Etrian Odyssey

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    Etrian Odyssey Walkthrough v0.80by OatmealBob (David Pai)[email protected]

    Update Log

    May 16, 2007- Version 0.10, First floor and layout, skills for first 7 classesMay 17, 2007- Version 0.11, Up through Third floor, updated skill prereqsMay 18, 2007- Version 0.20, Up through Sixth floorMay 22, 2007- Version 0.40, Up through Twelfth floor, added basic skill buildsMay 24, 2007- Version 0.50, Up through Fifteeth floorMay 30, 2007- Version 0.60, Up through Twentieth floor, multiple corrections, updated

    "Choosing a Party" and "Skill Builds" sections, added incomplete Item Pointlist, added Special Drop list, added comments on each location in townJune 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 TipsHow Boost WorksMenus

    C. Classes [I003]LandsknechtSurvivalistProtectorDark HunterMedicAlchemistTroubadourRoninHexer

    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]

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    B17F [W017]B18F [W018]B19F [W019]B20F [W020]B21F [W021]B22F [W022]B23F [W023]

    B24F [W024]B25F [W025]

    PostgameB26F [W026]B27F [W027]B28F [W028]B29F [W029]B30F [W030]

    III. Lists [L000]A. Skills [L001]B. Items (INCOMPLETE) [L002]

    Weapons

    ArmorAccessoriesShilleka's ItemsCeft Apothecary's ItemsRadha 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] INCOMPLETE1st Stratum [SQ01] INCOMPLETE2nd Stratum [SQ02] INCOMPLETE

    VI. Other Information [OR00]Special Monster Drops [OR01]

    VII. Useful LinksVIII. FaQsIX. Special ThanksX. Contact InfoXI. Legal Stuff

    Game InformationEtrian OdysseyNintendo DSAtlus Co.Atlus U.S.A., Inc.

    Director: Kazuya NiinouMonster Design: Yuji HimukaiMusic: Yuzo Koshiro

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    Story: Shigeo Komori

    +++++Introduction+++++[I000]+++++++++++++++++++++++++++++++++++++++++++++++++++

    This is my first attempt at a walkthrough for GameFaQs. This website hasgreatly 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 andthe oldness of my school with this walkthrough.

    This is written for the average player. My guide will stress caution. I willuse cardinal directions. North is up on the map. If I say something like, "Goall the way West and South," that means, whenever you hit a junction, headSouth or West. This walkthrough attempts to mark full map completion forsomeone who is following the walkthrough word for word. This means that I willtell you to take every path; however, I will mention which paths are deadendsif 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 wouldbe huge spoilers anyways. If there are, I will make sure they are clearlymarked. 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 toMan, and Mother Earth turnedher back to the new world.

    Only the cursed king onhis throne in the abyssremembers the golden age."

    "In a vast and fertile land lies a small town known as Etria, a peacefulvillage that became famous for a statling discovery. A crack in the vastforest opened at Etria's edge, leading downward like a gaping maw. It allbegan 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 labyrinthpromise: 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 towngates..."

    *****Gameplay***** [I002]

    Etrian Odyssey is a dungeon-crawling RPG. It utilizes first person movementon the top screen while a map is displayed on the bottom screen. The playerchooses 5 characters for his party from 9 different classes (2 must be

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    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 randomencounter. Blue is low; red is high. The bar that occasionally appears nextto the circle warns of the proximity of a FOE. One bar means a FOE is 3 stepsaway, two bars means 2 steps away, and three bars means the FOE is one stepaway.

    You can only have 5 quests at a time.

    Check for new quests everytime you step foot on a new floor, this is whatusually triggers the availability of new quests.

    When selling items to Shilleka, Press "Y" to sell multiples of the same itemto her all at once.

    ***How Boost Works***

    Boost points increase when you deal or receive damage. When your Boost pointsreach 100, you may use the Boost option during combat. Using Boost does nottake 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 hits3 times at level 10, if your Multihit is at level 5 or above, it will hit 3times 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 touse it, then select a target to use it on.

    Skills Use skills the party has learned. Select a skill, then press the Abutton to use it. Using skills costs TP.

    Status Check each party member's status. Press the A button on the statusscreen to view the character's skills.

    Equip Equip items in your inventory. Select a slot to equip the item, thenchoose 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 arerequired 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 Abutton to confirm.

    Quests Check information about quests here. You can view currently active

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    and completed quests and missions.

    *Battle Commands* (From the instruction manual)

    Attack To attack with your equipped weapon, select Attack, then highlight atarget and press the A button. Characters can attack from the front orback 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.BoostEscape

    *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. Onlythe 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.

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    Talk Talk to Dr. Hoffman.Leave Return to the Plaza.

    Comments: Revive costs 10en per level of the person being Revived and maxesout at 500en.

    *Shilleka's Goods*

    Buy Buy various goods.WeaponsArmorAccessoriesItems

    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 themfor. 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 wishto view the new quests, you can view them through the Report Results page, oryou 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 charactersabove level 30. Resting a character frees up the characters skill points, butdrops them 10 levels. They lose those 10 skill points, but they are free toreassign all of the rest of their points. Retiring allows you to create a newcharacter with extra bonuses. A retired character receives bonus stats andskill points based on the following chart:

    Level when retired Skill points gained Stat points gained30-39 2 140-49 3 150-59 4 260-69 5 270 6 3

    Only one stat is raised for the new character based on the previous class.

    Stat raised Classes

    STR Landsknecht, Dark Hunter, RoninVIT ProtectorAGI Survivalist

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    LUC TroubadourTEC 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 thatyou have discovered regarding monsters and items. Occasionally, SubalternQuinn will comment on what a big help you've been. Perhaps there will be areward if you can complete both lists...

    *****Classes***** [I003]

    Landsknecht

    Website Description:

    "Powerhouse who can deal damage when you need it most, landsknechts aren'tafraid to rush into any situation, no matter how dangerous, and get theirhands dirty. Their physical strength comes at the cost of defense, and ifyou're willing to take a gamble, certain of their skills can tilt the balanceeven further toward raw power by abandoning defense entirely. A few elementalskills 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 andarmor in close combat.

    Balanced warriors for the front line."

    My comments: According to Wikipedia, this roughly translates to Servant ofthe Land/Country. They were mercenaries in 15th-16th century Europe.Boring and irrelevant vocabulary lesson aside, the Landsknecht is your basicfighter/warrior class. They can dish out the physical damage like no otherclass until the Ronin is opened; and then, the Landsknecht can still hold itsown. Called Swordman, in the Japanese version, the Landsknecht can use bothswords and axes.Survivalist

    Website Description:

    "Crafty dungeon explorers whose knowledge of the Labyrinth gives them anadvantage 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 inyour favor before the fight even starts. Their bows allow them to attackfrom either line with no damage penalty, and a few skills let them attack

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    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 themdesirable allies.

    Fast-acting fighters useful in either line."

    My comments: The Survivalist is a great supporting class with good passiveabilities for exploring the dungeon as well as solid physical damage from theback row. Called Ranger in the Japanese version, the Survivalist is definitelya master of his/her surroundings.

    Protector

    Website Description:

    "Holy knights who specialize in defending both themselves and the rest of theparty. Their versatile defenses can be applied to themselves, a particularline, or the entire party, guarding those who need it most. Not limited tophysical defense, the protectors can also guard against elemental attacks.Their skill with a weapon is also formidable, and a few basic healing skillsround 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 invaluabletools when in the dungeon.

    Best used as front-line warriors."

    My comments: The Protector is the "tank" class in this game. He can increasethe party's physical and/or elemental defense. He can also "taunt" the enemyinto attacking him and even occasionally resist death. Called Paladin in theJapanese version, the Protector can even learn the more basic Cure spells toact as a secondary (or primary) healer for the party.

    Dark Hunter

    Website Description:

    "Masters of inflicting status ailments, the dark hunters can bind theirenemies before moving in for the kill. Their proficiency with whips allowsthem 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 fromtheir 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"

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    Game Description:

    "Pinpoint lashes of their whip can weaken opponents. Use their skills wiselyto 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 theenemy to prevent them from using their skills with whip skills or cause statusailments 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 toresurrecting 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 thefront lines gives the surprisingly strong medics a chance to show off whatkind 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 survivedifficult battles.

    Use their healing gifts from the back."

    My comments: Medics are your healers. They have a range of skills that can heala single target, heal the entire party, heal over time, or even bring back thedead. The Medica can also learn a strong physical attack in Caduceus.

    Alchemist

    Website Description:

    "These accomplished magic-users can exploit an enemy's elemental weaknessesto the fullest, with their powerful magical formulas. In addition to theirrepertoire of Fire, Ice, and Voltage spells, they can also poison enemies,and have useful field skills such as determining the location of FOEs andwarping 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 lightningis at their command.

    Elementalists who prefer the back."

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    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 onetarget, but their 3rd tier spells can deal massive damage to all enemies atonce.

    Troubadour

    Website Description:

    "Those who can't... sing! Though the troubadour class is weak in bothattack and defense, their songs can boost the rest of the party to evengreater heights. Various songs can increase the rest of the group's HP,recover their HP and TP, lend elemental properties to their weapons, andeven give them more experience after a successful battle. They can alsohelp debilitate the enemy, cancel[l]ing any status benefits the monstersmay 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 alwayswelcome 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, gainelemental resistance, decrease your enemies' elemental resistance, regain yourparty's HP or TP, increase your party's maximum HP, or even increase the amount

    of EXP your party receives.

    RoninMust be unlocked - Ren gives you the Old Scroll in a room in the A3 area ofB11F. Take this scroll to the Explorers Guild and you will not be allowed toregister Ronin.

    Website Description:

    "Warriors from a foreign land whose skill in combat surpasses even thelandsknecht's. These swordsmen can adopt three stances in battle, eachstrengthening the ronion in different ways, and allowing them to usedifferent skills. From the Overhead stance, they can attack with burningblades; from the Seigan stance, they can deflect enemy attacks; and fromthe Iai stance, they can deliver strikes so blindingly fast as to destroya 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."

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    My comments:

    HexerMust be unlocked - Tlachtga gives you the Hex Bell in the B4 area of B16F. Takethis 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 statusailments, but the hexer has an even deadlier power over monsters. Once anopponent falls victim to their Evil Eye curse, they cannot help but obey thehexer's order to destroy their comrades or even themselves. In addition tothe standard status ailments, a hexer can also weaken an enemy's attack anddefensive 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 arerarely 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'stime to register some characters!

    Character CreationYou will be asked to choose a name for your character. Then, you will chooseone of the 7 classes and one of the 4 portraits. You can create a maximum of16 members for your guild, though there are still 2 unopen classes, so you'llprobably want to leave some slots open for later. Either way, you can alwayskick members out later.

    Once you fill a party, you can leave the Guild and you will find that theother 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'snot crucial that you make your absolute choices now. After all, two moreclasses will be unlocked throughout the course of the game. During the game,

    you may actually want to switch up your party to handle the variousencounters. You will want to make sure that your party has balance. You willalmost always want to have at least one healer and one caster.

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    I personally am starting with the aforementioned party for my own reasons.

    Landsknecht KyleProtector TalionSurvivalist Oat BobMedic Karen

    Alchemist Dorma

    The most basic party would include a Protector in the front row and a Medicand an Alchemist in the back. From there, you can take 2 physical fighters inthe front row (Landsknecht, Ronin, or Dark Hunter), or you could take just1 physical fighter in the front row and bring a Troubadour or Survivalist inthe back.

    ***Starting off***

    You are now free to roam about the town. You can save your game at theRooster 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 untilyour guild has been registered at Radha Hall. Head there to accept your firstEtrian Odyssey mission!

    Accept the mission Adventurer's initiation to receive a map and instructionsfor your first mission.

    Before you head out, you should check out the gear at Shilleka's. All of yourcharacters have the most basic weapon and Tweed armor. If you have aSurvivalist 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 yourProtector, and/or a Light Whip for your Dark Hunter. Pick up some pieces ofarmor 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, thenYggdrasil Labyrinth.

    *********************1st Stratum Emerald Grove*********************************

    *****B1F***** The first hope-filled step [W001]

    New Monsters: Treerat, Woodfly, Mole, ClawbugThese monsters are all pretty straightforward. The clawbug has high physicaldefense, so use magic on it.

    Head straight North. The game prevents you from exploring for now. You willmeet up with the soldier. Ask him what he's doing here, and he'll give youa tutorial on how to use the mapping system. Also, he'll show you the areayou 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 restup. It is always better to be safe than to game over. If you do, save atleast 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 areaas you go. Map the Northwest part first. You'll find a deadend with a booton the ground. Inspect it to find a Whitestone, but you'll be attacked by 3

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    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 upbefore you finish mapping the entire floor. Return to the right side and youshould find an area that branches in all four directions. Head North first tofind a crystal; you can't do anything with it now though. Head West to find aclearing with an item collection point. You'll only be able to use it if youput 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 quicklyharvest wood later). Anyways, mark this on the map and keep going. The areadirectly 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 youencounter a Clawbug in this area, use magic on it, and have everyone elsedefend. 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'sanother 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 up3 treasure chests containing 200en, a Scrasamax, and a Medica II. You could getthese 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 theletter 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. Nowthat you're Radha approved, you can pick up a couple of quests. One asks for7 Soft Hide which you should almost or already have. The other one asks youto pick up some Holy Water from the east side of the 1st floor. Time toand head back into the dungeon!

    The Holy Water is in the far SE corner of the map. Drinking the water duringthe day does nothing. Drinking it at night gives your party 10 TP. Now, headback to town to turn in the quest, or press onwards. The area past the soldieris 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 theirpoints into Chop and use the convenient warp to get to the Item Point. Yourparty should have 30 Chops per day. If you're lucky enough to get all 30Mugworts(the most common), that's 600en a run! Though, you'll probablybe hitting 400-500 instead, still pretty good. Sleeping will only cost you 8ensince 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 willcause the victim to take 20-25 points of damage at the end of the round, soend the fight quickly. Luckily, the status wears off by itself after thefight. Take out the Hare and Fender as fast as possible since they each hityour 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 confuseone of your characters. Or, it will just hit for 40+ damage. I would suggestavoiding these as much as possible; though, you may have to fight one or more.

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    If you're using an Alchemist, I suggest using Poison, as it can deal a lot ofdamage each turn. Keep your HP up, and wear it down. I would suggest being atleast level 7, if not 8-9, to fight one of these. The Kuyutha hits even harderthan Ragelope. Unless you've put several points into Poison, you probably won'tbe able to poison the Kuyutha, so just use Fire/Ice/Volt.

    Head straight east. You can check something here; however, that'll just causeyour party leader to take 5 points of damage.

    Go West first. At the SW corner of this loop, you can press A and "Check" tofind a soldier. He tells you that he has some things for sale. If you ask tobuy a weapon, you will receive a "Short Sword" for 500en, a great deal ifyou haven't opened it up at Shilleka's yet. Or, you can buy medicine, just aMedica. You only get one chance at this, as after you talk to the soldier, hewill disappear permanently. One you reach the NE part of this loop, you willreceive a warning about FOEs. You can consider skipping this FOE(at least fornow). There is a path to the East that you can take instead. However, if youdecide 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 anythingwith. Going West from here leads you to a circular room with another FOE. Thisis a Kuyutha. You can avoid it and go past. This FOE hits even harder thanRagelope(It hit my survivalist in the back row for 68), and its rampage attackdeals even more. However, if you beat it, it can drop a Metal Horn, which youcan 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 isa deadend. The 2nd leads to a chest with a Warp Wire. Then, go back again andhead 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 theentire floor to get back to town. Use that Warp Wire you got in the chest ifyou 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 bethe most costly.

    If you go back to town, there are some more quests to pick up, including aquest for Shilleka. Pick up the quest and go talk to Shilleka. She'll tellyou 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 theHand Axe. Don't buy one though! Instead, go report the quest, and you'll getone 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 itto the East or just kill it. From here, either path North or South lead to theexit. However, if you head North, there will be a path that leads to anotherKuyusha FOE and a treasure chest containing a Buffcoat. Along the Southernpath, 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 andstep into the next floor.

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    *****B3F***** Marble Orchard of Soldiers [W003]New Monsters: Mandrake, Roller, Stalker(FOE)The Mandrakes aren't too bad, though their corrode ability can decrease yourdefense making you vulnerable to other monsters. The Rollers will hit even

    harder than the Hares and Fenders from B2F. The 2 Hare 2 Roller combinationcan be painful if you're low on HP, so keep your HP high at all times. Therewill 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 fromFOEs. A great tip, since there's an FOE around here that can probably one-shotany of your characters. You're in a big clearing, so you should have enoughtoom to maneuver past the FOE. You're looking for a door on the SW side ofthe clearing. What should usually work is charging straight South until you areone square from the bottom. Then just charge West to the door. You can returnto 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 letthe FOE chase you East so that you can get past it. This FOE is easy toavoid since it can only travel East/West. Go South to find a door. The dooris blocked by a female Ronin named Ren and a female Hexer named Tlachtga. Theytell you to return to Radha Hall. When you return to town, you will find 3 newquests at the Pub, as well as a new mission at Radha Hall telling you todestroy a pack of wolves on the 5th floor. So, head back down all the way tothe door where Ren and Tlachtga are. This time, they will let you through thedoor.

    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 pastthem, you'll find a door leading to a room with 3 treasure chests. Thesecontain Medica III, 400en, and a Hide Boot.

    The middle door leads to a Kuyutha FOE which you will need to defeat. There isa deadend to the West, and the Southern path connects with the path from theSouthernmost door of the previous room. From here, go West then South. There isa little deadend alcove to the West. Continue South. The SW part of this areais 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 oneto the South. Take the door to the South. Go one square East and go throughthe 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 thewolf out for you. Also, she'll heal your party to full HP and TP. She tells youthat the stairs to the 4th floor are nearby, but there are still some thingsto mop up on this floor. You can return here for a free heal whenever you needit.

    Now, go back North through the door. Go West and take the door to the Southto find a chest containing a Theriaca A. Go back through the door and go allthe 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 backto an earlier room. Head to the NE part of this area to find Ren, the femaleRonin. 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 adeadend. Now, head to the SE part of this area and take the door South. This

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    room contains another "Take" Item Point" and another door to the South. Insideis 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 takethe door to the South. The Eastern path is a deadend. Travel to the West andthen 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 physicaldamage; however, it is also strong against Fire. Poison and other spells arestill 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 aRagelope, and have less HP. These guys are all over the place. They might beavoidable, but it's worth killing them for their great exp.

    First, head South at the intersection, then turn West. This path will lead youthrough a door to a treasure chest containing a Bravant. Return to theintersection. The Eastern path here is all a winding deadend, but it containsa couple of Wolves if you want to kill them. Return to the intersection againand 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 andcontinue North. At the next 4-way intersection, head all the way West, thenNorth 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. Thisroom contains another Wolf and a treasure chest with a Plate. Go South backout 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. Therest of the map before this door contains many nooks and crannies, but nothingelse. Go through this next door and head East. Check the South to find atreasure chest containing Medica II. Go North from here. The path all the wayNorth is a deadend, so go West, then North, thne West, then South. You'll finda 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 againstSkoll and Fenrir, see the end of this floor.

    Head East. Going all the way East leads to a deadend, so head South. Push onto the East. Ignore the path to the South for now, and take the first path tothe 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 anexcellent 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

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    Point was.

    From here, if you want to go all the way West, you'll find a crystal on theSouth near the end of the path. Make sure you remember where it is, as it willbe useful later. On this horizontal path, there are still 2 other pathesleading to the South. If you take the one furthest West and continue on a SWpath, 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 theconvoluted path in a generally South and central direction. You'll eventuallyfind 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 Northand 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 Westto find a "Mine" Item Point. Go back through the door, and continue Souththrough another door to reach a clearing. The frequent 3 Roller 1 Clawflyencounters in this area can be quite draining; however, try to hold offreturning 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 aBlaze 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 earlierarea. Now you don't have to loop all the way around again. The boss is comingup, 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 amessage saying that you are now in Fenrir's lair. There are several normalOrange 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 HPand 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'sFenrir!

    After you've eliminated the 3 Skolls, prepare yourself for Fenrir. You can'treach the Skolls North of Fenrir, but they will add onto the fight if youare too close to them, so you'll want to pull Fenrir South and even East/Westinto one of the crannies if you can. Do this by walking within a square ofFenrir 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 youcan'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 hereand from fighting Skolls. This way, you can Boost your entire party to dish outsome heavy damage at the start(I took him to 2/3 HP in the first round usingBoosts).

    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, whicheveryou prefer. Also, Salve is very useful here. You should probably be aroundlevel 16-17 or even higher, so if you're having trouble, you might want towalk around B5F for experience. Also, make sure to sell all your drops so thatyou 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 ashining beacon of light in front of you. Head towards the light. The Ronin andHexer from before will step up behind you and tell you how to use this

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    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 haveopened 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 yourcharacters. Venomgels rarely use Venom, but they can poison the entire partyif they do. Otherwise, they might just occasionally poison a single target. TheWaspiors 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 hasa solid amount of HP (900) and can use Rush, which hits the entire partyfor around 60 damage. I don't recommend taking one on until you're at leastlevel 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. Cutterhas less HP than Moa but hits slightly harder. He also has a Roar that canterrify your party. He's actually not all that tough. Poison is effectiveagainst him.

    Head through the door North above the Geomagnetic Field. There's a doordirectly 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 gotfor a quest. Make sure you're HP/TP levels are high; you're about to face4 consecutive encounters. Once you plant the seed, you will be attacked by 2Waspiors. Then, you'll immediately face 2 more Waspiors, then a Sleepgel with2 Waspiors, and finally a Sloth with 2 Waspiors. When you finish up here, youcan head South to the wall, then West, then back North to complete the mapbefore returning to town to collect your reward. Note location of the crystalfor future reference.

    When you return to the labyrinth, head North through the door from theGeomagnetic Field once again. This time, head West. Go South at the firstopportunity until you hit the wall. Then, take the door to the North to finda "Chop" Item Point. You can find Starseeds here which you'll need five of fora quest. Take the Southern door now and head East then North to find a chestcontaining 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 thenNorth. 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 awall. Travel East through the door to find a "Mine" Item Point. This is adeadend, so you might want to Warp Wire out unless you think you can make itback to the Geomagnetic Field.

    At this point, it might be a good idea to visit all 3 Item Points a few timesfor a few reasons: Collect en, get experience up to levels 20-21, collect 5Starseeds, collect enough other items to open up better equipment.

    When you're ready to move on, head North from the Geomagnetic Field throughboth doors. There are several FOEs moving around here. It is possible to

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    the quest "Shadow in the grove" to do still, you'll find the monster in theform of a FOE near the Northern part of the floor. The monster is a normalSpider 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 along path South to a door. You'll meet some FOEs in here, but they're justWolves, 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'llfind a Nectar II and a Bravant II. Go back South through the door and head tothe SE. Head through another door and take a long path East all the way acrossthe screen. Here is another door leading to a small clearing with an exit onthe NE side. Head North through this door through another long path to anotherdoor. Behind is a chest containing... an Amrita. Yes, all that walking for anAmrita...or so they want you to think! Check the NE corner of this little roomto 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 thestairs 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 thenWest to a door. You'll find yourself in a long corridor that stretches allthe way North and South. There are doors every other square on the Easternside of this corridor. Both of the doors to the South are deadends but containFOEs. Take the door just North of the one from the stairs to find a chest witha Stonard II inside. The next 3 doors North all connect to each other. Watchout for a Cutter FOE around this area. The next door is also a deadend. Nowthere 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 achest with 4000en. Go back out the door and take the Southern door to findstairs up to B3F.

    B3F: Take the long path South. There's a one-way Warp to the West, but there'sno reason to take it. Head East to find a junction. There are 3 doors to theEast 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'reaiming for the centermost room on the top row. In this room, you will find aWarp Point leading back to the first room of B3F which had a stalker in it. Iwould suggest returning to town and saving now that you've made the long trekhere and found the shortcut.

    The NE most of the 12 rooms contains a Black FOE, aka a Boss. It will onlyappear if you have the quest "The bandit's treasure." Otherwise, the room willbe empty. This is the dreaded Golem Boss. He has 7000 HP and extremely highdefense. Look under the description of this quest to find strategy on how todefeat him. He isn't meant to be beaten for awhile yet, so don't worry aboutit for now.

    B6F: The crystal here is just by the Warp Point. Inside is a chest containing1000en.

    *****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 thenEast. 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 thenEast and South again past some more poison panels. The paths to the West hereare both deadends. When you head East here, you'll want to check the Southern

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    walls to find a Warp Point. The specific square is 3 West of the stairs fromB6F. Continue East and go through the door to the North. Walk past more poisonpanels to the wall. Go West and then South. You'll see a door here. It leads toa Spring. You'll receive a message about an ominous presence. The Spring healsyour party to full, but if you go in again, you'll just get a message talkingabout a sinister presence, and nothing will happen. You'll be returning herein 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 crackon 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 treestumpbeneath a leaf. Ren and Tlachtga show up behind you and tell you that you mustdestroy a monster back on B7F to free the water. It's worth your time to dothis, 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 takehim 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 opportunityto complete the "Explorers Guild trial" quest. You can wander around in theroom with the Spring to easily complete the quest since there are no encountersin 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 Medicor Alchemist.

    Now, it's time to explore. From the Spring, go out the door and East and takethe path to the South. When you reach the wall, head all the way East to findanother crack. Take note of this for future reference and then return West2 square to take the path North to find a "Take" Item Point. Head all the waySouth 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 returnto the stairs. Use the Spring along the way if you'd like. It's time tocomplete 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 messagetelling you that you hear a scream to the South. The Wyvern's lair is justahead. 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 isfacing. When he faces West, head to the East and run South to the wall. Thensneak West two squares. You should now be in the center and Southermost squarein 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, whichbinds your entire party's legs. Don't worry, you can still escape from the

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    battle, so do so. If this happens, you will need to reset Wyvern by simplywalking back North along the path until Wyvern returns to the center. Then, youcan 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 evenget 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(thereare 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, sothat you can sneak to the West. Go to the SW square and face West to find aWarp Point that leads to stairs leading to B9F.

    *****B9F***** A labyrinth for monsters [W009]New Monsters: Eviloid, GlowbirdThe new monsters aren't much. Glowbird is fast but doesn't hit hard. Eviloidis 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 tellingyou of a powerful monster on the 10th floor, the next boss. Visil talks to youagain; he mentions that only two explorers have ever reached that far into theLabyrinth...guess who!! Now, back to exploring the floor.

    You're already on B9F, but this floor is actually intertwined with B8F. You'llbe bouncing between these 2 floors a lot. Head North and then West to find asmall clearing with a bunch of poison tiles. Ignore the door to the West forfor and head South to find another door. Head through the door and go Eastthen 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 thenSouth 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. Headingeither 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, sotake a West at the junction. You'll be in a big clearing with several morepoison squares. Head to the SW of this clearing and go South, then East, thenSouth again. You'll be in a hallway with 2 White Crystals. Take the Easterndoor 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'llfind an Armoth FOE inside, which shouldn't be too bad. However, a Moa willappear and join the battle after a few turns. Then, a few turns later, anotherMoa will join the battle! You're now done exploring this part of B9F, so headback 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 SEsquare of the lair. Face East and you'll find a Warp Point leading to a set ofstairs down to B9F again.

    *****Back to B9F*****

    Head North from the stairs. The path to the East is a deadend. Head all the wayWest over a 2x2 square of poison tiles and then South to find a chest

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    containing a Medica III. Head back to the clearing with the poison tiles andhead to the SE of the area. Take the path South then East. The path to theNorth here is a deadend. Take a lengthy path South until you reach the wall. GoEast a couple of squares and then head all the way North to find stairs thatlead back up to B8F.

    *****Back to B8F******

    New Monster: Armoth(FOE)

    Head South and West until you reach a clearing with 3 treasure chests. Insideyou'll find a Stonard, 500en, and an Iron Plate. If you head North and Eastfrom here, you will encounter your first Armoth FOE. This guy has high DEF andcan charge up his strength to perform a Bullrush, dealing your party about 80damage each. The SE part of this area is a deadend. You can head back to townand return to the stairs or just walk back. Remember, you should always headback to down if you're running low on TP/HP. It's worth it to take the extratime to run to town and back since some extra EXP never hurts, and it keeps youfrom 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. Thistime, head to the SW of this clearing. There is a path to the West that leadsto a deadend. Take the path South instead and head to the SW part of the roomover several poison tiles to reach a chest containing an Oak Jacket. Now, headto the SE part to find a path leading South. As you head South, a FOE willspawn 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 andNorth 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 theclearing. Remember the crack you found earlier? You can find a Warp Pointthrough this wall now. You can hit the Spring or even head back to town beforecontinuing on now. The stairs back to B9F are in the SW corner of thatclearing.

    *****Back to B9F*****

    Head South, then West, North, West, North, and then West. From here, take thepath South to the wall. The 2 squares to the East are a deadend, so head Westinto a small clearing. There is a path North in the NE, but that's justanother deadend. The NW of the clearing contains a treasure chest with a Nectarbehind 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 theNorth. 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. Thereare some FOEs scattered around here. They are just Assassin FOEs, so you shouldbe 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 thejunction, heading North leads to another deadend, so head to the East thenNorth. 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. Thepaths 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

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    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, SproutThe monsters are this floor aren't too special. The Sprout is a very rareencounter near the end of this floor in the room where Ren and Tlachtga healyou.

    Since you're on a new floor now, some new quests open up, so check those outif you'd like. You immediately find yourself at a junction upon arriving onB10F. Going East leads to a deadend. Going South eventually leads you in acircle, 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 thedoor to the East. Going North here leads to a deadend. Going East takes youto another door. If you go to the SE corner of this path, you will find a redpebble. This seems to be something leftover from an unfinished quest. Or, itis just there to add some flavor to the game. Continue through the door to theNorth. If you check the middle Eastern wall in this 3x3 room, you will find acrack. Remember this for later and continue North through another door. HeadWest and South. You'll encounter an Assassin FOE here. If you go South throughthe 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 leadingNorth. This clearing contains another "Mine" Item Point, and a door leading tothe West. Head West and you will find a door to the North and a door to theSouth. 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 doorEast. This room has a door leading North and a door on the SE corner. Take thedoor leading North first. There is a deadend to the West, so take the pathNorth then West that leads to a door on the Southern wall. There is a chestthrough 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 leadingSouth to find a room containing a FOE. It's just a Moa. Continue South throughanother door to find a "Take" Item Point. Take the door East and then gothrough another door leading East to enter a room with a door to the North anda 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 Easterndoor and go North, East, then South to find a "Chop" Item Point. Go back to thedoor 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 Northto find 3 doors. The Western one leads to another "Chop" Item Point, the centerone 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. Thereare 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. Hereyou will find a door leading East and one leading West. Take the East one firstto 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 leadsto 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

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    until you reach the wall. Head North 4 squares and check the wall on the Westto find a convenient Warp Point. Continue North and then head East. You'llreach a junction and receive a message saying that you see Ren and Tlachtga tothe South. Head all the way South to the wall to speak to the pair. They willmention their surprise at the mission Radha Hall as sent you on and give youtheir aid. They give you an Amrita II and will revitalize your party. Headback 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 thento the West. You will receive a message when you step onto the square Northof the door warning you that you can sense the danger behind the door. Prepareyourself, 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 preparedwith a healthy dose of Defender with some solid healing. Cernunos will summona pair of Curollers who proceed to Cure and Defend the boss. You will want tokill 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 tobe able to outdamage the 120 or so that the Curoller heals everyturn, but thisshouldn't be too hard. He has 2750 HP, so take him out and then mop up theCuroller(s) after Cernunos is dead.

    Congratulations! You're now more than a fully recognized explorer by RadhaHall. Head down to B11F to find the Geomagnetic Field and return to town foryour rewards. Selling Cernunos's drop opens up the Viking sword and the Hindibow which are both decent upgrades. You'll also receive a 3500en reward forkilling 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 thanprevious monsters. The madworm actually takes more damage more regular physicalattacks than from special moves. The Treefrog and Deathant have some annoyingmoves, but they aren't too bad.

    The new FOE on the floor, Shelltor, can be quite rough. If you have heavyelemental damage, you'll have no problem against this big turtle; however, ifyou don't, you'll be in for a rough fight. Poison works wonders on this guysince he's extremely resistant to physical damage. He also has a Blizzardattack that can hit the entire party for around 80 damage.

    Bloodants can be an extremely frustrating FOE. It can summon addition enemiesinto the fight. It will usually summon a bunch of Deathants. The best strategyis 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 betoo worried about restrictions for mapping. Radha Hall is quite lenient forthis 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 stoppedby a soldier standing there who will be relieved to see you. He'll hastily handyou the pathetic little map he's drawn and run away. Unfortunately, his map is

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    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. HeadWest then all the way South. The soldier had marked this as a deadend, but itactually leads to the stairs down to B12F. You should ignore this for now, youwill 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 theWest to find a chest containing a Medica IV. Go back out the door. Heading allthe way South from here leads to a deadend. If you check the Western wall 3squares north from the Southern wall, you will find a crack that will be usefulin a bit. Go back North to the 4-way junction and head West then North. HeadingEast here leads to a deadend. Head West 2 squares and then go North. Head tothe East and then North to the wall. Head West 2 squares to find a door to theSouth. Go through here and you will discover Ren, the Ronin. She talks withyou and hands you an Old Scroll. This is the moment many of you have beenwaiting for! You can head back to town and give this Scroll to the ExplorersGuild to register a Ronin. (Note: If you complete the quest asking for a level20 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 headWest. You'll pass a pair of Shelltors which you can avoid or fight. You'll cometo a chest with 700en inside. Head back to the area above the room where Rengave 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 smallarea of the map. Continue East and then South. There's a small path to the Eastthat 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. Westleads to a deadend and a Shelltor FOE. Head North along the path until youreach 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 isas good a time as any to drop down onto the 12th floor.

    *****A short visit to B12F****New Monsters: Hexfrog, GuardantThe Hexfrog can curse your party, causing your characters to receive half ofthe damage they deal. This can quickly injure or kill your harder hittingcharacters, so be careful.

    Since you were facing West when you fell down the pit, you should immediatelynotice the crack in the wall to the West. Remember this for later. Head Eastand South until you reach the wall, passing a path to the East. You can andshould explore this area to the West. It's all deadend, but you will need itto complete the mission for Radha Hall. Return to that long path South and takethe path to the East. Head all the way North to find a chest with a Medica IIIinside. Now head all the way South to find the stairs back up to B11F. Sinceyou have stepped foot into B12F, two new quests are open at the Pub for youto check out.

    *****Back to B11F*****

    From the stairs to B12F again, head North and turn West at the junction. Headall the way West until the wall and head North. This time, head West to thewall 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 andtake the path West to the wall. Here, you'll find another soldier who gives youmore of the map and warns you of pitfalls. Head North to a junction. Going

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    further North leads to a deadend, so map that and then go back to the junctionand head West. Take the path North to find a door. Beyond the door is aBloodant FOE. Head back South through the door to the wall. Head West onesquare then head South. Here, you will find a Shelltor FOE roaming around. Fromhere, head East, then South, then back West. There's a door to the North hereleading to an empty room. Continue West and North. Take the path to the Westhere. 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 Westernpath 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 thewall and head all the way North now to find a door. Beyond this door is aShelltor 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 Northernarea 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 backup. 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 4doors. 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) andgo 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 thedoor. Now, enter the 3rd door from the West. There is a Bloodant FOE and apitfall in here. Map this and go back South out the door. Enter the 2nd doorto find another Bloodant FOE. Kill it and drop down the pitfall to proceedto B12F.

    If you have not yet received a message saying that you have sufficiently mappedB11F for Radha Hall, you will need to explore B11F further to make sure yousatisfy 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 astronger version of the Deathant. The Servant does not actually move on themap. It is usually surrounded by several Bloodant FOEs who will charge tojoin the battle if you engage a Servant. Luckily, destroying a Servant willclear the nearby Bloodants. Servants have a decently high amount of HP, so besure to kill them quickly, so that you don't get too many Bloodants added intothe fight.

    Since you were facing North when you dropped down the pitfall, you shouldnotice the crack in the wall to the North. This opens up a nice Warp Point sothat you are able to get back to your current position quickly. Head Southfrom this Warp Point. You will receive a warning of a strong monster on thisfloor 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 containinga Bravant and a chest in the SE containing a Gum Helm. There is a door in theNE corner of this room leading North to an empty 1 square room. Head back tothe junction where you received the warning.

    Head West to the wall. Head North and then West. If you turn South, you willfind some FOEs. The FOEs that are moving around are Bloodants. If you go Southand 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 willlead to a deadend, so head West then South. Remember to map all the deadendsthough, since you're trying to complete the B12F map for Radha Hall as well.

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    Continue South until you reach a door leading West. You'll be in an area withseveral FOEs. If you head straight North, past a Bloodant or two, you willfind 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 goingEast 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 ServantFOE 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'smostly meaningless. Head east to the chest to pick up an Amrita II. Now go backto the path leading North and go North to the wall, then go North all the wayto the East. Face East and open up the Warp Point. Now, you can reach thisarea from town easily. Then, go back through the Warp Point and face South toopen up another Warp Point! Be careful here, since the Boss is just ahead. Youwill see the boss along with several other FOEs around it, so make sure youare prepared before moving into this area.

    *****Royalant*****

    You will get Bloodant adds in a few turns unless you can take Royalant outextremely fast. Chances are you're around level 36-38 here, so you won't beable to accomplish that quite yet. Still, you will want to burn Royalant downas fast as possible. Use your strongest attacks, and concentrate on Royalanteven if you get adds. Royalant has 5500HP, but with(or without) Boosts, yourparty should be able to take it out in 4-5 turns. Then, focus on the Bloodantsbefore dealing with any summoned Deathants. Royalant's Hammer attack can hit2-4 times on random party members, so it can quickly take someone out if you'reunlucky. 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 wallfrom where Royalant initially was and you should find another Warp Point tosave 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. Thestairs 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 prettysimple. Muckdiles will turn red and join fights if you get too close. They canhit 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 amysterious creature in the Labyrinth. They do suggest that the creature ishumanoid..., maybe we'll finally meet someone besides Ren or Tlachtga downhere! Anyways, check out the new quests and head on.

    Head North from the stairs and take the path to the East first. You'll seea chest directly North of you across the water. This is the first time you'veencountered all this water, just treat them like walls. You won't be able toaccess that chest until much later anyways. Head East, skipping a path to theSouth 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 ahealing 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 backto the stairs and take the path West this time.

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    Head West until you reach the wall and move a square South. You will be stoppedby a narration saying that you notice a shadow. No matter what you do, theshadow will run away and disappear. Head South, the first path to the East isa 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 paththat leads South then West to find a chest with a Wind Whip inside. Head backto 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 leadsto a deadend, so take the path to the North to reach a 4-way junction. Thereis a Muckdile FOE on the West and East sides. The West side is a deadend, butthe East side contains a chest with a Bravant II. After collecting the chestand/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 largeclearing. There are several Muckdile FOEs here. Head North to the wall, and go1 square East, then face North to find the Warp Point. This awesome shortcutlets you have easy access to the Spring, so take the Muckdiles out at yourleisure if you wish. Head East/Southeast of this clearing to the wall and thenHead 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 prettyhigh physical defense, so magic is more effective against them. Killclawscan also be quite dangerous since their Ripper attack has a chance of instantlykilling your characters. Note that on this floor, Killclaws usually onlyappear when you are in a battle, usually during the 2nd round of a battle, sotake careful note of the map on your bottom screen. If you aren't ready forthe Killclaw adding into your fight, you might want to blow some TP or end thefight 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 returningto B13F from B14F, so get ready for a confusing floor.

    B14F contains several smaller platforms which are connected by lovely floatinglilypads. Unfortunately, not all of these lilypads give a 2-way trip; manyof 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.htmlThe 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 locationswhere Killclaws may appear.

    Anyways, head West from the stairs. Ignore the first lilypad to the West andhead South. Take the path East to find a "Chop" Item Point. Head back Westand go South 2 squares. Remember this lilypad. If you'd like, you can continueSouth all the way to find another lilypad which just leads you back to thefirst one you ignored and a final lilypad at the very bottom. So, take themiddle lilypad to find yourself on a 4-way platform. Take the North lilypadhere.

    Going East leads to a deadend, so go West and South. Beward of a Killclawspawning 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 fromthe North again to return to the 4-way platform. This time, take the Southernpath. Go East to find yourself on the initial platform, head back on the

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    lilypad to the West. This time, head West again to find yourself 6 (3x2) squareplatform. Head West again to find yourself on a 3x3 platform with a "Chop" ItemPoint. 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 then1 square South and 2 squares East. You will be stopped by a strange lookinggirl. 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, sinceyou 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 justcontinue 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 takeyou to the 4-way platform. Remember this path for an easy return to thisplatform later. Head North and West 1 square each from that lilypad and takethis lilypad North. Beware of a Killclaw on this platform. Head to the SW ofthis platform to take a lilypad South. There's a lilypad East here that wouldtake you to the platform where you met Kupala. Ignore that and head to the NWof 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 lilypadleading South, but it's oneway, so ignore it. Head East on the lilypad toland on a large platform. Heading East here leads to a deadend, so head Southand 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 cancomplete the gathering quest here. Head North from the stairs. The path to theEast is a deadend, so head West, then South, and then West. Go North and takethe Eastern path first. You'll find a "Take" Item Point here. Head North tofind another "Chop" Item Point. From the "Chop" Item Point, head all the wayWest 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 tothe South and go East to find the Violet Key! Now, go back North and head Westto the wall, then go South and West. The first path to the North leads to adeadend. 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 thatyou 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 find2 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 chestsinside! You will find Moccasins, Hamao, Medica V, and a Nectar II in the bottomchests. The top 3 chests contain 500en, 1500en, and 1000en.

    B10F: The crystal is in the B7/A7 area near where you fought the Omnivore forthe B10F quest. You'll find 3 chests inside which contain a Gem Staff, aNectar II, and 1400en.

    B11F: This crystal leads you on a long winding path. Be prepared for a longjourney before attempting this. I suggest bringing several Amrita II along ifyou 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 windingpath to the East with several deadends. You'll be fighting a mix of B11F-B14Fmonsters. There are 2 Muckdile FOEs along the way. When you finally reach the

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    Easternmost wall (1 square West from the edge of E6/F6), head North and Westto reach a chest with a 7 Doublet inside. Go back East and South to find stairsup 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 upto B8F.

    B8F: Head East. There are 3 holes to the South, each contains a Killclaw FOEthat will pop up when you move past it. Head SE past some poison tiles to thestairs to B7F.

    B7F: This is painful. Hope your Medic still has lots of TP, and you have someTP Recovery items/methods. Follow the long winding map. Yes, you'll be takingtons of poison damage along the way. Eventually you will reach a door. You'llnow see a huge clearing with plenty more poison tiles around. You're probablyheavily 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 squaresNorth from the chest, you will find a Warp Point! Now, you can return herewhenever you want. There is a quest for this area later, the Alraune monsteris here.

    If you have some extra steam, or want to return later, there is a chest ineach corner of this huge room. The NW chest contains a Surcoat, the NE chestcontains 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