attack with a chance of poisoning the enemy. Gag Whips lvl 2 3 Whip attack with a chance of binding the enemy's head. Shackles Whips lvl 3 3 Whip attack with a chance of binding the enemy's legs. Cuffs Whips lvl 4 3 Whip attack with a chance of binding the enemy's arms. Ecstasy Whips lvl 5 8 Whip skill that does ATK Up lvl 5 incredible damage to totally bound enemies. Climax Whips lvl 10 6 Whip skill that may kill and drain enemies with low HP. Hypnos Swords lvl 1 3 Sword stab with a chance of putting the enemy to sleep. Nerve Swords lvl 2 3 Sword stab at the enemy's nerves with a chance of paralyzing it. Mirage Swords lvl 3 4 Sword stab at the enemy's skull with a chance of confusing it. Drain Swords lvl 4 4 Sword stab that drains the enemy's HP through the blade. Bait Swords lvl 5 8 Sword skill that uses comrades ATK Up lvl 5 on either side to bait a trap. Petrify Swords lvl 10 6 Sword stab at the enemy's muscles with a chance of stoning. Take None 0 Gather plants for materials at item points. *Medic* Skill Name Prereq TP Description HP Up None 0 Increase Max HP TP Up None 0 Increase Max TP ATK Up None 0 Increase physical damage. Healer None 0 Increase healing effectiveness. Needed to learn healing magic. Patch Up Healer lvl 2 0 Small healing after battles with no TP cost. Scavenge TP Up lvl 3 0 Increase chances of the enemy dropping an item. TP Regen TP Up lvl 10 0 Restores a small amount of TP after every turn in battle. Cure Healer lvl 1 4 Restores a small amount of HP. Cure II Healer lvl 3 10 Restores a medium amount of HP. Cure III Healer lvl 5 20 Restores full HP. Salve Healer lvl 3 6 Restores a small amount of HP Cure lvl 3 to the entire party. Salve II Healer lvl 5 16 Restores a medium amount of HP Cure II lvl 3 to the entire party. Revive Healer lvl 7 10 Brings the dead back to life. Cure III lvl 3 Unbind Healer lvl 3 3 Removes bindings from one party member. Refresh Healer lvl 5 3 Removes status ailments from the entire party. Immunize Healer lvl 3 10 Confers resistance to all Salve lvl 3 elements on the party. CPR Immunize lvl 3 16 Chance that party members will Salve II lvl 5 survive mortal blows with 1 HP. Regen Healer lvl 5 3 Restores a small amount of HP Cure lvl 5 to one party member each turn. Caduceus ATK Up lvl 10 8 A heavy staff attack with a chance of stunning the enemy. H. Touch Healer lvl 10 4 Heals up to a set amount outside battle for a small amount of TP. Chop None 0 Chop wood for materials at item points. *Alchemist* Skill Name Prereq TP Description TP Up None 0 Increase maximum TP. Fire Up None 0 Increase fire damage. Needed to learn fire skills. Ice Up None 0 Increase ice damage. Needed to learn ice skills. Volt Up None 0 Increase volt damage. Needed to learn volt skills. Toxins None 0 Increase poison damage. Needed to learn poison skills. Scavenge TP Up lvl 3 0 Increase chances of the enemy dropping an item. TP Regen TP Up lvl 10 0 Restores a small amount of TP after every turn in battle. Fire Fire Up lvl 1 4 Conjure forth fire to attack the enemy. Flame Fire Up lvl 5 10 Conjure forth flame to attack Fire lvl 3 the enemy. Inferno Fire Up lvl 5 16 Conjure forth an inferno to attack the enemy. Ice Ice Up lvl 1 4 Conjure forth ice to attack the enemy. Freeze Ice Up lvl 5 10 Conjure forth icicles to Ice lvl 3 attack the enemy. Cocytus Ice Up lvl 5 16 Conjure forth a blizzard to attack the enemy. Volt Volt Up lvl 1 4 Conjure forth voltage to attack the enemy. Thunder Volt Up lvl 5 10 Conjure forth lightning to Volt lvl 3 attack the enemy. Thor Volt Up lvl 5 16 Conjure forth divine thunder to attack the enemy. Poison Toxins lvl 1 4 Chance of transmuting an enemy's blood to poison. Venom Toxins lvl 5 10 Chance of transmuting all enemies' blood to poison. Sight TP Up lvl 5 10 Conjure sight to see all FOEs on the map. Warp TP Up lvl 7 15 Conjure a warp to the last visited Geomagnetic Field. Chop None 0 Chop wood for materials at item points. *Troubadour* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. Songs None 0 Needed to learn songs. Divinity Songs lvl 10 0 Increase experience for the Recovery lvl 5 entire party. Bravery Songs lvl 1 3 Pulsing beat that increases the party's strength. Shelter Songs lvl 1 3 Triumphant anthem that increases the party's defense. Mercury Songs lvl 1 3 High-tempo piece that increases the party's speed. Erasure Songs lvl 3 4 A startling song that erases the enemy's status benefits. Recovery Songs lvl 3 4 Blessed aria that recovers party status ailments more quickly. Stamina Songs lvl 3 4 Tribal rhythm that increases HP Up lvl 3 the party's maximum HP. Blaze Songs lvl 5 15 Song that imbues a party Bravery lvl 3 member's weapon with fire. Frost Songs lvl 5 15 Song that imbues a party Bravery lvl 3 member's weapon with ice. Shock Songs lvl 5 15 Song that imbues a party Bravery lvl 3 member's weapon with voltage. Ifrit Songs lvl 7 6 Party's fire resistance raised while the enemy's decreases. Ymir Songs lvl 7 6 Party's ice resistance raised while the enemy's decreases. Taranis Songs lvl 7 6 Party's volt resistance raised while the enemy's decreases. Healing Songs lvl 7 4 A healing song recovers party HP Up lvl 5 HP by a small amount each turn. Relaxing Songs lvl 7 4 A relaxing song recovers party TP Up lvl 5 TP by a small amount each turn. Stalker TP Up lvl 5 2 Cautious steps reduce the chances of enemy encounters. Return Stalker lvl 3 10 Nostalgic tune that takes you back to the previous floor. Take None 0 Gather plants for materials at item points. *Ronin* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. ATK Up None 0 Increase physical damage. Katanas None 0 Increase katana damage. Needed to learn katana skills. Sight ATK Up lvl 3 0 Increase attack damage at night or when blinded. Crit Up ATK Up lvl 5 0 Increase chances of critical attacks. Ibuki HP Up lvl 3 3 Heal HP by taking a deep breath. Kesagiri Katanas lvl 1 4 Katana skill of stepping forward while slicing. Overhead Katanas lvl 3 2 Temporary overhead stance that increases attack and defense. Zamba Katanas lvl 5 4 Strong katana slice from the Overhead lvl 1 Overhead stance. Midareba Katanas lvl 7 8 Repeated katana slashes from Overhead lvl 3 the Overhead stance. Orochi Katanas lvl 10 6 Execute am fire katana strike Overhead lvl 5 from the Overhead stance. Seigan Katanas lvl 3 2 Temporary Seigan stance that increases attack and defense. Mikiri Katanas lvl 5 10 Deflect an enemy attack with a Seigan lvl 1 katana from the Seigan stance. Koteuchi Katanas lvl 7 4 Immobilize an enemy's arms Seigan lvl 3 with a katana from the Seigan stance. Raizuki Katanas lvl 10 6 Execute an volt katana strike Seigan lvl 5 from the Seigan stance. Iai Katanas lvl 3 2 Temporary Iai katana stance that increases speed. Kubiuchi Katanas lvl 5 6 Chance of an instant katana Iai lvl 1 kill from the Iai stance. Gatotsu Katanas lvl 7 4 Extremely powerful, Iai lvl 3 lightning-quick katana stab. Hyosetsu Katanas lvl 10 6 Execute an ice katana strike Iai lvl 5 from the Iai stance. Mine None 0 Mine for materials at item points. *Hexer* Skill Name Prereq TP Description HP Up None 0 Increase maximum HP. TP Up None 0 Increase maximum TP. Curses None 0 Needed to learn Curses. Stagger Topor lvl 5 0 Chance of stunning the enemies Corrupt lvl 5 at the beginning of battle. Sapping Curses lvl 1 3 Curse that decreases all enemies' strength. Frailty Curses lvl 1 3 Curse that decreases all enemies' defense. Leaden Curses lvl 1 3 Curse that decreases all enemies' speed. Blinding Curses lvl 2 6 Curse with a chance of blinding all enemies. Relapse Curses lvl 3 4 Curse that decreases enemies' TP Up lvl 3 recovery from status ailments. Cranial Curses lvl 5 3 Curse with a chance of binding an enemy's head. Abdomen Curses lvl 5 3 Curse with a chance of binding an enemy's arms. Immobile Curses lvl 5 3 Curse with a chance of binding an enemy's legs. Torpor Curses lvl 6 6 Curse with a chance of putting all enemies to sleep. Corrupt Curses lvl 7 6 Curse with a chance of giving all enemies cursed status. Revenge Corrupt lvl 10 6 Curse that deals damage to an enemy when struck. Evil Eye Curses lvl 10 8 Evil gaze that has a chance of terrifying the enemy. Paralyze Evil Eye lvl 3 10 Commands a terrified enemy to remain motionless. Betrayal Evil Eye lvl 5 10 Commands a terrified enemy to attack its own comrades. Suicide Evil Eye lvl 10 10 Commands a terrified enemy to take its own life. Lure Evil Eye lvl 1 2 Curses the party to encounter more enemies. Mine None 0 Mine for materials at item points. ***Items*** [L002] Name Description Cost Amrita II Tonic made of honey-soaked strawberries. Recovers 50 TP. Hamao Potion made of scented honey. Recovers 300 HP and 50 TP. Medica Medicine made of boiled herbs. Recovers 30 HP. 20 Amrita Tonic made of pulverized forest herbs. Recovers 15 TP. 200 Axcela Herbal perfume that restores 10 boost points. 500 Theriaca A Panacea made of voiled flower petals. Removes bindings 150 Ward Chime Its repellent chime decreases the encounter rate. 200 Shops at beginning of game Apothecary Axcela 500 Amrita 200 Medica 20 Shilleka's Armor Tweed 100 Targe 110 Hairpin 70 Knit Glove 70 Leaf Boot 80 Accessories Hide Belt 280 Items Ward Chime 200 ***Item Points*** [L003] I set this up originally using the Japanese website: http://www15.atwiki.jp/sekaiju_maze/pages/67.html I have since checked each point for accuracy; there were several coordinate corrections. The setup remains very similar to that of the Japanese site, mainly in the order of the listed Item Points. *1st Stratum* B1F Chop D1: Hardwood, Mugwort, Red Fruit Chop D2: Hardwood, Mugwort, Red Fruit B3F Take D4: Tiny Petal, Amber Lump, Crabapple Take F3: Tiny Petal, Amber Lump, Crabapple B4F Mine B1: Metal Horn, Pyroxene, Whitestone Mine E1: Metal Horn, Pyroxene, Whitestone B5F Mine A4: Metal Horn, Pyroxene, Whitestone Mine D5: Metal Horn, Pyroxene, Whitestone Chop C5: Hardwood, Mugwort, Red Fruit Chop E2: Hardwood, Mugwort, Red Fruit *2nd Stratum* B6F Chop C2: Mugwort, Light Wood, Starseed Chop C7: Mugwort, Scent Wood, Starseed Take A1: Crabapple, Mint Leaf, Cross Seed Mine A7: Scrap Iron, Fossil, Thin Shell Take D2: Dye Petal, Mint Leaf, Cross Seed Mine D3: Scrap Iron, Whitestone, Thin Shell B8F Take B4: Crabapple, Mint Leaf, Cross Seed Take C3: Dye Petal, Mint Leaf, Cross Seed B9F Mine C3: Scrap Iron, Fossil, Thin Shell Mine C4: Scrap Iron, Fossil, Thin Shell B10F Take A4: Mint Leaf, Cross Seed, Toxic Barb Chop A5: Scent Wood, Starseed, Cross Seed Mine C2: Scrap Iron, Fossil, Thin Shell Mine E2: Scrap Iron, Fossil, Thin Shell Take C3: Dye Petal, Mint Leaf, Cross Seed Chop C5: Light Wood, Scent Wood, Starseed *3rd Stratum* B11F Mine A6: Crab Leg, Rock Coral, Corundum Mine C1: Crab Leg, Rock Coral, Corundum B13F Chop A6: Bug Nest, Strawberry, Sea Branch Chop A7: Bug Nest, Strawberry, Sea Branch Take A6: Glass Eye, Ant Honey, Stab Shell Take B7: Glass Eye, Ant Honey, Stab Shell B14F Chop B7: Bug Nest, Strawberry, Narcissus Chop D1: Bug Nest, Strawberry, Narcissus *4th Stratum* B16F Mine A4: Steel Chip, Hard Shard, Cullinan Mine C1: Steel Chip, Hard Shard, Cullinan B18F Take A4: Sand Cloth, Cross Seed, Cordyceps Take A7: Sand Cloth, Cross Seed, Cordyceps Chop B3: Sand Twig, Dry Peach, Sap Wine Chop C6: Dry Peach, Cross Seed, Sap Wine Mine D3: Hard Shard, Steel Chip, Cullinan Mine E6: Hard Shard, Steel Chip, Cullinan B19F Chop A5: Sand Cloth, Cross Seed, Sap Wine Chop F2: Sand Cloth, Dry Peach, Sap Wine B20F Take A3: Sand Cloth, Cross Seed, Oleander Take C6: Sand Cloth, Cross Seed, Cordyceps *5th Stratum* B21F Mine A2: Dry Wall, Crystwall, Shiny Seed Chop A6: Death Stem, Narcissus, Shiny Seed Take F3: Take F6: same as above Angel Wing, Life HOney B22F Mine C3: Chop C5: Death Stem, Shiny Vine, Shiny Seed B23F Mine B1: Drywall, Crystwall, Shiny Seed Mine D6: Drywall, Crystwall, Shiny Seed Take A5: Life Honey, Angel Wing, Gum String Chop D6: Death Stem, B24F Take A5: Mine A6: ? Mine F3?: Drywall, Crystwall, Shiny Seed Chop F6: Shiny Seed Shiny Vine Narcissus *6th Stratum* B26F Take B7: Take F5: Mine A7: Mine D7: Chop A7: Chop F3: B28F Take E2: Mine E2: Chop D2: Take F7: cross seed cordyceps Mine F7: Shiny Seed Tri-colorCross seed Chop F7: Narcissus sap wine ***Monsters*** [L004] Name Skills Level HP AT DF EXP Drop Treerat 2 19 10 14 6 Small Fang Soft Hide Woodfly Whirr 2 19 11 14 12 Bug Wing Tiny Petal Insect Eye Mole 3 23 12 15 15 Soft Hide Beast Bone Clawbug 4 45 25 16 34 Hard Shell Venomfly Poison 6 41 22 18 39 Bug Wing Tiny Petal Insect Eye Hare 7 38 23 19 36 Small Fang Hare Tail Fender Speeder 10 55 36 23 65 Soft Hide Horn Mandrake Corrode 10 51 27 23 59 Hardwood Vine Charcoal Roller Defend 11 40 28 25 69 Soft Hide Gum Hide Clawfly Whirr 14 65 45 29 98 Hard Shell Warbull Rampage 16 140 52 33 120 Gum Hide Metal Horn Sleepgel Slumber 18 88 48 37 216 Sticky Goo Steel Lump Venomgel Venom 18 106 63 38 231 Sticky Goo Steel Lump Waspior Poison 19 88 52 39 264 Amber Lump Stinger Venom Spider Paralyze 20 88 56 41 311 Sticky Web Coccoon Fangleaf Binding 21 225 78 42 330 Light Wood Thorn Dye Petal Sloth Shred 22 212 84 44 420 Bent Claw Petaloid Sleeper 22 135 64 44 344 Scent Wood Gum Vine Eviloid Petals 23 142 66 46 345 Scent Wood Silencer Thick Leaf Fire Bird Charge 23 135 66 44 210 Feather Blaze Tailbone Corrode Carminite Maneater Binding 24 230 89 49 520 Light Wood Earache Starseed Scorpion Needle 25 122 63 52 500 Iron Shell Venom Stinger Stingmaw Fang 25 171 94 49 600 Tiger Fur Voltshot Tiger Fang Glowbird Corrode 26 142 75 52 621 Feather Bird Talon Madworm Mist 29 240 116 58 705 Elastic Guardant Crusher 29 222 81 58 697 Bone Shard Treefrog Bind Caw 30 180 84 61 720 Gum Throat Rock Coral Deathant Acid 30 180 84 61 498 Steel Bone Hexfrog Curse 31 222 89 64 825 Gum Throat Glass Eye Woodbat None 33 274 107 68 ?? Bat Wing Meltworm Darkmist 34 329 145 70 879 Elastic Shiny Goo Moriyana None 35 247 105 72 876 Carapace Bug Nest Vampbat Bloodsac 35 301 116 72 886 Bat Wing Blood Fang Cutcrab Defend 36 301 119 76 901 Carapace Crab Leg Sworder None 37 301 122 84 ?? Fish Scale Fish Fin Redclaw Fear Eye 36 371 155 76 1006 Shred Nail Bleeder Red Hide Flamerat Blaze 39 333 128 88 ?? Heated Fur Blazer Fire Tail Goldeer Charge 35 419 167 88 ?? Shiny Horn Rush Musk Corrode Soldier Evil Cry 39 400 467 88 ?? Hard Shard Ink Stick Mystic Salve 39 300 116 88 ?? Sand Cloth Voltshot Ink Stick Sealing Mantis Reaper 39 400 167 88 ?? Broken Eye Charge Nyx Scythe Silver Eye Sabremaw Coldfang 40 333 130 89 ?? White Skin White Fang Pixie Petrify 43 333 126 96 ?? Fairy Wing Slumber Fairy Sap Shine Hexroot Scream 43 369 140 96 ?? Dried Vine Pure Root Warrior Fear Eye 44 467 190 100 ?? Hard Shard Hell Hit Steel Chip Druid Barrier 44 351 132 100 ?? Sand Cloth Ice Shot Sand Twig Blazer Faerie Blinder 44 351 132 100 ?? Fairy Wing Terrify Fairy Sap Redbeak None 45 389 159 97 ?? ??? Red Beak Immoa Stunner 42 429 177 93 ?? Tendon Darkhare Headless 47 476 171 107 1245 Tiny Tooth Charge Demon Fur Maul Clawing 47 572 223 107 1320? Space Nail Burstgel Nitro 47 476 171 102 ?? Gem Core Direwolf Blazer 51 464 189 116 ?? Red Fur Red Blood Muskoid Sleeper 51 555 210 116 ?? Death Stem Kingfrog Venom 52 429 195 118 1455? Rex Throat Kingapis Venom 52 594 216 118 ?? Angel Wing Life Honey Clawlord Wither 53 618 289 120 1755? Gold Shell Blue Blood Silker Web 53 429 200 120 ?? Gum Thread Silencer Disarmer Varaha Bullrush 54 555 226 122 1845? Gold Fur Gold Tusk Armoroll None 55 713 298 124 ?? Space Husk Hellbull Charge 55 850 298 124 1900? Gold Fur Rush Gold Horn Kingyana Cure 56 535 209 126 ?? Blue Blood Space Claw ?? Quest Monsters Name Skills Level HP AT DF EXP Drop Fireeater Charge ?? 864 113 54 ?? None Blaze Corrode Pondclaw Defend ?? 660 113 54 600 None Toxinfly Poison ?? 211 93 61 ?? None Omnivore Binding ?? 1419 153 66 ?? None Earache Nightoad Bind Caw ?? 1964 204 93 ?? None Hextoad Curse ?? 2030 210 96 ?? None ***F.O.E.*** [L005] F.O.E.! F.O.E.! F.O.E.! F.O.E.! Check this video out: :D Made by the hilarious guys at Iosys. http://www.youtube.com/watch?v=Kbnu0NKs86Y Name Skills Level HP AT DF EXP Drop Ragelope Scream 12 330 45 26 297 Horn Large Fang Kuyutha Rampage 13 350 48 27 301 Metal Horn Large Fang Wolf Fang 14 260 54 29 525 Stiff Hide Evil Cry Moa Rush 25 900 90 52 729 Bird Limb Assassin Needle 26 950 121 54 970 Thin Shell Venom Toxic Barb Cutter Shredder 27 790 119 57 973 Bear Fur Roar Bloodant Acid 29 800 134 58 650 Steel Bone Servant Crusher 30 1300 140 61 1320 Bone Shard Ant Honey Killclaw Ripper 36 1900 179 76 1200? Red Blade Sickwood Venom 40 2000 195 89 1800? Dry Peach Branch Throb Vine Cruella Siren 43 2300 210 96 4000? Oleander Red String ??? (Rose Whip) Diabolix Curse 43 3200 210 96 ?? Oleander Red Thread ??? (Wine Whip) Desouler Slash 50 4500 306 116 3000? Space Claw Charge Kingdile Shred 53 4500 333 120 4000? Royal Hide Songbird Blazer ?? 5500 387 134 ?? Red Ore Gem Plume Shellord Blazer ?? 7500 402 160 ?? ??? Old Shell Macabre Evil Cry ?? 5000 393 134 ?? Odd Fruit Bad Beak ??? Stalker Scythe ?? 600 72 38 ?? Scythe ??? Armoth Bullrush 27 1200 119 57 2040 Great Tusk Charge Muckdile Bite 38 2000 200 92 2805 Gator Skin Shelltor Blizzard 37 2000 183 84 2550 100 Shell Ogre Evil Cry 46 5000 252 110 6630? Evil Shell Silencer Evil ??? Hunter Blazer 46 4600 239 104 ?? Evil Plume Glare Evil Crest Treetusk Hell Cry 54 5500 337 122 12240?Curse Tusk Rush ??? Dinlich Roar 55 6200 344 124 ?? Sternum Devour Sword Rib Charge Teralich Devour ?? 7500 405 134 ?? Ruby Skull Ruby Bone ***Bosses*** [L006] Name Skills Level HP AT DF EXP Drop Skoll Fang ?? 400 54 30 ?? Stiff Hide Evil Cry Fenrir Coldfang ?? 1200 96 46 ?? Huge Fang White Hide Curoller Cure ?? 142 75 54 ?? None Cernunos Hornrush ?? 2750 170 69 ?? Sharp Horn Combo Whirlhit Royalant Crunch ?? 5500 204 80 ?? Death Claw Hammer ??? Duster Contrangl Blizzard ?? 7000 250 104 ?? Huge Fin Flood Ice Spine Tackle Iwaopeln Voltwing ?? 9000 330 125 250000Steel Claw Feathers Gold Plume Rockbeak Ren Kesagiri ?? 7000 360 110 ?? None Ibuki Iai Tlachtga Sapping ?? 5000 210 105 ?? Hex Chain Cranial Abdomen Etreant Thorns ?? 18000 470 160 ?? Shroud Twigs Inferno Golem Flash ?? 7000 200 120 ?? ?? Hammer Statue Arm 3-Hit Wyvern Talon ?? 8000 260 107 ?? ??? Tailwhip Tough Fang Tornado Manticor Lullaby ?? 8500 333 123 ?? ??? Darkcoil ??? Poison Alraune Flame ?? 16000 470 160 ?? Royal Vine Frost ??? Shock Special Monsters Name Skills Level HP AT DF EXP Drop Sprout None ?? 2000 20 20 ?? S Leaf Bud None 1 4000 20 20 0? M Leaf ******************************************************************************* ***Missions*** [L007] 1. Adventurer's initiation New adventurers must be tested by mapping the 1st floor of the Labyrinth. Meet the soldier on B1F for the details. Comments: Make sure you only draw the walls on the map. You can place Events however you want, and it won't matter. Just make sure the walls are correct. 2. The terror of Fenrir A pack of wolves patrols the bottom of Emerald Grove. Defeat Fenrir, the alpha of the pack, and perhaps their menace will be no more. Comments: You receive a 2000en reward for your efforts. See the "Bosses" section for strategy. 3. Retrieve the dragon's egg A dangerous dragon resides in the Primitive Jungle. You've been charged with going to the dragon's nest and retrieving its egg. Comments: Dodge the Wyvern to obtain the egg. The egg is located on the middle square on the Southern wall of the Wyvern's Lair. For details on how to dodge the Wyvern, please see B8F [W008]. You receive a 1500 en reward for your efforts. 4. The hunt for Cernunos Cernunos, the King of the Jungle, is blocking further exploration of the Labyrinth. Eliminate the thing before we lose more good men. Comments: You receive a 3500en reward for your efforts. See the "Bosses" section for strategy. 5. Map the newfound Stratum Congratulations on reaching the Azure Rainforest. It's an unknown region, so we'd like you to create precise maps for B11F and B12F. Comments: You receive a 5000en reward for your efforts. 6. Lurker in the rainforest We've received word of a mysterious creature deep in the Azure Rainforest. Investigate this unknown life form and report back with your findings. Comments: humanoid? the stone tablet that was dropped 8000en reward 7. Annihilate the forest folk The humanoid race of forest folk must be readicated to allow further exploration of the Labyrinth. If it's us or them, it's going to be us. Comments: geez.. brutal ******************************************************************************* ***Quests*** [L008] I originally listed these in approximately the order I encountered each quest; however, I found that it was not as accurate as it could be, so I just rearranged the quests in the order they are displayed in the game's log. Just search the entire name of the quest to find the one you are looking for. The leathersmith's favor An Etrian artisan desires seven strips of Soft Hide, for the purpose of making clothes. Reward: 200en Comments: Collect 7 pieces of Soft Hide and turn the quest in. To taste it once more... An old adventurer getting on in years wishes for holy water that can only be found within the forest. Reward: Medica II Comments: Pretty simple, go to the soldier, he'll point you to the SE of B1F where the holy water is. A favor to Shilleka I Shilleka has posted a request for the materials necessary to craft a Hand Axe. Reward: Hand Axe Comments: Shilleka asks you for 5 Hard Shells and 5 Hardwood. The former is a drop from Clawbugs while the latter is from the item points on B1F. Monstrous Codex I'm investigating monster habitats within the labyrinth. Inscribe ten monsters into the Codex, please. Reward: Red Charm Comments: You will probably complete this quest around the beginning of B3F. A certain shop's request A certain shop in Etria has requested one measure of Pyroxene from the forest, useful in constructing walls. Reward: 300en Comments: You get Pyroxene from "Mine" Item Points. There are 2 of these on B4F. A favor to Shilleka II Shilleka is now in need of materials from which she can craft a Short Bow fit for explorers. Reward: Short Bow Comments: Shilleka asks you for 2 Horns and 5 Gum Hides. Sell them to her and then report to the Pub to get your free Short Bow. Subduing the Woodflies A student at Ceft Apothecary requests that the Woodflies thwarting her herb-gathering be exterminated. Reward: Theriaca A Comments: Depending on if you have already encountered the Venomflies in the 2nd Item Point clearing on B1F, this quest may already be complete for you. If it is already complete, you will receive the Theriaca A, but Valerie will comment about your guild's reputation. If you go and kill the Venomflies after accepting this quest, Valerie will give you a Medica in addition to the Theriaca A. Note: If you run from the Venomflies or do not rest, you will just receive the Theriaca A. To meet a swordsman... A terminally ill boy of Etria wishes to meet a brave and excellent landsknecht before he dies. Reward: The boy's treasure Comments: Level a Landsneckt to 20, and you'll get a reminder to turn the quest in. The reward is a Bravant. Chef's odd request I Jackson Restaurant seeks adventurers talented in the use of Fire to satisfy its latest request. Alchemists welcome. Reward: 200en Comments: All you need is an Alchemist who has learned Fire. You could just make a new Alchemist and toss 1 skill point into Fire Up and 1 point into Fire to satisfy this quest. Easy 200en. Shadow in the grove A band of adventurers seeks vengeance by proxy on the unknown beast that attacked them on B5F. Reward: 500en Comments: The lady at the Pub tells you to find a monster where there would normally be nothing. Return to the B5F and search for the FOEs in the Northern parts of the map. Some will be Wolves, but one will be a Spider monster, like the ones you fight on floors 6-8. Fashionista I Etria's most expressive designer, the lady Mrs. Meryl, must have butterfly eyes for use in her new product. Reward: Medica III Comments: The quest asks you to collect 5 Insect Eyes. Hopefully, you saved these from killing Woodflies/Venomflies. If you didn't, go hunting. Make sure you kill the flies using magic to get the Eyes to drop. Prayer to the stars Believing in their power to draw her desired lover's eye, a girl will pay handsomely for five star-shaped seeds. Reward: Axcela II Comments: You're asked to collect 5 Starseeds. The Chop points on level 6 have these. The Maneaters on floors 7-8 can drop these. Horticulture A stipulation in a millionaire's will requests the cultivation of a flower he could never get to bloom. Reward: 500en Comments: You are told to play a seed on the 6th floor. Take the door North from the Geomagnetic Field and head East all the way to the wall. You will be prompted to plant the seed here. Planting the seeds results in 4 waves of enemies: 2 Waspiors, 2 Waspiors, 2 Waspiors 1 Sleepgel, 2 Waspiors 1 Sloth. Then you are free to turn in the quest for the reward. To meet a holy knight... A terminally ill boy of Etria wishes to meet a holy protector before he breathes his last. Reward: The boy's treasure Comments: Opens after "To meet a swordsman..." is completed. He wants to meet a level 30 Protector now. The reward is a Bravant II. A favor to Shilleka III Shilleka's final request pertains to the materials necessary to craft a Bone Flail. Reward: Bone Flail Comments: Shilleka asks you for 5 Tailbones and 1 Bird Talon. Tailbones drop off of Firebirds and Bird Talons drop off of Glowbirds. Fashionista II The lady Mrs. Meryl has created another bold new product, this one requiring the use of a toxic barb. Reward: Medica IV Comments: You will need to find a Toxic Barb. These are a rare drop off of Assassin FOEs. It is also possible to find them from the "Take" Item Point in the A4 area of B10F. Explorers Guild trial The Explorers Guild has assigned a harsh ordeal to its new recruits: spend five days in B8F of the forest. Reward: Hauberk Comments: After you open the Spring on B8F, this quest is quite simple. You can either use this opportunity to gain lots of experience, returning to the Spring when you need to rest. Or, you can simply walk in the 3 squares in the room with the Spring to pass the 5 days. Yes, 5 days = 120 hours = 3600 steps. The Hauberk is a great piece of caster armor that won't be opened up for sale until you've extensively explored B9F, so it's quite worth it. It gives +12 DEF and +4 AGI. Identity unknown A monster pursued by a band of adventurers vanished. They wish to learn the nature of their prey. Reward: 600en Comments: Rest at the Inn and head to B6F. Make your way West to the D1 area. At 10 AM, an FOE will appear. It is just a Petaloid monster. Kill it to complete this quest. The lucky coin Adventurers dropped their precious coin while being chased by a monster, and would dearly like it back. Reward: 800en Comments: You will be told that this monster can be found near the Wyvern's nest. When you reach the exact square where you received an earlier warning about the Wyvern, you instead receive a message saying that you hear a bird's shriek to the East. Head East to fight a Fireeater and retrieve the coin. Chef's odd request II The latest recipe devised by Jackson Restaurant's chef involves the use of Carminite, gleaned from Firebirds. Reward: 500en Comments: You must kill a Firebird using Fire magic. This can be annoying since Firebirds have high resistance to Fire. If you have a Troubadour that can lower the monster's resistance, that could help. Otherwise, just use weak physical attacks to bring it down to low HP and finish it off with Fire. It's a hassle, but you might want to get another Carminite to sell to Shilleka to open up the Fire Ring. To meet a blademaster... A terminally ill boy of Etria wishes to see the skill of a foreign-trained ronin before he expires. Reward: The boy's treasure Comments: Level a Ronin up to 20. The reward is an Ohdachi, a great ATK+90 katana for any budding Ronin. The fossil charm A beautiful Etrian woman longs to adorn her marble-white throat with a gorgeous Old Choker. Reward: Leaf Cape Comments: You should be able to purchase an Old Choker by now. If you haven't, the Mine Item Point in NE B6F can give fossils, while the points on B9F and B10F give Fossils a lot. Pay 2000en for one at Shilleka's and head back to the Pub. Remembering the fallen An adventurer needs the articles of his less fortunate comrades to hold a proper burial ceremony. Reward: 800 en Comments: You are told that the articles are to be found on B11F. The Broken Axe can be found in the C3 area, the Old Wand in the A6 area, and finally the Rust Sword can be found in the D1 area. Take these back to the Pub to turn in the quest. Feat of strength I Though the recommended number for venturing forth is 5, the Guild will reward a solo deafeat of B6F's monster. This quest leads to "Feat of strength II." Comments: Take one party member to B6F and head straight North to find a nearby Cutter. Pest control A fruit gatherer's livelihood is threatened by the vermin feeding on the fruit in B10F of the forest. Reward: Nectar II Comments: Make sure you have an Amber Lump in your inventory. Then, head to the B10F stairs from B9F. Go North up to a door in the C1 area where you will be asked if you want to use the Amber Lump to attract the pests. Say yes, and you will fight 4 waves of Toxinflys. 2 in the first 2 waves and 3 in the 2nd 2 waves. Scavenging for Ian I The merchant Ian has requested samples of all the items that can be mined from B10F of the forest. Reward: Ice Mist Comments: Fossil, Thin Shell, Scrap Iron The bandit's treasure I'm out to find the legendary bandit king Edue's treasure! More specifically, I want you to find it. Reward: 3000en Comments: Please see White crystal section past crystal door on B5F nectar II bravant II amrita? warp venomgels fight Golem Kubuichi owns him, plus gets you statue arm Love, cast in silver An artisan of Etria needs one lump of Corundum ore to craft a ring worthy of proposing to his love. Reward: 900en Comments: Mine on the B11F. Official business I To: All adventurers; from Radha Hall Deal with the abnormal plants blocking the corridors through B10F. Reward: Bardiche Comments: Valerie will tell you that the soldier on the 10th floor will be able to give your better instructions. So head to B10F from B11F. The soldier will greet you as soon as you step onto the floor and give you 10 x Odd Powder to open the doors. Loop around from how you originally got to the Cernunos area. Then, head for the 3 rooms. At the junction, 2 Assassin FOEs will start chasing you. You can fight them, or just run past them to the NW door. There is a special FOE monster inside, the Omnivore. Destroy it to complete the quest. If you accidentally waste all of your Odd Powder opening unncessary doors, you can simply drop the quest and reaccept it to try again. Fond memories of you... A lady knight wishes for someone to find the precious pearl she lost to a large horned monster in the forest. Reward: 2000en Comments: You are asked to find a pearl from monster with large horns. This can be rather deceiving since you're being asked to search on B11F. No horned monsters in those parts really. Anyways, from the Geomagnetic Field, so take the shortcut into the room with a pitfall. Head South to the door and you will receive a message about a monster ahead. Go out the door to find a FOE. It's just a warbull though, and you will receive a message saying to continue searching. So, go back through the door and drop through the pit to find another FOE. This time it's a Hellbull! It's not all that strong though, just destroy it and then search the ground for the Pearl. Unfortunately, this Pearl is bugged and stays in your inventory forever. Orphans of the forest Adventurers seek the cause behind the rising incidence of ferocious ant attacks on B12F. Reward: Flute Comments: This quest is basically asking you to head to the area on B12F where you got a warning about a nest. There was also a chest with an Amrita II in that area. When you reach the area, you will find many respawning Guardant FOEs. Destroying them only gets your ported back to the entrance of the clearing. Random battles also do the same. I suggest buying a Ward Chime or Gold Chime (unless you want to use Stalker) and then sneaking past the FOEs to the door. You'll see an ant's egg and complete the quest. Chef's request I Jackson Restaurant desires to stun its patrons' palates with a new dish, made from Moriyana nests. Reward: Hamaoprime Comments: You're asked to collect 3 Bug Nests. These are dropped by Moriyanas on teh 13th and 14th floors or from Chop Points on the 13th and 14th floors. Feat of strength II To those seeking to prove themselves: Go ye alone into the Labyrinth and defeat the monster on B13F and B14F. Reward: 2500en Comments: You're supposed to kill a Killclaw this time. I would suggest a class that can use elemental attacks, since Killclaw is weak to Fire. I noticed a bug while doing this quest. If you've observed where Killclaws can spawn, try to get a random encounter on one of those squares, and the game will consider that random encounter as defeating a Killclaw. Scavenging for Ian II The merchant Ian now requires a sample of each tree that can be chopped in B13F of the forest. Reward 1100en Comments: The 3 items required are Sea Branch, Strawberry, and Bug Nest. The Strawberry can be obtained on B14F Chop Points as well, but the Sea Branch can only be obtained on B13F, so you'll have to make the trip around through B14F. The ivory charm Bored of her mountains of jewels, Etria's most stunning woman desires a necklace made from elephant tusks. Reward: Sea Charm Comments: You're asked to get a Tusk Charm. Buy one once it's opened and turn it in. The foreign seeker A traveller from far-off lands has reached Etria in search of an elusive 100 Shell. Reward: 2500en Comments: You will be trying for Shelltor's rare drop. He is the FOE on B11F. Love's uncertain promise An adventurer's fiancee pleads for someone to find her love, who has disappeared into the forest's depths. Reward 1500en Comments: The missing Landsneckht was called the Rainbow Swordsman. On B16F, from where Tlachtga gave you the Hex Bell, go North, West, then South to find a Rainbow Bandanna on the ground. Chef's request II To appease jaded gourmands, Jackson Restaurant has devised a new dish, requiring two Musks as ingredients. Reward: 1200en Comments: Musk drops from Goldeer on B16F/B17F. Chef's demand Jackson Restaurant needs ingredients to impress a finicky patron with an unprecendented entree. Reward: Tiger Boot Comments: You are asked to collect one Fish Fin, one Dry Peach, and one Red Beak. The Fish Fin drops from Sworders on B14F, the Dry Peach drops from Sickwoods on B16F and B17F, and the Red Beak drops from Redbeaks on B19F. Dry Peaches can also be found from "Chop" Item Points on B18F. Under construction The Carpenters Guild is lacking three Hard Shards and five Steel Chips in its current project. Reward: Steelsword Comments: The "Mine" Item Point on B16F is easy to farm. You can also hit the "Mine" points on B18F. Work stoppage A member of the Carpenters Guild has had his construction project on B17F disrupted by three monsters. Reward: Flame Boot Comments: You are asked to defeat the 3 Sickwoods on B17F. They are located in the B6, C2, and C4/D4 areas. Apothecary's request I A trainee at Ceft Apothecary needs human test subjects for her experimental petrefaction cure. Reward: Stonard II Comments: You are asked to bring a petrified member to the Pub. Valerie mentions that a monster on B18F can accomplish this. The Pixie is the monster that can cast Petrify. You can find them on the Western part of B18F or B19F. Don't forget to Revive or Refresh the character after you've turned the quest in. Versus the unknown I need an able party to subjugate the monsters that appear at night and vanishes with the morning sun. Reward: 2300en Comments: Nap at the Inn so that you wake up at night, then head straight down to B18F. You will find 7 FOEs scattered across the map. These are a mix of Nighttoads and Hextoads. The Nighttoads aren't a big deal, but the Hextoads can curse the party and act before them as well, so be careful. Apothecary's request II A trainee at Ceft Apothecary needs the limb of a large bird in order to develop a new medicine. Reward: Soma Comments: You are asked to collect a Bird Limb from a Moa. You can find these on B6F or various other places. Apothecary's request III A trainee at Ceft Apothecary needs a specimen of Cordyceps in order to perfect his new medicine. Reward: Somaprime Comments: You can find these from the Take points on B18F. The Crystal Maiden The Crystal Maiden of Etria wishes to surround herself with the jewels from which she takes her sobriquet. Reward: Circlet Comments: You are asked to collect 3 Shiny Vines. You can find these from Chop Points on B22F, B23F, and B24F. Remembrance of a friend My lifelong friend threw himself into harm's way for me... I want to wish him good luck in the afterlife. Reward: 3500en Comments: Collect a Tiny Petal from the Woodflies on B1F. The Luck Staff is opened by selling 3 Pure Roots from Hexroots monsters on B17F. Take these items to the clearing in the SW area of B1F where you were asked to rest so long ago. Go to the NE corner of this room to find a gravestone. Then, return to town to turn in the quest. Phantom of the forest There's a rumor a mysterious girl lives in the marshes of the second Stratum. Is it true...? Reward: 5000en Comments: B7F Alarune The gold enthusiast The so-called Golden Baron of Etria needs golden fur to have a new suit tailored entirely out of gold. Reward: Nectar III Comments: Gold Furx10 Val? Varaha and Hellbull Feat of strength III To those seeking to prove themselves: Go ye alone into the Labyrinth and defeat the beast dwelling in B16F. Reward: 4000en Comments: Sickwood? Fire again? something that can dish out damage fast to beat him before poison kills you A sister's parting gift An adventurer's younger sister seeks to create an Angel Wing charm to bring her departing brother good luck. Reward: 5000en Comments: Angel Wings x 10 Reversal of the poles A strong geomagnetic influence is causing chaos on B18F. Investigate the spatial distortion. Reward: 5000en Comments: random warping on B18F Ivory Princess' dream I A millionarie's daughter, known as the Ivory Princess, requests help with the nightmares haunting her nightly sleep. Reward: Kithara Comments: nightmares way to put her in dreamland get a Hexer with Torpor I refuse thee, Death A terminally ill woman's son begs for any adventurer to find a cure for his mother's malady. Reward: 50en Comments: Valerie tells you to go talk to Dr. Hoffman. Hoffman tells you to bring him a Gum Thread, a Red Blood, a Blue Blood, and a Drywall. These are all obtained from monsters and Item Points in B21-B25. Collect these items and take them to Dr. Hoffman, and he will create a Panacea and give it to you. Turn in the quest, and Valerie gives you an Azure Coat as an additional reward. The diamond charm Etria's most luxurious woman has decided her life cannot be complete without a Cullinan. Reward: Evil Charm Comments: Mine B16F or B18F Ivory Princess' dream II The Ivory Princess again suffers from nightmares, this time involving monsters attacking Etria. Reward: Aulos Comments: 1st floor 2 steps in, soldier talks to you continue straight north FOE! Desouler have to kill both, or it'll get to soldier and you fail if you fail just quit and reaccept it after you kill the middle one, backtrack to entrance to stop the other stay by entrance, 2 sickwoods pop up! then 3 kingdiles extra 1000en from radha hall..so generous *Postgame Quests* Call of the Wyvern The Wyvern's cries have sounded strange lately. Is it some sort of omen? Could you investigate this? Reward: 30000en Comments: B8F have to end battle quickly Leads to "The dread Wyrm." Proof of heroism I lost my arm to a blizzard-breathed dragon, but I'm the only one who's seen it. Prove it exists for me. Reward: 30000en Comments: blue dragon 15th floor, powerful blizzard go to center of B15F room, go north 2 squares to find a frozen arm leads to "The azure colossus." Remnants of an age past Find some more of those Ankh-shaped objects you found on B21F, would you? I need as many as you can get. Reward: 30000en Comments: 5? 22-24 Chef's latest request I Know Cocytus? Jackson Restaurant needs you! No inquirer trained in the spell's use will be refused. Reward: 10000en Comments: Bring an Alchy who knows cocytus... might be slightly buggy Drop and reaccept quest if you have problems. leads to "Chef's latest request II." Chef's latest request II One final ingredient is needed: a Cold Scale from the butterflies in the lowest reaches of the forest! Reward: Hamaoprime Comments: kill Hellfly w/Ice or Hazefly The dread Wyrm The red dragon at the Wyvern's nest... Can't anyone slay that beast? Will you try your hand at it, sirs? Reard: 100000en Comments: where wyvern was The azure colossus That cold-blooded dragon's existence has been confirmed on B15F. It's up to you to carry out my vengeance. Reward: 100000en Comments: 15th floor go through B16 NW area, 3 sickwoods more sickwoods 5? Emblem of love To convey a love burning like fire, strong as lightning, and exquisite as ice, three Tri-Colors are needed. Reward: All Mist Comments: 3 Tri-Colors Song from the depths Rumor has it the legendary songstress of Etria can be heard in the forest's depths. I ache to hear her voice... Reward: Angel Harp Comments: Vox Stone transmit sound Item Compendium Show me the bounty of the labyrinth. Fill the Item Compendium with 150 objects and report back to me. Reward: 40000en Comments: 150 entries, you'll be notified, probably a bit into B26 Awakening the serpent I made this Ankh Motor from the Ankh parts. Put it into the machine on B21F and see what happens! Reward: 100000en Comments: do it to fight dragon? ******************************************************************************* *****Skill Builds***** [SB00] *Landsknecht* [SB01] Generally, you will want to put 5 points each into Axes and Swords to gain access to 2-Hit. This gives you a 30% chance of hitting twice with a normal attack when you have 10 points in 2-Hit. Then, if you decide to go Axes, you'll want to get up to at least 7 to have access to Silencer. Axes is stronger against single targets, since you can stun or head bind. Swords gives you access to abilities that hit multiple targets, making the Landsknecht better against normal groups of monsters. Also, Swords gives you access to elemental skills. If you have problems with your Landsknecht dying, you could consider placing some points into HP Up or DEF Up. Otherwise, don't worry about it. You should consider getting War Cry or Hell Cry. A very good skill placement is to hold off any points into War Cry and just put points into Hell Cry once your ATK Up is at level 10. *Survivalist* [SB02] The Survivalist only has a few damage skills. These all stem from the Bows skill, so you'll want points in there. Multihit and Apollon are both very powerful damage skill. You'll also want points in AGI Up to open up other skills. Trickery and Quicken are both very powerful support skills for Bosses and the more powerful FOEs. The Survivalist also has access to powerful passive skills such as Amubhs and Aware which allow the party to have more preemptive strikes, allowing you to kill monsters using less TP, thus letting you explore for greater periods of time. *Protector* [SB03] The Protector has a slew of skills that can make sure your party stays alive. If you've got 2 Protectors in the front row, a skill like F. Guard will be less important; however, your casters in the back row will always love B. Guard. These two moves are the most basic skills since they always go into effect at the beginning of a turn and reduce the amount of damage the row takes. Also, once you have 3 points into each of F. Guard and B. Guard, you will have access to Defender, an invaluable skill against Bosses and FOEs. You will want to level up both DEF Up and Shields to gain access to other other skills. Remember that Shields only increases elemental defense when assinging points. Provoke , Parry, and Fortify form a solid defense as well if you can act before the monster. This is only effective against monster who attack single targets though. Against monsters that attack the entire party, you'll want a healthy dose of Defender with F. or B. Guard. If you want your Protector to act as a backup healer, some points into HP Up to gain access to the Cure spells. If you want extra defense against the elements, put 3 points into TP Up in addition to 5 points in Shields to gain access to Anti-element skills. Your Protector can actually gain a powerful physical attack once you have 10 points in Shields and 5 points in Fortify: Smite. Finally, the Protector has 2 excellent passive skills which you may wish to invest in. Aegis gives the Protector a chance to survive blows that take his HP below 0, while En Garde gives the Protector a chance to block any attacks. *Dark Hunter* [SB04] Once again, you have the option of choosing between two weapon types. The Dark Hunter has access to Swords and Whips. The Whip abilities specialize in binding the head, arms, and/or legs, and then some powerful damage spells as well. 10 points in Whips gives you access to Climax, which is one of the few insta-kill skills in the game. Swords will give you access to skills that cause adverse status effects to your enemies. The Dark Hunter also has a pair of passive skills in Boost Up and Fury. These are both not the most useful of skills. Boost Up simply increases the number of Boost points earned when the Dark Hunter is damaged or deals damage. Fury requires the Dark Hunter to be below 30% of his/her Max HP to gain the damage bonus with 1 point. With 10 points in Fury, the Dark Hunter can gain a nice damage bonus when he/she is under 50% Max HP. *Medic* [SB05] The Medic is your standard healing class. You will want to put points in to Healer immediately, and take at least a few points into Cure. Once you gain a few more levels and skill points, you should level both Healer and Cure up to 3, so that you can learn Salve. This is an essential ability for healing against enemy's that can deal damage to your entire party at once. You will eventually want to put enough points into Cure II and Healer to learn Salve II. You should avoid putting more than 3 points into Cure II, since a maxed Cure III is a more efficient heal than a maxed Cure II. The Medic also has the standard status healing skills. Unbind removes all head, arm, and leg binds. Refresh can quickly heal the entire party of status ailments; unfortunately, you must sink many points into the skill until you are able to heal them all. Immunize is a very strong ability against bosses with elemental damage; it's the equivalent of Defender for elemental damage. Revive is a very useful skill to have if you don't feel like lugging a bunch of Nectars around, and CPR gives your entire party an 80% chance to survive mortal blows if you put 10 points into it. The Medic has Patch Up, TP Regen, and Scavenge for passive skills. Patch Up can be useful for grinding and exploring, but it is quite useless for solo fights. TP Regen is quite the opposite, since the TP recovery doesn't being until the 2nd round of each fight. This skill can be very useful for FOEs and Bosses, but not for most regular encounters. Scavenge simply increases your chances of getting item drops, not an essential skill. *Alchemist* [SB06] Choices, choices, choices! The alchemist has no less than 4 separate different skill types to choose from. Fire, Ice, and Volt are all exactly the same. There are 3 tiers of each spell. The 2nd tier seems to be the most efficient for at least the midgame, so avoid putting more than 3 points into Fire, Ice, or Volt. The 3rd tier is much stronger, but your Alchemist may not be able to cast it many times in a FOE or Boss fight till much higher levels. Poisons are the different skill. DO not put more points into Toxins than you need for prereqs, since it doesn't increase poison damage. Putting 9-10 points into Poison can be amazing for the first few floors, since you can deal up to 255 points of damage per turn quite early on. Note that this is the maximum amount of damage for poison spells, so you'll definitely have to invest in another tree at some point. Alchemists have TP Regen and Scavenge for passive skills. Scavenge is only useful for extra items, which isn't very important. TP Regen can be useful for really long FOE or Boss fights; however, it's not very good for normal fights. *Troubadour* [SB07] The Troubadour is the classic support class. You'll be putting points into Songs to open up more skills. 1 point immediately opens up Bravery, Shleter, and Mercury. You should put at least 1 point into each of these skills so that they are available for whatever situation you encounter. Erasure is an excellent skill against some of the later FOEs and Bosses, since you will be able to remove their buffs. Recovery and Stamina are also excellent for long fights. The Troubadour also has the ability to give his/her party members elemental damage, or increase the party's elemental defense/decrease the party's enemies' elemental defense. All in all, a troubadour may feel slightly useless early on, since it doesn't have enough TP to toss around every fight, but it is an extremely powerful class against Bosses and FOEs. Also, the Troubadour has a great passive skill in Divinity. This skill increases the amount of experience points the party gains. 10% at level 1 and 30% at level 10. *Ronin* (INCOMPLETE) [SB08] *Hexer* (INCOMPLETE) [SB09] *****Side Quests***** [SQ00] 1st Stratum [SQ01] After completing the 1st Stratum, a new area opens up on B1f. If you remember where the Holy Water is located, head there and go 3 squares North and check the Eastern wall. Here, you will find a deadend to the East, so head North instead. The first door contains a Ragelope FOE and a chest with 500en. The next door contains another Ragelope and a chest witha Rapier inside. The final room contains a Ragelope and a chest with a Medica II. This final room also has a door to the North. Be careful in this area, as you will find monsters from B6F inside. Go East and around to find a chest with a Plumed Hat. Then go back to the door and go West, then North, West to the wall, and go South along a long path. Around the middle of this path, on the bottom square of B5, you will find a one-way exit on the Western wall. *****Other Information***** [OR00] *Special Monster Drops* [OR01] This list is courtesy of CiprianoMcDohl. I have edited it slightly for purposes of format and clarity; however, all of the information contained in this section was written from information he posted on the messageboards. This is a comprehensive list of ALL special monster drops. If an item or monster is not included in this list, that means that the drop in question is simply rare and does not require a special method of killing the monster. The "special" drop is always the 3rd on the list in the Monster Codex, though some monsters have a 3rd drop that is quite common. When I use the term "Kill the monster using X," I mean the killing blow. Any other attacks may be used throughout the fight. The same applies when I say, "Kill the monster without using X." That also only applies to the killing blow. *Monsters* Name Special Drop Method Woodfly Insect Eye Kill the monster using magic(non-poison). Venomfly Insect Eye Kill the monster using magic(non-poison). Mandrake Charcoal Kill the monster using a Fire attack. Firebird Carminite Kill the monster using a Fire attack. Mantis Silver Eye Kill the monster in 1 turn. Hellfly Cold Scale Kill the monster using an Ice attack. Iron Crab Holed Limb Kill the monster using a Bow attack. Hazefly Cold Scale Kill the monster using an Ice attack. *FOEs* Name Special Drop Method Stalker Harvester Kill the monster in 1 turn. Cruella Rose Whip Kill the monster while it is completely bound. Diabolix Wine Whip Kill the monster while it is completely bound. Ogre Evil Scale Kill the monster within 2 turns. Hunter Evil Crest Kill the monster within 2 turns. Treetusk Hex Marrow Do not kill the monster using a physical attack. Dinolich Sword Rib Do not kill the monster using a Bow attack. Shellord Old Shell Do not kill the monster using a Staff attack. Songbird Gem Plume Do not kill the monster using a Fire attack. Macabre Ebon Plume Do not kill the monster using a Bow attack. *Bosses* Name Special Drop Method Cotrangl Ice Spine Kill the monster wihtout using a Fire attack. Golem Statue Arm Kill the monster using an Instant-Death attack. Wyvern Tough Fang Kill the monster within 3 turns. Manticor Beast Eye Kill the monster within 10 turns. Alraune Velvet Do not kill the monster using a Fire attack. *****Useful Links***** Excellent website which contains maps of each floor. It's in Japanese, so you'll have to figure out the symbols for yourself. They should be pretty simple to figure out though. http://kouryakusimasu.web.fc2.com/sekaiju/index.html Frequently Asked Questions The soldier on the 1st floor won't accept my map!!! What do I do? Make sure you aren't drawing walls surrounding each square. The Events you place actually don't matter, just make sure the walls are correct. I put points into Healer/Fire Up/Ice Up/Volt Up/Toxins etc., but I can't use the skills? Is my game broken? No, you have to put a point into the actual skill before you can use it. For example, 1 point in Healer opened up Cure. You must then put a point into Cure in order to be able to use the skill. This applies to all skill. What does retire/rest do? This FOE on the 3rd floor keeps owning me, what do I do? Checking skill prereqs in game: You don't have to get onto a computer, you can just look in the skill chart (only for unlearned skills) *****Special Thanks***** -Atlus for making this great game. -CiprianoMcDohl for great information on the EO messageboards and for giving his permission for me to include the information on special monster drops that he researched. -My friend Cryp7o for lending me Trauma Center so I got the inside jokes. -ZyloWolfBane for pointing out the warp on B1F. -VagrantChild24 for telling me how the counter at the bottom right of the screen works. -Nyst for pointing out that drinking the Holy Water on B1F at night gives you 10 TP. -lilaznkilla for info on "A favor to Shilleka II." -Cry7o for helping me with skill information for Dark Hunters. -Will for pointing out Boost points reset whenever you enter town, not when you rest at the Inn. -HapHazardJoy for helping me streamline the 5th floor crystal sidequest/the "The bandit's treasure" quest. -Kanthos for correcting me on the "Monstrous Codex" quest. FOEs do indeed count towards the total to complete the quest. -Michael for information on the possible additional Medica for the "Subduing the Woodflies" quest. *****Contact Info***** Please e-mail any questions or comments to me at OatmealBob@gmail.com *****Legal Stuff***** This guide may not be reproduced under any circumstances except for personal or private use. It may not be placed on any website or otherwise distributed publicy without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited and is a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2007 David Pai.