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Etrian Odyssey Untold: The Millennium Girl FAQ/Walkthrough

by KeyBlade999   Updated to v1.30 on

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  • Game: Etrian Odyssey Untold: The Millennium Girl
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.30
  • Time of Update: 10:15 PM 5/19/2014



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Introduction

Welcome to yet another 3DS FAQ/Walkthrough of mine. This covers Etrian Odyssey Untold: The Millennium Girl. This fall 3DS release is actually a bit surprising to me as to why it has gone so long (relatively) without an FAQ. The game was made by Atlus, after all, famed developer of the MegaTen series - this game even has a comparable "feel" to many of those games. Then again, it's probably just me - after all, I didn't truly get into Atlus's games until I played Shin Megami Tensei IV over the summer, and that one truly entranced me: enough to run five or six playthroughs in the course of less than four weeks! Well, in any case, I'm definitely looking forward to FAQing this excellent game as well!

All of my meaningless babbling aside, I hope you enjoy my FAQ!!





Walkthrough

General Notes (MUST READ!)

  • Firstly, this FAQ/Walkthrough is - at least in its current state - primarily written from the Story Mode viewpoint of the game. From what the manual insofar has revealed to me, it and Classic are little different except in that Classic has a better ability to customize and has less of the story elements. What major differences I can find will be noted. I will still write most of the guide from a Story Mode perspective - since the content is mostly the same, and it's easy enough to pick out what parts just seem "off" to Classic players (like in Adventurer's Initiation) - but I still like to keep everything important covered. If I missed something important, feel free to notify me in the Legalities section. Here's some of the notable ones:
    • The introductionary sequences to the game differ somewhat, notably around Ren and Tlachtga.
    • You get the guild house via some mission from the Radha around B2F in Classic Mode.
    • Classic Mode seems to cut out Gladsheim completely, so pretty much any reference to it (like the first section under each stratum) can be skipped in Classic.

  • Secondly, in terms of difficulty, this guide is written from the viewpoint of Standard difficulty, not Picnic and not Expert. This can affect a number of things, including my damage estimates for bosses. In general, in Expert, you'll want to follow a guideline of bringing your level to 2.5 times that of the floor you're on; for example, 6F warrants Lv. 15, 10F warrants Lv. 25, and so on. It will keep those damage estimates relatively in line, if that's what you prefer, but mass grinding will be necessary at points. You can also just accept the bigger damage by altering how much/often you heal or tank attacks. It's just fair warning.

  • When it comes to character classes and their skills, for the most part you're on your own. (You can switch classes at Level 30 in the Explorers Guild.) I wholly recommend creating an actual balance like you would in most RPGs, but it's ultimately up to you for what to do - personally, I stuck with the initial combo Story Mode gave me (Highlander, Gunner, Protector, Medic, Alchemist). I'll try to cover every possible angle of the strategy; if you have additional notes or tips I should give out, feel free to contact me.

  • A similar philosophy will be used in the managing of equipment for the most part (i.e. beyond the first mission). The ability to earn new equipment is primarily based on what you end up selling to Shilleka, and those are highly based (although not wholly) on enemy drops. Which means it's up to luck. Where reasonable, I will mention some good items to get if you are able to, or will suggest grinding for them if they're useful enough - other than that, it's mostly an implied philosophy of "Get the best you can of what you can for your class".

  • Regarding the sidequests you can earn from Rosa and those at the pub (as well as several others), those are mostly covered at the end of each stratum's section, so as to keep stuff organized instead of flitting about throughout the walkthrough: most (if not all) of the stuff needed for each quest should be quite available by then. If you need help on a specific quest, then the Optional Quests section is probably better for you, especially since a lot of stuff there is the same as in the walkthrough.


The 1st Stratum



Sectional Flowchart







Start-Up



From the main menu, I firstly suggest altering the "Options" to your preferences. Most important to a probable beginner such as yourself is the auto-map function. This game takes place in a first-person format - one not often forced upon you in video games, though fans of other works of Atlus, such as the MegaTen series, will be quite familiar with that. Auto-mapping is going to make the map for you rather than you tediously make it yourself on the Touch Screen. Granted, it's a personal thing - heck, it may just be because it's easier for me to FAQ this without going back and forth like a maniac - so do as you will. The rest are relatively unimportant. 

Once you're ready, begin the game: hit "New Game" from the title screen, opt to transfer the demo's data if desired, and choose the difficulty. There are three in all: Picnic (easy), Standard (medium), and Expert (hard). The difference between the difficulties is primarily the ability to return to the game upon death: Picnic allows this endlessly, Standard allows it once, and Expert makes it a Game Over instantly. Picnic also allows the infinite use of some items, most notably the Ariadne Thread. Enemies in higher difficulties, of course, also have a tendency to be more powerful than those on lower ones, and are generally tougher in the sense of their strategy and status ailment hit rates and the like. In any case, choose. Obviously, Picnic is better for RPG newbies, Standard for more, and Expert for those wanting a definite challenge. You can change this later on in the game from Etria in the Options menu; just know that one of the Guild Card Medals requires you to be on Expert.




Adventurer's Initiation


TREASURES CHECKLIST
[_] Map [_] 100 en [_] Twining Ivy [_] Hardwood [_] Nectar [_] Analysis Lenses [_] Fire Talisman [_] Pyroxene

~ Etria: Story Mode Version ~

You'll begin by watching an introductory movie. The summation of it is that you are to head to Etria, an explorer's town, and you watch your arrival. As a Highlander, you're basically an emissary of justice; when you arrive, the Radha who summoned you decides to test your capabilities first. He tells you that you are allowed to accept missions at Radha Hall; like most such games, completion of these yields rewards related to their difficulty. A new one is made available as this speech ends; opt for "Accept Missions" in the menu. 

This particular mission is "Adventurer's Initiation", a mission wherein you are to map out B1F of the Labyrinth. This is a good practice, for it will become a useful skill later on, especially if you're going for the nostalgic method of mapping the area by hand. Before you leave, you will also earn two allies - Ren, a ronin, and Tlachtga, a hexer. Respond to Ren's greeting as desired and give yourself a name, then you'll receive a Map.

Opt to leave the area when you can to reach Etria proper. There, you are allowed to shop for items, rest at the inn to heal up, or get inebriated at the pub. Eventually, you'll have to get your way into the forest, though! In any case... Go to the Rooster Inn to save. At Shilleka's Goods, you can buy some items. For the most part, though, you can't buy or use stuff: I bought a Targe and Knit Glove for my main character, and a Medica for healing. The Pub is mostly just like the Taverns and Hunters Associations in SMT IV (dunno why I choose that specific analogy) - basically, job/mission acceptance. Head now to the Forest Entrance - most of the return is pretty useless - and enter the Yggdrasil Labyrinth.



~ Etria: Classic Mode Version ~

Unlike Story Mode, Classic Mode just about jumps you right into the game. In effect, you will begin the game by registering some party members. (Those bringing some over for a New Game+ don't have to if they have five or more.) Generally, I try to keep a balance. The Highlander/Protector/Medic/Alchemist/Gunner combo from Story Mode is pretty effective, although the first and last are not allowed in Classic, which I'd switch out for a Ronin and Hexer, personally. It's all up to you, though! ;)

In Etria, you should go visit the Radha Hall to accept the new mission, "Adventurer's Initiation", where you are to map out B1F of the Labyrinth. This is a good practice, for it will become a useful skill later on, especially if you're going for the nostalgic method of mapping the area by hand.

Opt to leave the area when you can. There, you are allowed to shop for items, rest at the inn to heal up, or get inebriated at the pub. (Later, it can be used for quests, too.) Eventually, you'll have to get your way into the forest, though! In any case... Go to the Rooster Inn to save. At Shilleka's Goods, you can buy some items. For the most part, though, you can't buy or use stuff: I bought a Targe and Knit Glove for my main character, and a Medica for healing. The Pub is mostly just like the Taverns and Hunters Associations in SMT IV (dunno why I choose that specific analogy) - basically, job/mission acceptance. Head now to the Forest Entrance - most of the return is pretty useless - and enter the Yggdrasil Labyrinth.



~ Yggdrasil Labyrinth: B1F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Hardwood, Twining Ivy, Red Fruit
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Tree Rat 69 7 6 Small Fang Weak to Fire
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt

CLASSIC MODE NOTE: While not alone in Classic mode, you will be without the aid of the Level 30+ adventurers Ren and Tlachtga. It is advised strongly for you to pay attention to the above bestiary. Note that most of this walkthrough was, again, written from the Story Mode standpoint: if something seems off to you Classic Mode players, that's the likely reason.

When you enter the first stratum, aptly named the Emerald Grove, you'll enter the first-person experience of the game. Lucky you (and me?), the navigation is grid-based similar to most older RPGs - it is probably meant to help with the map. The 1st Stratum is relatively safe, almost pretty actually. Anyhow, to the task of map-making...

To operate the Touch Screen map, press X to zoom in on you, or just touch where you want to zoom in. Once done, you can use the Circle Pad to move the map. Use the stylus and the various things on the Touch Screen to make and erase walls and floors. When you actually begin moving around, that's delegated to the D-Pad below the Circle Pad (back to nostalgic grid movement again?), so it's all pretty precise.

As you move forward further into the forest, you'll be told of the skills you can learn. These are (mostly) used for battle. To learn skills, you need Skill Points - you start with 3 already, and one more is earned with each level-up. To manage this stuff, use the main menu's Custom option to do it. Since you are a Highlander, I recommend devoting two points to Spear Mastery (to unlock Long, Draining, and Legion Thrusts) and one to ATK Up.

Back to our forest walk to Grandma's house. Go forward into the next clearing and map it out. If you try exiting to the northeast of the clearing, you will encounter a battle. In battles, a character's class takes extreme effect on how and where to use them: for example, Ren the ronin is better on the front lines while Tlachtga the hexer is better in the back casting magic. In any case, the battle interface is pretty intuitive - plus, when you have two Level 30+ characters in your party, one-hitting the Tree Rat and Woodfly is pretty easy. =P

Once done, go east along the path and south to the fork. Go south past it and continue along past another. Finish off this fork of the map here and go back to the previous fork, heading left when you reach it. Go left at the next one, and the next one, then do a 180 and go along that path. Go right at the next fork to find a clearing with some sparkling flowers - careful, though, if you rest there for you'll fight three Venomflies! Ren and Tlachtga can handle that on their own, but you'll probably want to stick to wide-ranging stuff like Legion Thrust when possible.

If you go forward one more step from there, you can get to a chop point. They, as well as mine and take points, allow you to use the proper ability to get items: they, in turn, can be sold to Shilleka for some money and to let her make more items available! Do note that doing this can make you fight monsters, though. Press A at this time to find a Twining Ivy, plus whatever the chop points yields (I got Hardwood).

Now then... Map out the remainder of the room and go back into the forest path. At the fork, finish off the path to the right. Press A there, too, to find 100 en. Do a 180 and go along the path past the fork to another. Go left and left again. At the end of this path and press A to find a red fruit. Opt to eat it - you will pretty much be forced to eat it, I think - to heal 15 HP. Backtrack to the previous fork and go past it. At the next one, go left to another sparkling clearing. Stand on the central tile to chop; you will also find some Hardwood. Map out the clearing and backtrack to the previous fork. Go north - simply finish off this branch from the map, but you can't go further.

Go back to the fork and east, then left at the next fork, right at the next, and right and left at the next (just go along both - they're pretty bland). Specifically when you go along the northern branch, you'll soon find another fork: past it is a way into another clearing. There, you can see some treasure boxes - those three you see in front of you yield Nectar, Analysis Lenses, and a Fire Talisman, all of which are pretty useful! Map out the remainder of the clearing and return to the forest path, back to the previous fork.

Go right here and right at the next fork to map off a little more. Backtrack to the previous fork and head right (west). As you do so, it seems it is complete enough to finish off the mission. However, if you continue along the path before you (past the intersection), you can press A at the end of the path to find a boot. If you opt to look around, you'll gain suspicions of dangerous foes nearby. If you pick it up anyways, you'll get some Pyroxene before fighting off some Clawed Moles: not really what you'd expect, since they're a common enemy here. =P

There's not much to go for beyond that, so use the map to return to the entrance. As you near it, an earthquake suddenly erupts, then goes away - normalcy in Etria, according to Ren. Continue along to the forest entrance and to Etria.




Investigate the Abnormality



TREASURES CHECKLIST
[_] 200 en/500 en [_] Medica x3 [_] Nectar [_] Nectar [_] 500 en

~ Etria ~

Once you return to town, go ahead and report to the Radha in the Radha Hall. Report the results and you'll be thanked for your work. Aww... You will earn 200 en as a reward. (Classic Mode players earn 500 en instead.) You'll quickly be given another mission, "Investigate the Abnormality", in which you need to explore a mysterious new ruin - one thought to have some relation to the quakes of late. Leave the Radha Hall and prepare in town - remember to sell stuff at Shilleka's and to save! - and head on to the Forest Entrance again.


~ "Defeat the Scythed Fiend" ~ (Classic Mode only)

This is a quest solely for the Classic mode. It's a quite simple one, occurring on B1F, and is accepted from the Radha. (I forget when this occurred, though, but it's definitely early in the playthrough.) In any case, when you head to B1F, you need to run forward and chase the enemy down. After doing so for a bit, and getting a 15 HP penalty across the party, you will engage it in battle. The Bloody One-Arm enemy is pretty difficult to beat, but there aren't any weaknesses, so the main tip is to heal often. After finishing the mission, report the results to the Radha and you will get a guild base to operate out of. Similar to Story Mode, it houses a guildkeeper from whom you can take quests and get "preparations" to help you out in the dungeon, among other things.


~ Gladsheim: Area I ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Tree Rat 69 7 6 Small Fang Weak to Fire
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt

There, you'll run off with the night to Area I, Gladsheim. Before leaving, the soldier hands over three Medica and some Nectar. Once you gain control, go to the southeast corner of the room and face east. Press A to go through the door. Go along the path on the other side to a fork, where you can go right and through another door. Go straight forward through another, on the other side of which you'll suddenly hear a loud mechanical clashing before it stops.

Go along the path before you to another fork. Go left and through the door to arrive in another room. (You'll probably begin to finally encounter monsters around now, too.) In the large room, there is a big wall you can see in the center (northwest of entrance). On its west side, in the central part, you can face east to see a hole. Press A to go through and find some kind of console in front of you. Examine it and opt to touch the holographic screen, then turn around and go back through the hole. Go through the door in front of you.

On the other side, you'll watch a brief cutscene. After you release some unknown girl and soon meet up with some other people, a monster attacks all of you!


BOSS: Errant Camel

STATISTICS
Max HP 1,120
Attack 9
Defense 8
Item Drops Camel Pelt
Elemental Weaknesses Fire, Ice, Volt
Elemental Resistances N/A

I wonder exactly where a camel fits in as a monster? Well, whatever - it's a pretty simple boss, as you could expect, especially given the four additional allies with you! Depending on how you've been building up your main character, I'd probably stick him with the simple Long Thrust for now.

The game will give several prompts regarding the abilities of the other allies. Your Redhead, a Protector, should stick to the simple Front Guard for this battle, since it lowers the Camel's damage (it's only physical). The Doctor, a Medic, won't have much to do on the first turn, so make him either Attack or use Raging Edge. Next comes the Young Boy, an Alchemist: specializing in chemical-based magic, you'll want to stick to the Fire Formula (or Ice or Volt, if you prefer). Finally is the odd girl of few words: a Gunner, she should always remain in the back line. You'll want her to use the Head Snipe attack, since it can bind the enemy's head, the source of most of its attacks. With repetition of those attacks, it should be killed on Turn 4 or 5.


After the battle, everyone goes on with their intentions: the trio from before inspects the errant camel while the girl simply sits, staring off into space. Talk to whomever you want - if you speak with the girl, you'll learn her name is Frederica, but she's having some sort of problem. As for the trio? You will be thanked and then can ask them who they are. The three are a team from the Midgard Library to also investigate the quakes, and the monster is just some random camel.

Eventually, the pained face on the girl makes you decide to voice your opinion. Do what you will regarding voicing it: she's apparently amnesic. Anyhow, opt to tell her your name, too, if you wish; same goes for whether to go with her and for the trio later on. Examine the storage thing in front of you, then face left and go through the hole.

On the other side, head along the path west and north. As you do, Frederica suddenly begins to remember something Gladsheim and who told her of it, and suddenly is in pain. You can opt to put a hand on her shoulder to try and comfort her, but do as you will. continue to the end of the path to reach a treasure chest containing Nectar. Now, do you recall that large room in which we went through a hole in the wall to find a console? This room - mostly at D3 and E3 on the map - is your next destination.

Head to the northeastern part of it and more will be visible beyond the wreckage to the east. If you didn't get the trio to join you earlier - at least, I didn't - you'll find them there, thinking of how to get across. You can speak with Frederica or the protector about what just happened - speaking with Frederica gets some pretty shocking (if not smart-aleck) results. The Medic speaks on about the singularity in the Yggdrasil Labyrinth being able to enable teleportation - he then proposes a "you scratch my back, I teleport yours" deal. Opt to aid them and then Simon (the Medic) introduces himself. Respond as desired. Raquna the Protector introduces herself, as does the Alchemist Arthur. So, then, backtrack out of here: your map should suffice.

At the entrance - northwestern corner of the southwesternmost room (mostly F1/E1) - speak with the soldier to leave. Explain the presence of your allies if you wish, then you'll return to Etria.



~ Etria ~

Back in town, feel free to heal at the inn or shop at Shilleka's as usual. You should be able to buy the Harpoon for a nice self-improvement and for one on Raquna. I'd leave it at that for now, though, unless you want some healing items. Once you report to the Radha Hall, you will get 500 en for finishing the mission.

Of course, you are asked to continue investigation into the quakes. The conversation ends up with you creating a guild; make a name for yourself (literally) and you'll get the Radha Note - trade this at Shilleka's later to get the Ariadne's Thread unlocked there (for 100 en a pop), an instant warp from the Labyrinth! Respond to your allies as desired outside (do/don't shake Arthur's hand; do/don't go to the pub). Presuming you went to the pub, you'll get an introduction into quests from the barkeep (albeit a lame one) before being able to inquire stuff about your allies. The main concern is our next objective: finding the Geomagnetic Field in the labyrinth.

However, if you want to focus on the quests for the moment, see First Stratum Quest Cleanup or the Optional Quests sections for more details. I'd personally focus on the quests available from the pub right now! Accept each and do what you're supposed to. Remember, once you complete the quest's goal, you usually have to return to the pub for the reward: it's not instant.


GRIMOIRE CHANCE

As you finish your first battle in the forest alongside the Midgard Library trio, you'll learn of Grimoire Stones after the battle. Raquna, Arthur, and Simon each have one equipped, and they can let them use the abilities of another job - for example, Simon the Medic can use his to let him use Landskencht abilities. When there is a Grimoire Chance in battle, in which a new Grimoire Stone can split off from the main one, it is able to record the skills on the current ones. The point of that is so that the recorded abilities can be used by others. Be sure to try to maintain a balance!!

Later, you can try Grimoire Synthesis - combining three Grimoire Stones into one. The first one added determines the skill slot number; the first two overall let you choose skills to bring on; and the third throws in equipment bonuses.




Exploration of the Yggdrasil Labyrinth



TREASURES CHECKLIST
[_] Ariadne Thread [_] Formaldehyde [_] Nectar [_] Blinding Dagger [_] Lucky Scarab

~ Etria ~

Once you've completed the quests from the pub, if you wanted to, be sure to shop up on some Medica and head back to the Forest Entrance.


~ Yggdrasil Labyrinth: B1F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Hardwood, Twining Ivy, Red Fruit
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Tree Rat 69 7 6 Small Fang Weak to Fire
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt

Once in the labyrinth, we need to work on going to the next floor. The stairwell to there is found in the far northwest corner of the map, almost in the center of A1. Walk due north until you reach the third open room you find; there is a white crystal to the west of it blocking passage for now. Go east, north, and west out of the room to find the stairs. As you try heading down, the Floor Jump feature is made available: it allows the skipping the past-completed floors. ... What, did you think I was going to guide you through 24 floors before the 25th or something? =P It only works if the map is complete. Simply tap the stairs on-screen to use them when allowed.


~ Yggdrasil Labyrinth: B2F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 2 Tiny Petal, Crabapple, Amber Lump

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Boulder Boar 1,503 18 13 Broken Tusk Resist all physical
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Ragelope 1,055 17 13 Deer Antler Weak to Volt
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Zebratherium 240 13 8 Monkey Bone N/A

When you arrive, go porward and you'll find some sort of shortcut through the trees if you want to. It's pretty irrelevant, though, unless you want to mark it for future perusal. (It's also one-way, from the other side. =P) Go south via the nearby fork to a clearing. As you walk around the big stone there, you see a large enemy in the distance! You can opt to fight it, if you so desire. (You'll also be introduced to F.O.E.s - Formido Oppugnature Exsequens, which is the game's joking way of referring to formidable enemies, or sometimes foes. I actually got a laugh outta that. You can actually dodge around them, sometimes.) With the Ragelope, you mostly just want to use Front Guard and Volt skills a lot, not much to it. >_>

After the battle, go far to the north and west to find a chest, in which you can find a convenient Ariadne Thread if you didn't buy one earlier. Go south and west and south some more (be sure to map both of the eastbound paths). Near the end is another Ragelope to deal with. You may be forced into dealing with this one, and it can be a bit taxing on the TP, so be careful. After, to the east of there at the dead-end and map out the path to the north. Go left at the fork and map it out and backtrack to the fork, then go northeast and into another room with a Ragelope. In the northeast corner of this room, be sure to use the Take Point.

Leave this room going east. At the fork, go north and west. At the end of the path there, you can press A to open up a shortcut back-and-forth across the gap. Backtrack to the fork and go east along the path to another. Go south, then head east at the next fork. (The other path is a dead-end, but you may want to map it anyhow.) Partway along it, you'll be pointed out to a shiny breed of Clawed Mole - they're stronger than normal and get stronger every turn, but yield more benefits. The same goes for all shiny species of enemy - don't worry, they're more common than Shiny Pokémon! =P

Continue along to a fork. Head west and press A at the end of the path to investigate a sound. I'm only including it as a word of caution; the animal is a snake, and whoever investigates the sound loses 5 HP. As for the other path? You'll soon come to another fork, at which you should go straight and investigate the end of the path for fruit that heals the party overall for 15 TP. ^_^ Go back to the fork and head west, then continue along the path for a bit.

At one point, you'll turn east after going north. At this corner, face north and press A. You'll find a soldier of the Radha, who offers a (rather generous) picnic - accept and your HP and TP will be refilled fully, party-wide no less! (This, coincidentally, can happen once a day, starting at daybreak around 7 AM.) Not much further along the path, as you reach the fork, the boulder in front of you animates itself: it is a Boulder Boar, a F.O.E. that will charge in a line of sight once you're spotted. If you opt to fight it (it awards tons of EXP.), stick to elemental attacks.

Continue along the path you dodged into to a fork. Head north a tile and the Boulder Boar there will awaken. Fight it if desired, or dodge off to the east. (There's going to be quite a few of them in a moment, so I'd seriously consider conserving your energy.) You'll probably encounter another as you are forced to turn east around D5, and this is more forced, too. At the next fork, go south and west and then east to map that part, then go north and west to where the fork was to finish that bit. Go back east, then south and east into the open room. There, if you head off to the south and east, you can find some Formaldehyde at the end of the path. However, this results in a forced Boulder Boar encounter, so be careful.

If you head off into the room to the northeast of there as you should, we find a room full of Boulder Boars. You will be forced into a fight with at least one of them. As you enter, the Boar to the west awakens. If you fight that one, you can easily deal with the other two by dodging, so do it. Once that's done, go to far east and face south to find some Nectar in a chest. Now, from that spot, move three tiles west, to where you first heard of the Boulder Boar in this room. Go north a tile: this makes the Boulder Boar to the north awaken. Battle it, or head east one tile to dodge it. This will awaken the other one, though - battle it, or go north a tile to dodge by. Then go far west and north and out of the hellish room.

You'll soon reach a fork. Go east and south to a Take Point. Return to the fork and go west and along the path to an open room. Map it out and head out of it to the northwest. At the end, you can activate a two-way shortcut should you come back. (In fact, if you need to backtrack to Etria to heal, now is a great time.) Head northeast out of this room and you should be able to see an alcove to the north. There's not much there for now, but keep it in mind for a future quest. In the room to the east, in the northeast corner, you'll find the stairs. Use 'em.



~ Yggdrasil Labyrinth: B3F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Pyroxene, Bronzite, Andradite
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Boulder Boar 1,503 18 13 Broken Tusk Resist all physical
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Mandrake 102 11 10 Mandrake Root, Vine Weak to Cut and Fire; resist Ice and Volt
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Roller 100 10 11 Gum Hide N/A
Tree Rat 69 7 6 Small Fang Weak to Fire
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt
Zebratherium 240 13 8 Monkey Bone N/A

As you enter the floor, you'll see another F.O.E. upon entering: a Reaping Shade. It's actually pretty easy to battle against: focus on using Front Guard and binding its arms to win pretty easily. In the southwest corner of the room, face west and you see a door nearby: press A to go through. This room contains two Reaping Shades. Fight if desired, then go through the door in the northwestern part of the room. There's actually a chance of them both battling you after engaging against one, so stick Arthur with is Flame/Freeze/Spark Formulas and yourself with Legion/Draining Thrust when that occurs. Still, 4,000 EXP. is kinda worth it. =P

After the battle, leave heading northwest into the room there. (You might want to return to Etria and heal up. In the next room, you can fight three at once, but that's almost brutal at your lower levels. Luckily, F.O.E.'s don't regenerate. Or at least these.) If you battle, be sure to use line-wide/party-wide attacks to hit 'em all as much as possible. Why bother? In the chests at the west side of the room are a Blinding Dagger and a Lucky Scarab. The Blinding Dagger is mmore notable for being able to blind the target and being equippable by all.

Leave this room heading souther. Map out the small enclosure and leave off to the west. Go south and to the end of the path to find a Mine Point. Return to the small enclosure and go south to another, then east and along the path to find a fork. Head east and along it. As you go east the second time, just before going south at the corner, face north and press A: this will activate a two-way shortcut. Now, backtrack to the fork and go west and along the path - you'll soon meet up with Ren and Tlachtga.

They'll block you from progressing any farther, so, for now, backtrack to Etria.




The Terror of Fenrir


TREASURES CHECKLIST
[_] Hardwood [_] Crabapple [_] Red Fruit [_] Copper Grimoire I [_] Medica x3 [_] Copper Grimoire I [_] Amrita
[_] Sonic Bomb x3 [_] Copper Grimoire I [_] Flash Bomb x3 [_] 400 en [_] Blaze Oil [_] Hunting Horn

~ Etria ~

If you're done questin' or whatever head on down to the Radha Hall. The man there will speak of your progress and the danger of the third floor, and requests you stay in Etria. He has decided to issue a mission, also, to eliminate the threat there. He then also supposes you're strong enough - seriously, why bring us back then? - and opens up a new mission for you. The goal of it is to go to the bottom of the Emerald Grove and defeat Fenrir, the wolves' leader there.

As the man gives you some info, Simon mentions asking about the Geomagnetic Field - the man elaborates about its teleportive powers, and that it's found near the start of the Second Stratum. (The first is B1F - B5F, by the way.) In any case, prep up and head back into the Labyrinth.



~ Yggdrasil Labyrinth: B3F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Pyroxene, Bronzite, Andradite
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Boulder Boar 1,503 18 13 Broken Tusk Resist all physical
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Mandrake 102 11 10 Mandrake Root, Vine Weak to Cut and Fire; resist Ice and Volt
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Roller 100 10 11 Gum Hide N/A
Tree Rat 69 7 6 Small Fang Weak to Fire
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt
Zebratherium 240 13 8 Monkey Bone N/A

Backtrack to the point from earlier where Ren and Tlachtga halted you and they'll let you by now. Continue along the linear path for a while to a fork. Go straight, then turn east for the next one to find a Mine Point. Backtrack to the previous fork and continue south and east into a small enclosure. Map off the small path to the north if you want, then go southeast from the enclosure to a fork. Go east from there and press A at the end of the path. You'll find a bear preoccupied with something; if you opt to stick around, you can opt to take the bear's items: a Hardwood, a Crabapple, and a Red Fruit. Raquna will suffer 30 HP of damage, but that's about it.

Backtrack to the fork and go north and along the linear path and through a door. You'll find a F.O.E. in the northeast corner of the room: the dreaded Boulder Boar! If you want to avoid it (trust me, there's plenty around here...), go far to the east, then north a step and back one. Go east into the next room either way. If you head along the westbound path to the southwest, you can find a Boulder Boar to battle - at least, you're forced into it if you want the Copper Grimoire I at the end of the path. In the previous room, use the door at the southern end.

In the next room, walk two steps to the south to avoid another Boar, if you want. Go west to the wall and back one to avoid another, then go south into the next room. There, walk east a bit. You'll likely be forced into battle with this Boar, but you dodge it, then get back in the same line for another dodge, it should keep the door to the southwest relatively open. Go through the next room and into the clearing where you'll find a wolf ready to finish off a soldier. Suddenly, Tlachtga comes up and rings a bell to magically finish off the wolf. O_o

Anyhow, she'll fully heal you, and offers to keep doing so each time you return to this spot until Fenrir is dead. Go through the door to the west, then go west and north to the stairs. Ignore them briefly and head east a bit to the end of the small path. One tile away from the dead-end, face north and press A to use the shortcut, making it now active. Now go down the stairs.



~ Yggdrasil Labyrinth: B4F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Flying Beetle 206 14 14 Thorn, Hard Shell Resist Cut and Stab; Weak to all elemental
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Forest Wolf 660 18 13 Wolf Fang Weak to Fire; Resists Ice
Giraffa Beetle 327 14 12 Beetle Jaw Resist all physical; Weak to Ice
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Roller 100 10 11 Gum Hide N/A
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt

On the next floor, map out the room nearby and the path off to the north if you want (although it's useless until the shortcut is activated from the north side). Leave the room via the path to the southeast and you'll soon find a fork. Go north and along to the end to find a place to investigate; doing so yields a place to dig for three Medica! Go back to the fork and head east and along it for a while. You'll eventually a reach a fork, although both paths lead to the same room and are equally featureless - the only point in going along both is to map 'em.

In the next small clearing, go southwest and along the path. One tile before the dead-end, you can face south and activate the shortcut. Go back to the clearing and exit to the northwest. At the fork you reach, go north and west at the next eventually reach a spot where you can get a Copper Grimoire I. This however leads to a battle with the weak-ish Flying Beetle. Backtrack to the fork and go east and along to another; go north there to find a chest with some Amrita inside. Backtrack to the first fork you found (the east/north one) and go east and along the path.

In the next clearing, go north and through the door. In this lengthy room, you'll see a Forest Wolf F.O.E. in the distance! You have no choice but to battle it, either! It's pretty easy, though - I simply Boosted everyone and had them use a skill each to do some pretty nasty damage, and he didn't even get a chance to respond. =P Fire skills are the ones of choice.

After the battle, go north into the next room and west to another. On the way, Ren will appear and give you three Sonic Bombs to prevent wolves from calling in additional allies. (Unless you want extra EXP.) They also stop enemies from charging up attacks and make that turn (if charging up) useless for the enemy. Defeat the wolf there and go into the next room to the west. There, the stairs to B5F are off to the northwest. However, first go into the path to the south. From the corner at which you turn east, go one tile east and face south so you can activate the shortcut. Then go downstairs (or backtrack to Tlachtga/Etria for healing and/or stocking up).



~ Yggdrasil Labyrinth: B5F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 1 Hardwood, Twining Ivy, Red Fruit
Mine Point 1 Pyroxene, Bronzite, Andradite
Take Point 1 Tiny Petal, Crabapple, Amber Lump

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Flying Beetle 206 14 14 Thorn, Hard Shell Resist Cut and Stab; Weak to all elemental
Giraffa Beetle 327 14 12 Beetle Jaw Resist all physical; Weak to Ice
Mandrake 102 11 10 Mandrake Root, Vine Weak to Cut and Fire; resist Ice and Volt
Ragelope 1,055 17 13 Deer Antler Weak to Volt
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Skoll 859 16 14 Wolf Pelt Weak to Fire; Resists Ice
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
War Bison 330 15 11 Metal Horn, Penetrated Hide N/A
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt
Zebratherium 240 13 8 Monkey Bone N/A

When you arrive, go along the path presented before you. The first and second forks are really just part of a square, so don't worry too much about it. Soon after there is a north/west fork - go north and to the end of the path to find a chest containing a Copper Grimoire I. Go back to the fork and head west and into the next clearing. There is a Mine Point.

Leave the clearing heading south. The two branches of the fork you first reach lead to the same place, so you only should go for both for mapping purposes. The fork at their convergence goes east and south. The path to the south is a dead-end in a clearing, so don't really bother (except, again, for mapping). If you head east, you'll soon reach a four-way. Go along the path to the south (doesn't matter which at the next fork, except for mappers) and you'll find a clearing. Its northwest corner serves as a Chop Point. Head southeast out of this clearing and, at the end of the path, is a soldier you can speak with to get a full-healing via a picnic! *noms*

Backtrack to the four-way, then go north and along the path. At the corner where you turn east, one tile past the corner, face north and press A to activate the shortcut. Then continue east and into the southern offshoot of the path to find some birds at the end. If you happen to have a Troubadour - which pretty much means Classic mode at this point - you can earn 20 TP for the party; if not, it's still a nice 10 TP. Continue along the main path to a door. Go through and, on the other side, there will be a simple-to-beat Skoll at the south end of the clearing. Beat it and go south to another clearing with another Skoll to slay.

Leave this clearing heading northeast to another, with another to the south - they're both empty, only good for mapping. Leave this second one via the door to the south; map 'er out, then go into the room to the east. (Ren will appear on the way to hand over three Flash Bombs, preventing additional F.O.E.'s from allying themselves for a turn.) It is filled with Skolls, plus a Reaping Shade. Defeat them if you can manage. There's not much there, though, beyond 400 en in the chest to the northwest. When done, head east into the next room.

If you do some checking in the southeast corner of the room, you can find a rest area of sorts, but some rabbits are in the area. If you want the place all to your lonesome, you have to fight 'em - they're simple Forest Hares, nothing special. ... If you opt to rest here, your party will recover 20 HP; don't rest here any longer, though, unless you want a battle. Leave this room heading north, then leave the next in the same manner. As you have to turn west, you'll see a Skoll to deal with.

Further to the south, you'll have to deal with at least one of the Ragelopes to get by there. (Volt attacks to the rescue!) Past the rocks is another Skoll to deal with, and another west and north of there. Use the door west of the latter to find another clearing. Go south of there and map out the dead-end. There is a hidden path there as you turn east: on the tile north of that corner, face west and press A to get into a hidden clearing where you can get Blaze Oil and a Hunting Horn.

Return to the previous clearing and leave heading north. The first fork you reach is negligible: the path to the east is blocked, so ignore it. Bypass the next one as well, since you can go for the Take Point at the end of the path. Go back to the previous fork and use the other branch to reach a clearing. One tile north of its southwest corner, face west and you can activate that shortcut. Be sure to peruse it and the Floor Jump function to get back to Etria to heal, restock, and whatnot.

Once you're ready, go through the door south of that clearing. There, you'll meet up with Fenrir, who will call out for numerous Skolls. It's up to you whether to go for the Skolls first or not.


BOSS: Fenrir, Skolls, Forest Wolves

STAT FENRIR SKOLL FOREST WOLF
Max HP 3,372 859 660
Attack 19 16 18
Defense 15 14 13
Item Drops Wolf King Mane, Wolf Tail Wolf Pelt Wolf Fang
Elemental Weaknesses Fire Fire Fire
Elemental Resistances Ice Ice Ice

If you opted to not fight the Skolls off before the battle, keep in mind that they could be called into the battle as well. I personally fought them off alongside Fenrir, since my main character had Legion Thrust and Arthur had numerous multitarget formulas, so I felt and did fine. If you want to keep them off, though... You'll probably want to devote Simon to using Flash Bombs, unless you're in dire need of healing. (Of course, Raquna ought to have Cure/Party Cure by now...)

Anyhow... Stick Raquna to the use of Front or Rear Guard, whichever you consider the main priority. Personally, I focused on Rear Guard, since Arthur and Frederica have some Fire-elemental skills that are very helpful in this fight. Your main character should stick to the use of whatever his best attack is. If you have Bloody Offense, lead with that. Put Simon to healing, Flash Bombing, or attacking. Arthur should go for his formulas, and Frederica to shooting. That's a pretty simple strategy right there, eh? Keep Arthur on his lower-level one-target formulas unless some Skolls manage to break through; then go for whatever he can hit both with, and let Frederica use Vulcan Stance.

Fenrir's offensive isn't much to worry over exceedingly if you have some Flash Bombs. He does like to lead with the charge-up-then-Howl to summon even more F.O.E.'s (Skolls or Forest Wolves) to the area, which is not good. He does also use Ice Fang, which can hit two people in different lines: since it's Ice-elemental, gear like the Roggenwolf and Wolf Glove might help you if you're having trouble.

As a note, the battle ends when you beat Fenrir, so if you're running low on resources or something, it might be better to focus on Fenrir rather than take down his allies, frustrating as they may be.


Respond to your victory as you will after the fight (to quote Arthur: "Hell yeah!"). Eventually, we get to the subject of returning to Radha Hall to report our successful mission, but we decide to simply go ahead and look for the Geomagnetic Field first, since it's supposed to be nearby anyways. So, go ahead to the stairs in front of you, and down to The 2nd Stratum!



First Stratum Quest Cleanup



TREASURES CHECKLIST
[_] 200 en [_] 300 en [_] 1,500 en [_] Amrita [_] Analysis Lenses x2 [_] Blaze Oil x3 [_] Bone Armor [_] Bravant
[_] Bravant x2 [_] Chill Mist [_] Chill Mist [_] Dismemberer [_] Fire Talisman x3 [_] Flash Bomb x2 [_] Green Boot [_] Guard Sole x2
[_] Hakenbuechse [_] Jerkin [_] Lucky Scarab [_] Medica II x3 [_] Medica x5 [_] Nectar x3 [_] Skarn Barrette [_] Sonic Bomb x2
[_] Theriaca A x3

Before hunting down the Geomagnetic Field, now is a pretty prudent time to return to Etria for some healing and whatnot. Most importantly, there are some quests - quite a few, too! - we might as well clean up before progressing much further into the second fifth of the Labyrinth. If you want to go ahead anyways, see Beyond the Geomagnetic Field for the proper details.

  • The Terror of Fenrir: Since you're here, you may as well go to Radha Hall to report that Fenrir is defeated, no? You will earn 1,500 en as your reward, not to mention a whopping 10,000 EXP. ^_^

  • A Certain Shop's Request: For this quest, you need one Hardwood item. Hardwood can typically be found from Chop points in the first floor of the Labyrinth. As I recall, one can also be found as a plain set item (preferable to the randomness of Chop points) - see Adventurer's Initiation for that. The reward: Theriaca A x3.

  • A Favor to Shilleka I: After accepting the quest, go speak with Shilleka to go talk about getting the Bone Armor made. ... To be honest, I had already unlocked it at that point, so I don't really know what materials were needed. >_> Reporting the quest as successful still earns a you a free Bone Armor, though, so it's not all bad.

  • A Favor to Shilleka II: Similarly to A Favor to Shilleka I, you need to go talk with Shilleka about getting a Skarn Barrette made. ... And, yet again, this was another accessory I already had, and therefore do not know the precise materials one would need to obtain this: I'm pretty sure Andradite, a rare item from the B3F Mine points (see [[Get Rick Quick III]] for a map). >_> Well, a free Skarn Barrette is something.

  • Collect Nectar Ingredients!: For now, you need an Amber Lump. Amber Lumps can be found at random from the Take points on B2F of the Yggdrasil Labyrinth. See Exploration of the Yggdrasil Labyrinth for more.

  • End of a Story: This appeared sometime after finishing Get Rich Quick III. Looks like that portly merchant got what was coming to him. In any case, he went mining on B3F and lost his money when he was attacked by what sounds like two Reaping Shades. The room is marked on your map: it the room encompassing the majority of A3, A4, A5, B3, B4, and B5 on the map: basically, the second room from the entrance where two Reaping Shades lie. Head to the "!" mark on the map and press A to find a sack o' stuff. Leave and return to the pub to receive a Hakenbuechse (different from what the mission specified). The barkeep also adds another 200 en to his reward so that you get 300 en when reporting the mission's success.

  • Explorers Guild Job I: After accepting the quest, head down to the Explorers Guild: the dude there wants three Crabapples, items you can Take from areas on B2F and B5F. B2F is easier, and Get Rich Quick II even shows a map, so go for the map there.

  • Explorers Guild Job II: Once accepted, head again to the Explorers Guild and speak with the guy there. This time, he wishes for you to Take something from the Second Stratum, three Mint Leaves. We haven't quite yet gone to B6F at this point in the walkthrough, but it's also not too far in there. After getting on B6F, go north and past the room to a fork. Go east and south and west at the next forks to find one Take point. The other Take point is in square A6 of that same floor, but due to the lengthy travel to it, I'd recommend just waiting until we cover it later in the walkthrough.

  • Fashionista I: The client in this quest requires five Insect Eyes. Insect Eyes are a pretty tough item to get, at least early on, especially if you don't know how to get them. Firstly, they are indeed dropped by the Woodflies proliferating on the top floor of the Labyrinth. However, you need to defeat them in a certain way to get the Eyes: specifically, do not do a physical attack on them. In other words, basically have most of your party Defend and make Arthur throw an Inferno Formula or something for a couple of battles.

  • Gratitude for a Beast: For this quest, you need to return to the point on B3F where you found a bear from whom you could steal. The spot you need to go to is easy to find. From the staircase that goes down to B4F, go east and two tiles and face north to use the shortcut. Go east, south, and east past the fork to find the bear at the end of the path. Leave the gift outside and return to Etria for your reward.

  • Get Rick Quick I: In this quest, you need to speak with a resident of the pub regarding the location of a Chop point - the person is the portly merchant. Speak with him a second time - since I'll point out the chop point's location to you. See the map below - you should be able to figure out what's what.

  • Get Rich Quick II: This appears sometime after [[Get Rick Quick I]] - I found it literally before making any further progress through B3F. In any case, the same portly merchant requests to know where some Take points are on B2F. Yet again, I'm decent enough to provide a map.

  • Get Rick Quick III: Yet again, you must speak with the portly merchant for this quest. This time, he wishes to find some places on B3F where you can mine: that is to say, he wants to find some Mine points. Once more, you need to tap the spot on the map where one is after speaking with him. And, once more, here's a map:

  • Looking for Memories: This takes place on B2F of the Labyrinth. You need to head into the room where you found the second F.O.E. (which was forced); in general, just head to D1 on the map. Head as far south in that enclosure as possible, then go to the far east. At the end of that small dead-end, you should be able to find a lost basket that satisfies the quest.

  • Observing Adventurers I: Well, it looks like Shilleka wants to go on some adventure! Head to B1F of the Labyrinth. She'll want you to take her to B2F - Floor Jump suffices, so go ahead. ... Oh, Lord, I hate self-references to a game. x_x Anyhow, she wants to see the monsters living on the stratum: specifically a Ragelope, Boulder Boar, and Reaping Shade. These are all F.O.E.'s easily encountered on B2F and B3F: if you need help finding some, follow the walkthrough from the last half of Exploration of the Yggdrasil Labyrinth and the first bits of The Terror of Fenrir. You don't have to fight them, though, just see them (unless you want items to sell to Shilleka later or somethin').

  • Request from the Inn I: For this, you need to speak with the Rooster Inn's innkeep. There, he'll tell you he needs three Small Fangs. Small Fangs are mostly earned from the killing of enemies. Mostly, beating Tree Rats on B1F of the Labyrinth will suffice. Once you get 'em, go to the inn, hand 'em over, and go to the pub for the reward. The reward: Analysis Lenses x2.

  • Request from the Inn II: For this one, you need to head to the inn. The innkeep requests you get him the materials to knit a quilt: specifically, he wants a Wolf Pelt. All you need is one, and they are commonly dropped by Skolls. They are the primary F.O.E.'s you find on B5F, and they're pretty easy to beat: just stick to Fire-based attacks and you won't have a problem.

  • Request from the Pub I: You need to get three Tiny Petals for this quest. They are found randomly in the Take points on B2F of the Yggdrasil Labyrinth. See Exploration of the Yggdrasil Labyrinth for more.

  • Shadow in the Grove: In this quest, you are to go to B5F of the Labyrinth, where some adventurers claimed to have found unusually strong monsters. The enemies in question are Longisquamas. They're not nearly as "super-powerful" as you might expect: they're barely more powerful than most of the normal B5F enemies. The main thing to be aware of is that they resist all elemental damage, so try to stick to physical attacks where reasonable, and that they are found in the field at random. You will have to fight around nine or ten battles before you can leave and report your success.

  • Subduing the Woodflies: If you properly mapped and did stuff in B2F, you should be good for this quest. From the entrance going down to B3F, go west a bit. In the path between the two rooms, there is a small path off to the north. Go there and press A to find the herbs for the quest, after a simple battle with Woodflies, and another, and then a Giant Woodfly.

  • The Leathersmith's Favor: The goal of this quest to obtain three Soft Hides. Soft Hides are primarily an enemy drop you need to battle for. Enemies that drop this item include the Clawed Mole on the first stratum of the Labyrinth, for the most part - fitting, given how early this quest is unlocked. The reward: a Jerkin.

  • To Taste It Once More..: For this, you need some Holy Water. On B1F of the Labyrinth, head to the long north/south path on the east side that you mapped out earlier. Go to the southern end of it (northeast E4) and at the end you can go forward and press A for the Holy Water. The reward: Medica x5.




The 2nd Stratum



Sectional Flowchart







Beyond the Geomagnetic Field



TREASURES CHECKLIST
[_] Lucky Scarab [_] Amrita [_] Nectar II

~ Etria ~

After the swathe of quests, assuming you did them, it's time to get back to the dungeon, right? Descend from the stairs in the middle of B5F to the first floor of the Primitive Jungle.


~ Yggdrasil Labyrinth: B6F ~

Upon arriving, approach the cylinder of purple light in front of you: it functions as a transporter to Gladsheim, apparently. Examine it once more and you can head on to Gladsheim (or save, or go to Etria).


~ Gladsheim: Area I ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Carmine Beak1,656 19 16 Redbird Plume Weak to Stab and Volt
Flying Beetle 206 14 14 Thorn, Hard Shell Resist Cut and Stab; Weak to all elemental
Giraffa Beetle 327 14 12 Beetle Jaw Resist all physical; Weak to Ice
Raging Camel 1,858 20 15 Split Tail Weak to all elemental
Venom Spider 155 15 12 Spinnerette N/A
War Bison 330 15 11 Metal Horn, Penetrated Hide N/A

Upon arriving, go through the door to the south. Once the other side, go right at the fork and you'll soon find an Raging Camel in front of you. It's up to you as you whether you should fight it, though it is pretty easily, especially once you use elemental attacks and bind its head. Either way, go north of the fork and through the door to find a console: Frederica eventually uses it to turn on the lights in the hall. Return into the hall and you'll have to battle the camel now. =P Past it is another door to go through. The north side of the next clearing has another door.

On the other side, you can see a Raging Camel off to the right. Ignore it for now and go west and south to find another room with a console, again turning on the lights in the darkened room. Now, go back to the camel, beat him, and continue east. Go north in the next clearing and beat up that Raging Camel. At the end of the area behind it is a chest with a Lucky Scarab inside. Opposite where the Camel was is a door to go through. Head along the path until you have to turn north; face south instead and you can find a crack in the wall to go through if you need the Geomagnetic Pole for some reason.

Otherwise, go north to the fork and along the path to the east into the next area. Go forward and fight the Carmine Beak now if you wish, or wait if you wanna dodge around it when the lights are turned on. If you go west from there, you can find another one if you keep an eye out to the north. Continue west to the wall and go south and through the door to find a short path to another light-turning console. Use it and return into the previous room. In the area north of where you found the Carmine Beaks area two doors. The one to the east - square A7 - leads to a room with an Amrita chest!

As for the other one in A6? Go along its path to another darkened room. You'll soon find a fork in your path: go right (since it's a dead-end the other way) and defeat the Camel if you want to. (Or you can wait, as usual, to turn on the lights and dodge around it.) The northeast corner of the room has a door leading to another console controlling the lights. Go along the path behind where the Camel was and then go to the southwest corner of the room for a chest. You'll have to defeat the Carmine Beak first, though, you want the Nectar II. Use the door in the southeast corner of the room now.

On the east wall of this room, there is a crack that serves as a shortcut to the unused path from before near the other shortcut; be sure to at least activate it. Opposite there are two westbound halls. If you were to use the one to the south, you won't find much, but can look upon the room you were in when you noticed this other area. The northern path has a crack in the wall almost next to the door actually leading to this place, too! But there's not much here, so just go through the door.

Defeat the Carmine Beak in front of you if you wish, then leave this room heading west to a hall. At the north/west fork, you can go north and activate the lights, although that'll wake up a Carmine Beak along the western fork, which you have to travel along. Either way, at the northeast corner of the next Beak's room is a door to use. Go through the door opposite you in the next room as well.

In this darkened room, head north and east almost right next to a Raging Camel. Battle it if you want. You can go east and battle a sleeping Carmine Beak, too, or go south from where the Raging Camel was if you beat it, then east or south to some more. Personally, I just fried 'em all. >_> Don't judge me. To the east is another such enemy. (Y'know, I'm wondering how they manage to float in their sleep.) Leave this clearing and the next via the southeast corner to find a door to use.

At the south side of the room, you'll find a crack you can use as a shortcut for whatever reason. Use if to go back and heal in Etria if you want, but otherwise go through the door opposite it. If you go forward... What IS that? Despite all efforts, its invisibility stops you from being able to damage it in battle, which prompts Simon to suggest running if you do fight. Suddenly, you sense it run off: maybe behind us, maybe elsewhere. >_>;; We need to ambush it with light.

The Coeurl is still in the room, so keep that fact strongly in mind. You can see it like a normal F.O.E., but it blends in with the background: the only way to see its presence is by looking at its borders, where the background warps. I don't suggest battling either of the nearby Carmine Beaks, either, for now. The door to the light console is at the north side of the room. Specifically, if you zoom in the map to square B4, it would be the second column of tiles. Bathe the area in light!


BOSS: Coeurl, Carmine Beaks

STAT COEURL CARMINE BEAK
Max HP 2,980 1,656
Attack 21 19
Defense 16 16
Item Drops Black Stinger Redbird Plume
Elemental Weaknesses Ice Stab, Volt
Elemental Resistances Volt N/A

Now that the area is bathed in light, we can properly see the Coeurl for what he is: a... uh... big monster. You might want to beat up the nearby Carmine Beaks for battling him properly, but the battle's going to be long enough to make it to where he'll invade those or they'll invade his anyways. >_>

You probably got a taste of Coeurl's power moments ago, and that's pretty much unchanged. Underleveled customers can expect their HP to drop by 20 or more per hit, easily 30% ~ 50% of the average player's HP. It can also nullify stat buffs through Gloom Strike. Its nastiest attack, though, is Dark Cradle, which has a chance of putting everyone to sleep!

You'll want Raquna to focus on a Front Guard for now, and your main character to throw up a Bloody Offense to Arthur and Frederica every few turns, although the boss's Gloom Strike can nullify it. Simon should mostly just stick to attacking until he needs to use Cure/Salva, and Arthur and Frederica (obviously) should use their respective skills. They should focus on multitarget attacks only if the Carmine Beaks intrude on the battle. Despite the weakness of the Carmine Beaks to Volt, though, always have those focus on Ice attacks, with the Coeurl as the primary target: remember, the battle ends when he is defeated, regardless of the Beaks' status.


After the battle, despite the quintet's joy, there is no terminal to be found. We might as well split up and search for clues, right, Scooby-Doo? >_> <_< Anyways, in the northeast corner of the room, if you face north, you can find a hole (unseen on-screen) to sneak through. After the scene there, the group decides to return to the Radha before progressing deeper in the labyrinth. Use your map to backtrack to the Geomagnetic Pole - that sparkling thing in the room at E7.



Retrieve the Dragon's Egg


TREASURES CHECKLIST
[_] Guard Sole [_] Rusty Sword [_] Theriaca B [_] 1,500 en [_] Formaldehyde [_] White Key
[_] Copper Grimoire I [_] Dragon's Egg

~ Etria ~

Back in town, rest up at the inn and whatnot before heading along to the Radha Hall. I went ahead and sold my earnings to get myself and Raquna a new spear, Frederica a new gun, and some decent armor all-around. Once there, you get little hope in whether there are more Geomagnetic Fields in the labyrinth ... 's second stratum, anyhow. There's another on the third, apparently, but we'll need the expertise of the Radha. In any case, return to B6F. Gotta do somethin'.


~ Yggdrasil Labyrinth: B6F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 2 Mint Leaf, Sap Lump, Cross Seed

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Army Wasp 135 16 10 Sharp Stinger, Amber Lump Weak to Stab and Volt
Cutter 2,320 26 19 Bear Fur, Bound Arm N/A
Giant Sloth 424 18 13 Bent Claw Resist Fire; Weak to Ice
Longisquama 236 17 14 Stretchy Feather, Cut Feather Resist all elemental
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Venom Ooze 205 15 17 Sticky Goo, Violet Ore, Condensed Mucus Resist all physical; Weak to Ice

Upon your return, go north and you'll meet a fork past the Geomagnetic Pole. There, go east to soon fidn another fork. Go south to another. This time, go west and you can find a Take Point. Backtrack to the fork north of the Geomagnetic Pole (since there's nothing else usable in this general area beyond mapping purposes) and go west. At the next fork, go west and you'll eventually find another fork. If you want to make some progress, go west, though note that there's a few open halls and an empty room to the east to map out if you want.

In the next clearing, you can find the powerful Cutter F.O.E. These tend to move in a rotary fashion, regardless of what's in their path, so you can use that to your advantage if you want to get by. They're pretty strong, too, but binding their arms is helpful. Leave the room heading south and you'll another room in which two Cutters are going around. If you manage to exit to the northeast, you can reach a clearing in which a Guard Sole lies. Backtrack now to the room in which you first found a Cutter.

Exit to the north to another clearing, which has a door further north. Use it and go along the new path to a fork. If you go to the end of the path to the west, you can find a Rusty Sword we can trade away later on - climb the tree to grab it. Head east from there and through another door: this clearing has three Cutters in it. If you leave this room heading northeast, you can reach another clearing. Exit to the southeast to find a small clearing with a Take Point. Continue along the path to find a door to go through. In the small room beyond, you can press A on the southeasternmost tile to find some hardtack, recovering 50 HP across the whole party! ^_^ That may seem fine, but keep in mind that one character (Frederica in my case) could lose some HP - around 36 - as you leave into the three-Cutter room. The overall benefit is still superior, but you may want to keep some TP/Medica on-hand for her if she gets further hurt in-battle.

Backtrack to the three-Cutter room and exit to the southeast. Head along the path to a fork. Go east there. When you reach the corner where you must turn south, go south three tiles and face west. You can then use a hidden shortcut to reach a chest ontaining a Theriaca B. Continue south in the main hall and go through the door. At the southwesternmost tile of that clearing, you can press A to find some honey, thereby recovering the party for 150 HP and 80 TP across the board!! However, you'll have to fight some Army Wasps for it, but a near-full heal is preferred. ;) Return into the main hall after and go west and south through the next door.

In this area, there are a lot of Cutters about, but they're still as easy to dodge as usual. If you try heading southeast from the start, you can head along a path to a chest in which you'll find 1,500 en. Once you're past the third Cutter (by battle or otherwise), you will soon come across a west/north fork. Go north and along the path. On the tile before the dead-end, you can face north to use and activate a shortcut. Do so, then go along the other branch of the fork to reach the stairs.


RETURN TO ETRIA

If at some point during your quest through the second stratum you return to Etria, you'll have to go to the Radha Hall. I recommend doing this just after B6F, or B7F, whichever you prefer. Once there, we'll learn that we have gotten some news regarding the third stratum, and a mission to accept: "Retrieve the Dragon's Egg". On B8F of the Labyrinth should lie a legendary dragon, a Wyvern. Visil wishes to study it to learn its behavior and what-not, so that's where you come in, he being too lazy to grab it himself.



~ Yggdrasil Labyrinth: B7F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Army Wasp 135 16 10 Sharp Stinger, Amber Lump Weak to Stab and Volt
Death Scorpion258 18 18 Venom Barb, Iron Shell Weak to Bash and Volt
Fanged Vine 224 17 13 Leafy Branch, Vivid Petal, Binded Vine Weak to Cut and Fire
Giant Moa 2,041 26 18 Bird Limb N/A
Longisquama 236 17 14 Stretchy Feather, Cut Feather Resist all elemental
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Venom Ooze 205 15 17 Sticky Goo, Violet Ore, Condensed Mucus Resist all physical; Weak to Ice

Once you arrive, go along the path before you into a clearing. See that red tile in front of you? It is bad for you: those are thorny vines, which will take away 10 HP from you with every step you take, easily 10% or more of some party members' HP. (Oh, did I mention it was party-wide damage? 'Cause it is. If anything, at least, they can't kill you.) Try to avoid such tiles! Anyhow, go east and north out of this room and into the hall. When you reach the fork, go north at it, then east at the next. This spot is important in a later quest, "[[Andradite Plants]]", but don't touch the flower unless you wish to battle a Petaloid.

Go west of there to a fork. There's stuff to map out off to the south if you want, but there's damaging tiles to cross if you wish to go further. Instead, go west of the fork and south at the next two reach a room. If you look off in the distance to the southeast, you can see a chest across the damaging tiles. You'll take about 50 HP worth of damage if you try to get to it, but the reward is the ever-useful Formaldehyde. Back on safe ground, probably after using Salve or Party Cure, head to the west and out of the room, then go north, weaving between the thorny vines in the next hall.

This bobbin'-and-weavin' will eventually turn you southward to find a F.O.E. in the distance: a Giant Moa. Dodge by it if you want: as Simon notes before you regain control, dodging around it rather than in front of it is ideal for that. Me? I like fried chicken. Anyhow, after the fight, continue south and out of the room into a hall. There, as you begin to turn east, you can press A at the corner to swing on a vine, if you wish. If you opt to yell (I laughed really hard at that), you can recover 21 TP. Of course, this will atrract some monsters. =P Simon's no fun, huh?

Go east into the next room and beat the Giant Moa there, if you wish. If you head out of this room going southwest, you will take 40 HP damage (round-trip) but can reach a chest containing a White Key, which we'll use momentarily. Or you can skip along to Unlocking the White Crystal Doors immediately, since we'll try to maintain some semblance of regularity by completing this quest first. Anyhow, from the Great Moa room, exit to the southeast and go along the linear path to find a room with two inside.

Beat them (since it'll probably be more damaging to dodge around 'em). If you leave this room heading north, you can find a place related to a later quest, "Horticulture", but it's a bit pointless to get yourself hurt over right now. Go head northeast out of the room and along the path. At the first point where you are made to turn south, first face north at this corner to activate a shortcut for whatever use you may have for it later. Continue along the main path to a room with a door at the north side. In the room beyond, simply enter to get your HP and TP fully healed. You'll be forced out, though, until you get to the spring on B8F (then you can battle a crab in here), so go south and to the stairs.



~ Yggdrasil Labyrinth: B8F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Light Wood, Entangling Ivy, Jomon Oak
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Death Scorpion258 18 18 Venom Barb, Iron Shell Weak to Bash and Volt
Fanged Vine 224 17 13 Leafy Branch, Vivid Petal, Binded Vine Weak to Cut and Fire
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Giant Sloth 424 18 13 Bent Claw Resist Fire; Weak to Ice
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Pond Horror 1,950 22 23 N/A Weak to Volt; Resists Cut and Stab
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Wyvern 22,500 80 55 Tough Wing, Restrained Leg Weak to Ice; Resists Fire and Volt

If you look to the west as you enter, you can see a multitude of chests across the gap ... but you can't swim, apparently. T_T Go north and along the path to the fork. Go along the path to the north and you'll soon reach another fork. Go north there and you'll find a room with a dried spring within. As Ren tells you, you can go beat the crab on B7F to restore the spring; the crab is due north of the staircase, so it's a pretty short trip. If you return to the room where you met Ren and opt to drink the water, you can heal your party's HP/TP fully.

Return into the hall and backtrack to the previous fork, heading east there. In the northwest corner of the next small clearing you reach, you can press A to use the Chop ability to grab Light Wood, among other things (in theory: that's actually all I got, three of 'em!). Continue northeast out of the room if you wish, though this path ends in an area only significant to the quest "The Lucky Coin".

So, then, go back to the fork in E4 and go west this time into a room. There, go north into a large room. (You'll need to accept the quest "Retrieve the Dragon's Egg" from Radha Hall beforehand, which you should've already done.) The Wyvern is indeed beyond, but we have a problem...


So, in the map above, blue squares mark impassable water, and the red marks the paths the Wyvern's electric breath may take, making certain paths impassible. (Granted, you can enter the breath and take 50 HP of damage, but you will just get shoved back. It won't kill, at least.) The Wyvern himself is at the black square. There is also a chest you are able to reach - containing a Copper Grimoire I - in the northwest corner while the Wyvern's breath is not impeding you. Finally, the egg is marked by the "!" mark at the top. This should help you well enough to map out the room, get the chest, and find the egg. To reach the chest or Wyvern, you basically have to trick the Wyvern into shooting his breath along a different path and then quickly rush forward beyond the range of his breath.

... Actually, I highly recommend against battling the Wyvern. A lot. Verily. You can skate by on his west side, luckily, and that's probably preferable to a crapton of instant-kill attacks. So, then, grab the Dragon Egg and try to hightail it out of here.




Welcome to the Jungle, We've Got Fun and Games...


TREASURES CHECKLIST
[_] 2,500 en [_] Tangler: Head [_] Tangler: Arm [_] Tangler: Leg [_] Copper Grimoire I [_] Nectar [_] Spark Mist [_] Panic Bow
[_] Hunting Horn [_] Copper Grimoire I

~ Etria ~

You know as well as I do that this title was warranted and soon to come. >_> <_<

Once you're out of the Labyrinth, Dragon Egg in hand, head to the Radha's and report your results; you'll earn 2,500 en and a ton of EXP. for winning. You'll also learn the location of a way out of B8F and to go further down to a Geomagnetic Pole. Frederica has a headache outside, so you may want to take her to the pub to get her something to drink. This leads to needing to go to the Inn for a missing-persons quest. Once accepted, we can return down into Labyrinth.



~ Yggdrasil Labyrinth: B8F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Light Wood, Entangling Ivy, Jomon Oak
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Death Scorpion258 18 18 Venom Barb, Iron Shell Weak to Bash and Volt
Fanged Vine 224 17 13 Leafy Branch, Vivid Petal, Binded Vine Weak to Cut and Fire
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Giant Sloth 424 18 13 Bent Claw Resist Fire; Weak to Ice
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Pond Horror 1,950 22 23 N/A Weak to Volt; Resists Cut and Stab
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Wyvern 22,500 80 55 Tough Wing, Restrained Leg Weak to Ice; Resists Fire and Volt

Once you return to this floor, head along to the area where the egg was initially found. The map points out a "!" mark to use. Instead, go due west of there until stopped and face north. This leads to a shortcut to a part of B9F. (Enemy details can be found below, since it's a brief jaunt.) Go west, south, and east there. Past the damaging tiles is a White Key-compatible door; beyond, you can get a Tangler: Head, Tangler: Arm, and Tangler: Leg. Return into the hall and go east, south, west, and north. There are some Jungle Killers there you'll have to fight aginast for the three chests: Copper Grimoire I, Nectar, and Spark Mist.

Once you're done, backtrack upstairs and head to the "!"-marked area. Face north and go along the linear path to some stairs.



~ Yggdrasil Labyrinth: B9F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Scrap Iron, Laterite, Smashed Fossil
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Death Scorpion258 18 18 Venom Barb, Iron Shell Weak to Bash and Volt
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Giant Sloth 424 18 13 Bent Claw Resist Fire; Weak to Ice
Glowbird 358 18 17 Glow Beak, Glow Talon Resist all elemental; Weak to Stab
Jungle Killer2,01729 25 Toxic Barb Resist Cut and Stab; Weak to Volt
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Towering Ooze 467 17 21 Rainbow Gel, Clear Core Resist all physical; Weak to Ice
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A
Venom Ooze 205 15 17 Sticky Goo, Violet Ore, Condensed Mucus Resist all physical; Weak to Ice

Once you arrive, there are four paths out of this room. Use the easternmost of them to reach a chest containing a Panic Bow, then backtrack to the entrance. Use the second path and you'll come to a fork. Despite the obvious risk ahead, go south and along the path to save a monkey at the end; this becomes beneficial later on, so do it. Then go along the other path and into the next room. There, go basically due south and weave around the damaging tiles to end up battling a Tusked Ruin, if you dare.

Go west and south and along the path to a door. Go through. To the north of this room, you won't find anything of use, except for mapping purposes. Go to the south is a path to go along. At the first fork, go south to find a way upstairs. There on B8F, walk west three tiles and face north to activate a shortcut. Then go further along the path to find a chest (Hunting Horn) and a F.O.E. (Jungle Killer).

Back on B9F, go back into the hall and go east. Here, go south to find another fork. At the end of the path to the west, you can find a Mine Point. Go back to the fork and use the door to the east. On the other side, press A while on the north-central tile to find a place to rest for a healing of 30 HP. Return to the fork and go north and into the next room past the door. There, go west, north, and east to deal with a Tusked Ruin if you wish, then go further east and south. Past the door are the stairs.



~ Yggdrasil Labyrinth: Parts of B8F & B9F ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Glowbird 358 18 17 Glow Beak, Glow Talon Resist all elemental; Weak to Stab
Jungle Killer2,01729 25 Toxic Barb Resist Cut and Stab; Weak to Volt
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Towering Ooze 467 17 21 Rainbow Gel, Clear Core Resist all physical; Weak to Ice
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A

Once back up here, go east and north along the path to a fork. There, you can go north and north again at the next point to find a Chop Point. Backtrack to the previous fork and go west, then west again at the next fork. At the four-way near the water, almost in the center of B6, go north and east and north to find a Jungle Killer. Defeat it and go north and west some more to find some stairs down to B9F. Go along the linear path there, past a Tusked Ruin, to get a Copper Grimoire I from the chest. Backtrack to B8F again. Go back to the first fork you found in the area, in C6, and beat the nearby Jungle Killer. Go south a while from there, past all of the forks, to eventually return to B9F again. On the way, you'll pass some water on your left: at the first tile of such, face west and you can use a shortcut very near an old entrance to a floor. Do go back and down to B9F, though.

Once here, you'll find the man in question for your "missing persons" quest, and he's heavily injured. The soldier who found him refuses to let you in further for now, so back to Etria!




The Hunt for Cernunnos


TREASURES CHECKLIST
[_] 1,500 en [_] Lucky Scarab [_] Axcela [_] Hamao [_] Soma [_] Nectar [_] Amrita II

~ Etria ~

So, then, because Mr. Buzzkillington decided to get himself injured and we happened upon him, we're forced to return to town. What a baby. >_> Anyhow, back in town, we'll hand over the injured guy to the soldiers while we head to Radha Hall. (After restocking, healing, and binge drinking, of course!) Head into the inn, too, to earn 1,500 en. Once in Radha Hall, you'll learn of (and have to accept) a new mission permitting further progress, "The Hunt for Cernunnos". This mission basically requires you to go down to B10F and defeat Cernunnos. So, return to where you were on B9F.


~ Yggdrasil Labyrinth: Parts of B8F & B9F ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Glowbird 358 18 17 Glow Beak, Glow Talon Resist all elemental; Weak to Stab
Jungle Killer2,01729 25 Toxic Barb Resist Cut and Stab; Weak to Volt
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Towering Ooze 467 17 21 Rainbow Gel, Clear Core Resist all physical; Weak to Ice
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A

From the spot where you found the injured man, go west and through the door to an area with some damaging tiles throughout. Follow the "safe" path west to a Ruined Tusk. Then go north, west, and south to another, which you'll have to beat to avoid 20 HP of damaging tiles. Then simply continue on and out the door. On the other side, exit the clearing to the southwest to find a room. In its northeast corner is another Mine Point. Return to the previous room and use the southeastern stairs to go up.

Back on B8F again, go north and west to a large room with some water and Jungle Killers throughout. Nothing special, though. From the northeast corner of the room, you can see the stairs to the south. Once you're two tiles north of the stairs, face east to make a shortcut near the start of B8F. (Go ahead and go to the healing spring, too, since you're nearby.) From the shortcut's west side, go south and downstairs. On B9F, simply go north and west along the "safe" path to head further down to B10F.



~ Yggdrasil Labyrinth: B10F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 1 Light Wood, Entangling Ivy, Jomon Oak
Mine Point 1 Scrap Iron, Laterite, Smashed Fossil
Take Point 1 Mint Leaf, Sap Lump, Cross Seed

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Army Wasp 135 16 10 Sharp Stinger, Amber Lump Weak to Stab and Volt
Barbed Tiger 300 21 16 Tiger Fur, Tiger Fang Weak to Ice; Resists Volt
Cannon Palm 472 22 21 Palm Bark, Starseed Weak to Fire; Resists Volt
Cutter 2,320 26 19 Bear Fur, Bound Arm N/A
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Giant Moa 2,041 26 18 Bird Limb N/A
Jungle Killer2,01729 25 Toxic Barb Resist Cut and Stab; Weak to Volt
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Towering Ooze 467 17 21 Rainbow Gel, Clear Core Resist all physical; Weak to Ice
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A

When you arrive, it will be in a room with four exits. To the southwest, you can find a Take Point in the southwest corner. If you use the exit to the northeast, go east and east at the forks to arrive at a spot where you can be healed for 70 HP if you want. From the main room, exit to the northwest, then repeat in the next room. There, go east and north to battle a Giant Moa and a Tusked Ruin if you want, then leave this room heading northeast.

In this room, the tile in the southeast corner - if you face south and press A - will let you into the hall from before where you got healed. Otherwise, go northwest and out of this room to find a room with a Cutter circling the center. Beat it or dodge by its rhythmic movements to head to the southwest corner. There, you can face south and press A to find a room with a chest containing a Lucky Scarab. Return into the main room and leave heading northeast: you'll deal with a Giant Moa before reaching the door.

Once through said door, go along the path and south at the fork. The instant you reach the clearing in northeastern B3, face south and press A to use and activate a shortcut. Leave the original clearing to the east to find a larger one beyond. There, you will deal with a Giant Moa and a Jungle Killer: nothing special. If you use the door in the northeast corner, you'll find a hallway: go south at the fork to arrive in a narrow clearing with three southbound doors. The westernmost door leads to a Chop Points. That's it for this side: the middle door is blocked for now, and the easternmost one is only useful in the quest "Official Business I", so return to the large clearing from before.

Exit to the south, then exit that featureless clearing to the southeast. Go out of that clearing to the southeast and you'll reach a fork in the hall. Go north and to the end to find an Axcela, then return to the fork and go east. At the next fork, go south and to the end. There, if you helped the monkey earlier on B9F - see previous sub-section for more details - you can get Hamao, Soma, and Nectar! ^_^ See? Helping people - well, bipeds - is always helpful!

Return to the previous fork and go east, then south at the next one. After a lengthy jaunt, you'll soon reach another. Go south at it and you'll soon find an alcove to the north containing a Mine Point. Continue along the path to another fork. Go west and, one tile before the dead-end, face westward and you can press A to activate and use the shortcut. (FYI, that's the last one of this stratum for now.) Backtrack to the previous fork and go east and north, then north at the next one. In the center of the room there, you can receive an Amrita II. If you speak with them a second time, you can also receive a full healing! Nice!

Return to the fork and go east, then leave that clearing heading east. Hm. I wonder what's beyond door number 1?


BOSS: Cernunnos, Healing Rollers

STAT CERNUNNOS HEALING ROLLER
Max HP 6,880 340
Attack 30 18
Defense 20 22
Item Drops Sharp Horn, Cursed Arm N/A
Elemental Weaknesses Volt N/A
Elemental Resistances Fire Cut, Stab, and Bash

Note of trivia: During the introductionary sequence when starting up the game, the party fights a horned boss in one of the movie-like sequences. Cernunnos is that boss.

Maybe it's just my level (around Level 27), but Cernunnos's offense wasn't very powerful against my characters. His main attack is Combo Smash, a physical attack that deals out 20 ~ 40 damage and hits adjacent characters in the same line. There's also a Hurricane Punch attack to everyone (10 ~ 20 damage) and a direct Horn Smash attack (~20). Your main difficulty, though, will be in the boss's Cross Counter move. For one turn after its use, any non-magic attacks will be countered for about 30 damage, which is a significant problem to those without Party Cure or Salve; be sure Raquna/Simon are ready to fix any mishaps resulting from this move!

Since your front line is probably the wider of the two, Raquna is best devoted to using Front Guard (or Rear Guard if the opposite is true) to protect the majority of your allies. The main character should be capable of dealing out the useful Black Sabbath at this point: a costly skill, but HP absorption is always useful, so why not go for it? Simon is best left to his "white mage" role with healing, dealing out offense whenever the situation is well-managed. Arthur and Frederica probably don't need to focus on anything special other than simple Volt-based attacks. Frederica may help in preventing Combo Smash with an Arm Snipe. Overall, a simple battle ... almost too much so!

Finally, Cernunnos is capable of summoning Healing Rollers, primarily in the second half of the battle. As their name implies, their main purpose to heal the boss. This is done via a Cure spell, which will heal about 200 HP, which means easily 400+ HP with multiple Rollers on the field! You should switch to all-enemy attacks the moment they appear: Black Sabbath and the Thor Formula will be great for this, as would the Rush attack if you've somehow gotten it from a Grimoire Stone as I have.


After the battle, the party celebrates as they go down to The 3rd Stratum, hoping to find a Geomagnetic Pole beyond...



Unlocking the White Crystal Doors


TREASURES CHECKLIST
[_] Copper Grimoire I [_] Guard Sole [_] Four-Leaf Clover [_] Ice Talisman [_] Copper Grimoire I [_] Amrita II [_] Divine Gift [_] Amrita II

After having gotten the White Key from the 7th floor of the Labyrinth - see Retrieve the Dragon's Egg - we can unlock some of those crystal-blocked doors we've seen throughout the dungeon. Here are those we've seen insofar.

  • B1F: If you head north of the entrance, it will be in the third clearing, which is in B2. If you head west and through the door, you can find a Copper Grimoire I. Additionally, an eastbound shortcut has been made available in D4. Walk north three tiles from the dead-end and face east to get to a new area. There, you can go north and along the easy-to-navigate paths into rooms for a Guard Sole, Four-Leaf Clover, and Ice Talisman. North of the room after the latter, you can go east at the fork to find a Copper Grimoire I. Go along the other path. As you are about to cross back into C4, face west and use the short to return to the main floor.

  • B2F: The door is in C3's west-central portion, blocking off a room we couldn't get to earlier. The room contains two chests, an Amrita II and a Divine Gift.

  • B5F: This one is better-suited for a longer walkthrough, as below.

  • B6F: This one is found at the Take point nearest the floor entrance: simply go east to find it. The room beyond contains an Amrita II.

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Boulder Boar 1,503 18 13 Broken Tusk Resist all physical
Flying Beetle 206 14 14 Thorn, Hard Shell Resist Cut and Stab; Weak to all elemental
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Ragelope 1,055 17 13 Deer Antler Weak to Volt
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Sabretooth 288 20 15 White Fang Weak to Fire; Resists Ice
Skoll 859 16 14 Wolf Pelt Weak to Fire; Resists Ice
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
War Bison 330 15 11 Metal Horn, Penetrated Hide N/A

The remaining door is on B5F, in square B5 (lol). This one will set us on a pretty long journey, upward of all directions. Once through the door, go along the path before you for a while, bypassing both of the first forks you reach. At the next one, go west, bypass the next, and skip the next as well. This should get you to B4F pretty easily.

There, go along the path before you into a room. There, use the southeasternmost door and go along the path into another lengthy room. Exit out the other side and you'll be able to fight some Reaping Shades there. Just north of where they initially spawn are some stairs up to B3F.

Here, go south and deal with the Boulder Boar - you're definitely strong enough by now to have no qualms about fighting them. Go southward along the rooms of the west side of this "secret" area to find another. From there, go east and south to beat another Boar, then go along the path behind him to find another. Go north of where said Boar was to find another, then another. Once beaten, go north into the next room and use the northwestern corner's shorcut - just face north - and that'll do it for this minor quest.




Second Stratum Quest Cleanup


TREASURES CHECKLIST
[_] Leaf Tunic [_] 4,000 en [_] Fire Talisman x3 [_] Theriaca B x3 [_] Bone Flail [_] Nectar x3 [_] Lucky Scarab x2 [_] 700 en
[_] Axcela x3 [_] Nectar II [_] 1,500 en [_] Fire Ring [_] Hunting Horn [_] Amrita x2 [_] Tusk Charm [_] Medica III x2
[_] Kotegiri [_] 10,000 en [_] Slumber Knife

Before we jump any further into the Labyrinth, I find it a pretty good idea to go ahead and finish all of the quests we unlocked during the course of the second stratum. And there's a lot!

  • A Trade: This may not be an actual request, however it fits well here. Speak with the "swordless adventurer" in the pub and hand him the Rusty Sword. (If you don't have the Rusty Sword, it can be found on B6F. From A1, go north and east along the hall to eventually find a fork. Go west and to the end to find it.) You'll get a Leaf Tunic in return.

  • The Hunt for Cernunnos: Go to Radha Hall to report the completion of this quest and earn 4,000 en (plus 45,000 EXP.!). After, you are obligated to head to the Rooster Inn and inquire as to the condition of the girl-from-earlier's father: he's apparently okay, and you receive a letter of thanks to accompany this. ... What, no money!? =P

  • A Favor to Shilleka III: Another quest type you ought to be familiar with, it involves you going to Shilleka and then gathering the ingredients she needs to make a Bone Flail. And, as with the previous two quests of this type, I've no clue as to what a Bone Flail is made out of: I already had made it myself by this point. Oh well. Free Bone Flail! =P

  • Request from the Pub II: The owner of the pub this time requires four Iron Shells. Iron Shells are found sometimes when you defeat the Death Scorpions of the second stratum, specifically found on B7F, B8F, and B9F. Due to the variety of monsters living there, B7F boasts the best chance of finding them: four random monster varieties including the Death Scorpion means a 25% chance of encountering one.

  • Fashionista II: For this particular quest, we'll find that Ms. Meryl now requires a Sharp Stinger. The Sharp Stinger is an item found at random by defeating Army Wasps. These particular enemies are found pretty rarely, located on B6F, B7F, and B10F, though B6F and B7F have a higher concentration to some slight extent. You need three Sharp Stingers total.

  • Horticulture: This quest involves the wish of a dying man who had quite the green thumb. (Hopefully it's not what he died of.) On B7F of the Labyrinth was a place where a plant could grow that it would nowhere else. When you arrive on the floor from B6F, go west to C3, then go south to the shortcut near there. Cross it and go west into the large room with the many damaging tiles. If you go north from the very center of D2, you should be able to reach a small alcove: go to its northeast corner to plant the Gold Seed. You'll have to fight some Pollen Bees before leaving, though: they're pretty easy to beat, though, especially due to their Stab and Volt weaknesses.

  • Adorable Plants: Speak with Johan the botanist in the pub after accepting the quest: he basically wants you to find out where the Petaloids live in the Primitive Jungle. The place is in A4 of B7F: it's on the map below. Simply visit the spot and return to the pub to report its location to specifically point it out. (As a note, the man ends up throwing in two more Axcela to bring the overall reward to three Axcela.)

  • Explorers Guild Trial: Well, this is just great. The Guild has at random decided to issue a trial in which you stay on B8F for five days. Get there between 7 AM and 10 AM on a given day (the time is in the top-left: if you don't want to wait around, stay at the inn until morning, which is 7 AM). Time passes as you move around, and it does so automatically: and slowly. I mean, I map out the whole friggin' thing and I rarely spend more than 12 in-game hours on a single floor. One hour will pass with every 30 steps, which means 720 per day and 3,600 total. However, this is a pretty easy trick to this. In the Wyvern's room, you cannot encounter enemies at random (other than the Wyvern itself, which is non-random). If you set yourself up an Auto-Walk path there, you won't encounter a random enemy and can simply wait out the five days! If you want to avoid the Wyvern's electric breath, look at the map near the end of Retrieve the Dragon's Egg. In any case, each hour should pass in about 10 seconds, which means a day every four minutes and the whole quest in about ten. (There are breaks for ~12 hours starting at 7 PM.)

  • The Lucky Coin: In this quest, you need to head to B8F, in the northeastern portion of D5. Specifically, from the main entrance in F4, go north and east at the fork, and at the next, then go to the end of the path. There, when you try to pick up the coin, you'll fight a Fire-Eater: a more powerful Firebird, still weak to Ice.

  • Chef's Odd Request: For this quest, you need to find some Carminite. Carminite is a rare item, found by defeating Firebirds in a particular way: through fire itself! (That means Fire and Inferno Formulas for Arthur, and Fire Rounds for Frederica.) Firebirds can be found on B8F, B9F, and B10F pretty often. You just need one.

  • Scavenging for Ian I: For this quest, you need to get one of every "Mine"-able item from the second stratum. There are only three items for this: Scrap Iron, Laterite, and Smashed Fossils, each found at random from each Mine point once daily. There are Mine points on B9F (very southwest E6, southwest E2) and B10F (alcove in southeast E4) that are almost impossible to miss, so check 'em all. It'll help to boost the level of your Mine skills if you're having trouble.

  • Prayer to the Stars: This is a pretty simple quest: find a Starseed (just one) and return it to the pub. The Starseed is an item dropped by Cannon Palms, found pretty much only on B10F. It's a random drop, so there's not a lot to say except grind as needed.

  • The Fossil Charm: In this quest, you need to find Smashed Fossils from the Mine points in the second stratum: as always, it is a random find, but you can do it once daily per the three points. There are Mine points on B9F (very southwest E6, southwest E2) and B10F (alcove in southeast E4) that are almost impossible to miss, so check 'em all. It'll help to boost the level of your Mine skills if you're having trouble. Once you've gotten some Smashed Fossils, you need to sell them at Shilleka's until you can buy the Old Choker accessory. Then simply return it to the pub.

  • Pest Control: Once accepted, you need to head to that room on B10F that was immediately noted by being bug-infested upon entrance. When you enter the floor from B9F, use the northwestern of the four exits to head to northern E1 and there you'll find it. You'll begin by fighting Toxinflies, which are weak to Volt (Thor Formula, anyone?). After several straight battles, you'll be able to return to the pub.

  • Remembering the Fallen: This quest, even though we'll cover it before completing the third stratum per our walkthrough tradition, is still able to be completed: just riskier. There are three spots on B11F to investigate regarding certain items lost by the client's now-dead comrades. They are on the map below.

  • The Bandit's Treasure: This is definitely a difficult quest: come along with the White Key item and plenty of ways to heal HP/TP, revive, and do elemental damage. It involves something behind a crystal door on B5F. We already covered most of this path, so look at Unlocking the White Crystal Doors for most of it. This section ends on the note of a shortcut. To the east of the room containing said shortcut, you will encounter a Golem monster, but only during this quest. It is very strong, easily able to deal 30+ damage in a single attack, so set Raquna to Guards and Simon to healing early on. You'll want the main character to focus on elemental attacks if possible (or Black Sabbath), and definitely elemental for Arthur and Frederica as the boss resists physical attacks. Come in with lots of TP-restorers: this will be a long fight, easily able to exceed 30~40 turns, and you will LOVE elemental attacks. After, you'll fail to find any treasure (just press A on any three tiles in the room), so return to the pub to report the quest's success. Worry not, though; the problem resolves itself.

  • Observing Adventurers II: Guess what? Shilleka wants to go through the Labyrinth with you again, this time on the second stratum. Specifically, she wants to go to the healing spring. After some of the previous quests (and your main journey through the area), you should be familiar enough with B8F to get there. If not, from the main floor entrance, go north at both the forks you soon reach. After the scene there, you simply need to return back to Etria. (Although she justs decides to use an Ariadne Thread when you leave the stratum ... and she doesn't even offer to take you. Jerk.)


The 3rd Stratum



Sectional Flowchart







A Pole in the Rainforest


TREASURES CHECKLIST
[_] Axcela [_] Amrita [_] Medica II

~ Yggdrasil Labyrinth: B11F ~

After defeating Cernunnos on B10F, it's probably best to go back to Etria  to heal or clean-up some quests as above. If you're done with that, then once you reach B11F, go along the path before you until you see a room to the left. Go into it to find the Geomagnetic Pole. Well. Let's use it.


~ Gladsheim: Area II ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Army Wasp 135 16 10 Sharp Stinger, Amber Lump Weak to Stab and Volt
Blue Patroller2,18828 25 Pink Wing Weak to Stab and Volt
Doom Bison 558 22 21 Vermillion Horn, Vermillion Hair N/A
Mauler Mole 250 20 16 Curved Claw Weak to Fire
Vampire Bat 165 16 12 Bat Skin Weak to Stab and Volt

When you arrive here, after interacting with the terminal, it seems that we have to activate the emergency power. There are also some switches on this floor we need to activate to move around some doors, a fact you quickly find out if you explore a bit. Due south of the Geomagnetic Pole is a door, so use it. Use the console beyond to unlock any doors that are marked with a "1".

Go back to the Pole and head northeast of it and east when you are in D5 to go to a new portion of the area. Ignore the fork (to the south is just a bunch of dead-ends leading nowhere in particular) and head into the next room. A big, blue bee will be pointed out to you. This is a pretty annoying F.O.E. since it defies most of the territorial obstacles, so just get a big blue flyswatter to kill it. (Or some of Arthur's formulas. But which sounds like more fun? =P) Note there is an Axcela in the southwest part of the room. Leave the room heading southeast, then the next in the same fashion. This will bring you to a console that unlocks doors numbered "2".

Return into the previous room and go through the now-open hall before you. Eventually, the linear path will return you to the area with the Pole: head northwest of it now. At the forks, go north, north, west, north, north, north, north, and you should get into the room around A1/A2/B1/B2. Leave there to the southwest and head along the path to a door. Use the console beyond to unlock all "4" fours.

Backtrack to the previous room and exit to the northeast. In A3 should be a way eastward, so go there. In the room, you'll find a few Blue Patrollers to deal with. Exit out of this room heading east into the hall. At the fork there, go south, then east into the room. Go along the path there and head southeast out of it. Follow the path there and you should reach a doorway - as usual, beyond it you'll find a console, this one unlocking all "3" doors. Return into the hall.

Backtrack to the room with the Geomagnetic Pole. If you leave that room heading southeast and southwest, you can find that the paths are now opened, leading to a Amrita and a Medica II. Now, head northwest of the Pole again and, this time, go south at the fork as you leave the area. Ignore the first fork and go west at the second to enter a room with some Blue Patrollers inside. Once done, leave the room heading west and you'll find a fork. Go south and past the room to find a console opening all "5" doors.

I think that's got it all. Head back to the Geomagnetic Pole and go north of it towards C4. As you enter, a fat bee drops down from above. That wouldn't so much of a problem if it wasn't on the power generator!


BOSS: Queen Bee, Noble Bees

STAT QUEEN BEE NOBLE BEE
Max HP 3,888 1,288
Attack 32 24
Defense 25 20
Item Drops Furcasternum Pink Wing
Elemental Weaknesses Fire Stab, Volt
Elemental Resistances N/A N/A

The main purpose of the allying Noble Bees is to mostly help the Queen Bee in some way. Their primary defensive function is to boost the evasion of the entire enemy party, though they also have (somewhat weak) attacks used to stun you. The Queen Bee herself has a tendency to sit there like the fat b ... ee she is, just Defending, although she can use Frustrating Rage to hit multiple members of your party. There is also Mirage Pollen, which can cause Panic, but that's about it.

Once you've gotten rid of the Noble Bees, you're pretty clear. Once close up as a result, she'll begin to use Crushing Jaw and Spread Shot. Crushing Jaw is a single-target attack that mostly just does 15 ~ 20 damage. Spread Shot is more volatile, able to induce Poison, so definitely keep an eye for that.

Noble Bees will reappear on occasion; simply shoot 'em down again when they appear. It's the easiest boss we've had in a while, so simply stick to Fire/Volt/Stab attacks where/when appropriate and the bees'll go down easily.


After the battle, the console in front of you should be automatically activated in the following scene. Return to the Geomagnetic Pole and examine the console to the north of it...

Well, well, well... After that spoilerific scene, we decide our first goal is to find three more Geomagnetic Poles in the Labyrinth. Now that our excursion here is over, use the Geomagnetic Pole to go back to Etria.




Map the Newfound Stratum


TREASURES CHECKLIST
[_] Rock Coral [_] Medica III [_] Silver Grimoire I [_] Honey Crystal x2 [_] Crinoid Leaf x2 [_] Sea Branch
[_] Warding Bell [_] Stab Shell

~ Etria ~

So, once you're back in Etria, Simon suggests heading to Radha Hall to report our results in the initial investigation we were sent on. You know, the "abnormality"? Heal up and save, then head on there. After the scene there, accept the new mission, "Map the Newfound Stratum". For now, this concerns mapping out B11F and B12F in whole. Whelp, guess we gotta get started.


~ Yggdrasil Labyrinth: B11F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Sea Pyroxene, Deposit Piece, Corundum
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Blood Ant 1,586 33 28 Black Carapace Weak to Ice; Resists Stab and Fire
Honey Ant 220 25 22 Honey Crystal, Iron Exoskeleton, Amber Lump Weak to Ice; Resists Stab and Fire
Killer Ant 225 26 23 Steel Chitin Weak to Ice; Resists Fire and Stab
Madworm 386 27 22 Elastic Skin, Sleepy Eyeball Weak to Cut and Fire; Resists Volt
Servitor Ant2,186 31 31 Red Carapace, Fossil Nest Weak to Ice; Resists Fire and Stab
Treefrog 396 27 21 Ice Sweat, Gum Throat Weak to Bash and Volt

Once you arrive from the Geomagnetic Pole, go north and into the hall, turning west at the fork. At the next, some stairs lie off to the south. Do go ahead and map off that path, but don't go down just yet. Go north of the fork to another. Turn east there and map it out to the end. Return to the fork and go west, then north at the next. Just go to the end of the path: when you see the hole, turn back or you'll go down a floor! Then go back to the previous fork and south.

Head along it a while and you'll soon reach another fork in C3. Go north and to the end of the path there; press A at the end to find a rock to sit on. Whoever sits on it will lose 50 HP, but you'll get some Rock Coral. ... I'm sorry, but how in hell can you not spot sharp coral on a boulder? Go back to the previous fork and then go east. At the next, go south and to the end for mapping, then go north from the fork and into a room. You'll find two Blood Ant F.O.E.'s there to deal with.

Leave that room heading east. In the hall, as you step from A4 to A5, stay in A4 (the third tile of the hall). Face south and go through the shortcut to find a room with a chest containing a Medica III. ^_^ Go back into the hall and east. At the fork, go south for some mapping, then go north. At the fork, go west and through the door, but once beyond don't take a step or you'll fall in the hole: just turn around, nuthin' to see here. Go past the fork and to the end of the path for a Mine Point, then go south into the room.

Smash the Blood Ants and exit this room to the south. At the end of the path, grab up the Silver Grimoire I from the chest, then backtrack all of the way to the room (mostly) in A3/A4 where you first found the Blood Ants. Exit off to the northwest and you'll find a fork in the hall. To the west are just rooms and the like for mapping. Going south brings you to a clearing, then a long hall. At the fork you eventually reach, keep in mind that it's just a square hall, so loop around once, though beware the Servitor Ant F.O.E.'s circling around as well. Plus, to the south, don't go in the door, since there's a hole beyond it to drop you down a floor!

Exit the square hall to the south and you'll soon find another fork. Go south and to the end for mapping purposes, then go north of the fork and into the alcove you quickly find to the east. Press A at the end. You can opt to attack the ants and thereby earn two Honey Crystals, two Crinoid Leaves, and a Sea Branch for winning. You could be forced into a battle with some more later on as a result of this, but they're easy to beat. =P

Exit from the alcove after and go north at the fork. As you reach the second corner and turn southward in D6, face east at the corner to deal with a shortcut. Once done, get back on the proper side of it and head south. Behind the door in front of you (plus the doors to the west) is a pit. You can go safely through the doors, but don't take a step forward or you'll fall. North of them, you can find a room with a Mine Point.

Backtrack to the square hall mostly in D2. Leave it to the west to find another room. Map 'er out and head north into another room. Deal with the Servitor Ants there and get the Warding Bell from the chest near the northeast corner. Map out the room (be sure to remember the little branch-off to the southeast) and return into the previous room. Exit it to the south for one more small clearing. That'll be it for this floor, since the rest is beyond a Purple Crystal Door, sadly. Gah, and there's useful stuff beyond! x_x Backtrack to the downbound stairs in very northern E5 and use 'em.



~ Yggdrasil Labyrinth: B12F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 2 Crinoid Leaf, Stab Shell, Lapis Strawberry

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Blood Ant 1,586 33 28 Black Carapace Weak to Ice; Resists Stab and Fire
Forest Bat 235 27 20 Bat Wing, Bat Ear, Iced Skin Weak to Ice and Volt
Guardian Ant 335 26 27 Bone Shard Weak to Ice; Resists Stab and Fire
Honey Ant 220 25 22 Honey Crystal, Iron Exoskeleton, Amber Lump Weak to Ice; Resists Stab and Fire
Killer Ant 225 26 23 Steel Chitin Weak to Ice; Resists Fire and Stab
Madworm 386 27 22 Elastic Skin, Sleepy Eyeball Weak to Cut and Fire; Resists Volt
Redclaw 832 33 28 Bloodbear Claw, Red Hide Weak to Ice; Resists Fire
Servitor Ant2,186 31 31 Red Carapace, Fossil Nest Weak to Ice; Resists Fire and Stab

Upon arriving on this floor, head north to a fork. Bypass it and continue along to another fork. Go south there to the shiny Take Point for some stuff. Return to the fork and go west, and west at the next as well. At the next fork, map out the clearing to the east, then go west and along to the end of the path. There, you can find a Stab Shell once it's dug up.

Backtrack to the fork just north of the staircase, in north D5. Go west there, and west at the next. Map out the small path to the north then come back to the fork and go east and south. At the next fork, go south to find yet another in E4. Explore each and every end of the two paths before you: there are six branching-off points to deal with. Only one is of current use, the one in southwest F5, which yields some water to heal for 80 HP and 30 TP across the party. Still, y'know, mapping.

Return to the fork in southwest D4 and go west of it. Map out the small path to the north, then take the other path. Map it out to the end. That does it for this floor ... in a way. Backtrack to B11F and head to the area south of the Mine point, to the mass intersection in E4. There were four doors there. Beyond each are holes down to B12F: use the second door (going left to right), the western of the two shown in E4. You should fall into a part of B12F that you cannot otherwise reach save for the shortcuts that have to be activated from this side.

Once down here, go along the path before you. At the corner where you must turn west in F4, face east and you can activate that shortcut by using it. Return and go further west through the door. In the clearing, you'll notice an ant egg nearby spawning all sorts of Ant F.O.E.'s. The obvious imperative is to first approach and attack the egg before opting to map out the clearing. (Or you can do it in the opposite order for some en masse EXP.) It'll take three attacks to break it. Once done, map out the clearing and exit to the northeast to find another Take Point. Return to where the egg was, map out the enclosure just to the west, and go north from it.

Map out that small clearing. While there, face east from the northeast corner to use the shortcut for a lot more convenience in the future. Go north a room to find another one of those eggs to deal with. Once it's gone and the clearing's mapping out, repeat in the next clearing to the north. Exit it heading northeast. Once past the door, face northward. If you defeated the ants on B11F and move onto that tile in front of you, you'll battle some ants in several battles; get Arthur ready with his Cocytus Formulas!

Continue following along the path. Three tiles east of the fork, you can face south to find and use a shortcut, although we shouldn't just yet. Continue along to the end of the main path and you'll find a small clearing. Use the shortcut in its southeast corner whilst facing to the east, then backtrack to the other one in A3 and go south into the room. In front of you, you'll find the Queen Ant to deal with!


BOSS: Queen Ant

STAT QUEEN ANT
Max HP 6,965
Attack 38
Defense 27
Item Drops Death Claw, Ant's Jaws
Elemental Weaknesses Ice
Elemental Resistances Fire

The Queen Ant can be sort of imagined as a superior version of the Ants she later spawned: what you'd expect, given she's their mother? Her offense mostly consists of direct physical attacks that will deal 25 ~ 45 damage to you. Most notable of those is one particularly nasty attack, Queen's Verdict, that hits around four times to random targets, although some may be hit multiple times, allowing at least one person to accumulate 60+ damage easily. She can also use Duster to lower the accuracy of your party.

Overall, though, it's a pretty easy fight. Even without knowing her bestiary data, you could quickly assume that her elemental affinities match those of her spawn and you'd be (mostly) right: she is still weak to Ice and resists Fire, but no longer resists Stab, giving a slight aid to your Highlander. I stuck him with using Head Pierce, Arthur with Ice Formulas, Frederica with Ice Rounds, and let Raquna and Simon just attack: after eight turns, I still didn't need to heal. >_>


After the battle, map out the remainder of the clearing: it's pretty big, eh? At the southern portion, on the tile southwest of the big tree, you can face south to find a shortcut. Use it. In the next clearing, use the shortcut in the southeast corner (face east) to return to the main area. Since we're done mapping this area, return to Etria.



Lurker in the Rainforest


TREASURES CHECKLIST
[_] 7,000 en [_] Bug Nest [_] Amrita II [_] Nectar II [_] 3,500 en [_] Copper Grimoire I [_] Hunting Horn
[_] Violet Key [_] Hex Staff [_] Silver Grimoire I

~ Etria ~

After having sufficiently mapped B11F and B12F - you'll be told by your allies when they're done enough - you should return to Etria. Heal, shop up, get drunk, do whatever you normally do there. Once you're done, head to the Radha Hall. Report the mission's results and you'll receive 7,000 en plus a staggering 77,000 EXP. After the startling - and somewhat suspicious - realization that comes after this, you need to accept the next mission, "Lurker in the Rainforest". The basic goal is to investigate some monster found in the third stratum, though we know not what it is: just that it (should) be deep therein and that it's almost human-like... Anyhow, down we go!


~ Yggdrasil Labyrinth: B13F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Rock Coral, Sea Branch, Narcissus
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Aquatic Butcher3,38537 36 Red Blade, Volt Shell Weak to Volt; Resists all Physical
Dragonfly 558 33 28 Rigid Thorax, Bug Nest, Paralyzed Leg Weak to Stab and Volt
Dragonhorse 283 26 20 Scale Plate, Ryuguu Pearl Weak to Fire; Resists Ice
Guardian Ant 335 26 27 Bone Shard Weak to Ice; Resists Stab and Fire
Madworm 386 27 22 Elastic Skin, Sleepy Eyeball Weak to Cut and Fire; Resists Volt
Redclaw 832 33 28 Bloodbear Claw, Red Hide Weak to Ice; Resists Fire
Treefrog 396 27 21 Ice Sweat, Gum Throat Weak to Bash and Volt

When you arrive on the unlucky thirteenth floor, go along the path before you to a fork. Go north and along to another. Go west there and you'll end up dealing with an Aquatic Butcher as you move. At the next fork, go north and deal with another. At the end of the path, you'll find a Bug Nest to pick up. If you reach out for another, you'll have to deal with some Dragonflies instead of getting anything (although they can drop Bug Nests =P).

After this, return to the previous fork and go west, west at the next, then north and to the end of the path to find an Amrita II in a chest. Return to the fork you found just after the startin D3, then go east. At the next, go north, then north at the next one and east further along. As you enter the clearing around the obvious Chop point, you will be effectively threatened by a bunch of frogs. If you throw a stone into the water, you will engage them in battle (alongside some other enemies, perhaps - nothing unusual though). Use the Chop Point, then return to the previous fork.

Go south there. At the next fork, go west and southwest to find a healing spring; otherwise, just go south and along the path for a while. Once you get to square D2, you'll be going north. At the corner where you turn west, face north so you can activate the shortcut, then continue along the main path to a fork. There, go north. At the next one, only go east if you're in the quest "Crab Catchers", which you're probably not if you're following the walkthrough; at the end of the path to the north is a Chop Point.

Backtrack to the fork in southwest D1 and go souith and along the path for a while, past an Aquatic Butcher, to a fork in E2. There, go north and to the end to find a Nectar II within a chest, then go back to the fork and head east. Then go south at the next fork and east at the next two to find 3,500 en in a chest. Go back to the previous fork (southeast E5) and head north from there to another, where you should head south.

At the next fork, go west and into the small alcove where you can find some shellfish to heal the party for 30 TP across the board if you face north and press A. Then go east from the fork and along the path for a bit. Once you bypass the water and Aquatic Butchers, in northwest D7, you should be heading north. In the very northwest tile of that named sector, face west to activate a shortcut before leaving, then continue along the path into the next floor.



~ Yggdrasil Labyrinth: B14F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 1 Rock Coral, Sea Branch, Narcissus
Mine Point 1 Sea Pyroxene, Deposit Piece, Corundum
Take Point 1 Crinoid Leaf, Stab Shell, Lapis Strawberry

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Aquatic Butcher3,38537 36 Red Blade, Volt Shell Weak to Volt; Resists all Physical
Creeping Death4,50038 34 Gator Skin Weak to Ice; Resists Stab
Dragonfly 558 33 28 Rigid Thorax, Bug Nest, Paralyzed Leg Weak to Stab and Volt
Forest Bat 235 27 20 Bat Wing, Bat Ear, Iced Skin Weak to Ice and Volt
Guardian Ant 335 26 27 Bone Shard Weak to Ice; Resists Stab and Fire
Hell Angler 920 35 30 Developed Jaw, Glimmer Stone Weak to Fire; Resists Ice
Scissor Crab 542 35 31 Carapace, Crab Leg Weak to Volt; Resists all Physical
Swordfish 400 30 22 Fish Scale Weak to Fire; Resists Cut and Ice

When you arrive here, go south and west. As you reach the 2x2 "clearing", you can look at the lily to the southwest. This can be ridden to cross the water nearby. Because of this, and the vast number of them, it's pretty ideal to just follow this walkthrough start to finish, y'dig? I will assume you can handle all of the F.O.E.'s and whatnot, and this walkthrough should suffice to get the Floor Jump, so not much else to deal with.

Let's go for the northeastern Mine point. Ride the one in this clearing, then leave the next one going west. Grab the Copper Grimoire I from the southern chest, then return to the northwest corner of the island. Leave there going north. On the next island, go to the southwest corner and leave heading south. Go to the northwest corner of that island and go north, then head east from that island's northeast corner. Leave that island heading east and you should reach the Mine Point.

You can go west and south of the Mine point as well to find some different stairs up to B13F. Go along the path there for a bit. One step after turning west in C6, face south to use a shortcut, then return to the main path and continue on. At the fork, go south, then west at the next for a Hunting Horn. Return to the fork and go north and along to another. To the north is another chest, this having the Violet Key, which we'll use momentarily. Or you can just skip ahead to the Unlocking the Violet Crystal Doors sidequest. Whichever the case, we'll go in as far through the dungeon as we can (the boss at B15F) before actually delving into sidequests per tradition, though it can all be done now. Backtrack to B14F.

Now, for the western Take point... Go back to the lily that took you here and ride it west, then leave that island heading west. Go south from that northwesternmost island and you'll arrive in a small enclosure. Get at its northeast corner and face east, then you can go through the shortcut. On the other side is the Take Point.

Now, let's go for the eastern Chop point... Return to the enclosure to the west and use the only lilypad there. Leave this island via the northeast corner, and the next one heading south. From this one, go east from the southern end to end up near the start of the area. Go south a bit to where you first found a lilypad. Ride it again to the cross-shaped island. Leave it again to the west and get to the southern part where the chest is. Ride the lilypad east of said chest to go south. Leave the next small island heading east to find the Chop Point, which yields, as usual, other useful items ... for Shilleka, anyhow. =P

Now let's get the two chests on the island north of the Chop point... Backtrack west to the island from before and leave it to the south. Leave the next one to the east. Get to this island's northeast corner and ride north to the island with the chests and several F.O.E.'s on it. Deal with them and open the chests for a Hex Staff and a Silver Grimoire I.

Ready to leave? Use the only lilypad here to get off the island. Leave this island through the northwest lilypad, and leave that one heading west. On the next island, use the southwestern lilypad to reach the stairs to B15F.



~ Yggdrasil Labyrinth: B15F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Guardian Ant 335 26 27 Bone Shard Weak to Ice; Resists Stab and Fire
Hell Angler 920 35 30 Developed Jaw, Glimmer Stone Weak to Fire; Resists Ice
Killer Ant 225 26 23 Steel Chitin Weak to Ice; Resists Fire and Stab
Scissor Crab 542 35 31 Carapace, Crab Leg Weak to Volt; Resists all Physical
Swordfish 400 30 22 Fish Scale Weak to Fire; Resists Cut and Ice

When you arrive on the final floor of the third stratum, go north and through the door. There, you'll find a chest containing some Chill Mist. Go back through the door and head east and through another door. On the other side, move forward and let the fight begi-- 

Holy crap, that thing's big.


BOSS: Corotrangul

STAT COROTRANGUL
Max HP 9,260
Attack 43
Defense 33
Item Drops Huge Fin, Venom Spine
Elemental Weaknesses Fire
Elemental Resistances Ice, Volt

Corotrangul's normal attack (as well as his Tackle skill) should do 30 damage or so to a single target. He is capable of using Ice Breath, a party-wide Ice attack. This should be doing about 20 ~ 25 damage to your party right around now, and closer to 5 ~ 10 if you have some Blue Charms equipped. It can also use Freeze Aura to boost his overall damage output by a large amount, around double. His most dangerous attack is Flood, a random- and multi-target attack that can easily exceed 60 or 70 damage, and God forbid it hits twice!

Overall, though, Corotrangul doesn't come off as much of a threat until Flood is used: I didn't see it until about the second half of the battle. 'Course, that's also when I began to use Party Cure/Salve a little, although Raquna and Simon were still mostly okay with just attacking. =P You'll likely want to focus whoever you can on using Fire-elemental attacks, too, before Corotrangul can use Aqua Veil, which reduces the damage from attacks of his weak point (i.e. Fire).


After the battle, we need to head back to Etria and into Radha Hall to investigate the mysterious slate dropped after the battle. First, go further east and ride the lilypad to the island, then go down to The 4th Stratum via the stairs to B16F so we can just Floor Jump later. Then return to Etria.



Unlocking the Violet Crystal Doors


TREASURES CHECKLIST
[_] Nectar II [_] Copper Grimoire I [_] Copper Grimoire I [_] Nectar II [_] Flame Talisman [_] Frost Talisman [_] Storm Talisman [_] Four-Leaf Clover [_] Amrita
[_] Divine Gift

After getting the Violet Key from B13F (see "Lurker in the Rainforest"'s B14F walkthrough: just trust me on that), we can unlock some of the violet-crystalled doors throughout the Labyrinth. Here ya go.

  • B1F: This one is in southwest C4, just east of the eastern Chop point. Beyond the door are two chests, a Nectar II and a Copper Grimoire I.

  • B8F: The door is in southern E3, the room on the left when you come in from B7F. The five chests beyond contain a Copper Grimoire I, a Nectar II, a Flame Talisman, a Frost Talisman, and a Storm Talisman.

  • B10F: This door can be in the northeastern portion of the map, specifically in B6. As you'll recall if you actually mapped the place out, there were three doors in all in this general area, one with a Chop point beyond and one only useful in a quest. The remaining door needs the Violet Key, and the chests beyond contain a Four-Leaf Clover and an Amrita.

  • B11F: This one results in a much lengthier quest where you're likely to find enemies out of their normal 3rd Stratum habitats. The walkthrough is below.

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Dragonfly 558 33 28 Rigid Thorax, Bug Nest, Paralyzed Leg Weak to Stab and Volt
Forest Bat 235 27 20 Bat Wing, Bat Ear, Iced Skin Weak to Ice and Volt
Giant Moa 2,041 26 18 Bird Limb N/A
Killer Ant 225 26 23 Steel Chitin Weak to Ice; Resists Fire and Stab
Madworm 386 27 22 Elastic Skin, Sleepy Eyeball Weak to Cut and Fire; Resists Volt
Meltworm 616 40 29 Stretchy Skin Weak to Cut and Fire; Resists Volt
Slavering Vine415 30 26 Squeezing Ivy Weak to Cut and Fire
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A

On B11F, the violet door is in the southwestern part of the map you had to draw earlier, down in E1 past a door into an empty clearing. Once you get through the door, you will be in a larger, but empty, clearing. Leave it to the south to find the ever-familiar winding path. Fo east, east, east, and south at the forks presented to you to find the stairs to B10F.

This secret part of B10F is in the far southeast corner of the overall map, but it doesn't take much room. You can cut across the four damaging tiles in front of you for 40 HP of damage, or you can cut around to the north to deal with the Tusked Ruin. Either way, the stairs to B9F are in the southeast corner.

Upon arrival on B9F, there's not much to do. Go north, west, and south around the damaging tiles and go upstairs.

On B8F, a similar philosophy is held. Go north and east to deal with the now-wimpy Giant Moas, then go further east and south to head upstairs.

B7F is where it's all at. What, did you really think that whole area from before was the whole map? Nah. It's an area full of damaging tiles, and they're unavoidable to some extent, so you had best be ready to heal, especially with the Tusked Ruins about. On the other hand, you could try risking it by simply staying only on the damaging tiles (since they can't kill). In any case, there is a chest in the northeast corner with the lovely Divine Gift inside. There is a room to the southwest of there (the door is in central B6) that leads to Alraune if you've taken the quest "Phantom of the Forest", but those are details for the quest. If you are next to the door and go due west, you can activate the shortcut to the other portion of the floor, making this journey less harrowing (as if it were before) if you opt to return.




Third Stratum Quest Cleanup


TREASURES CHECKLIST
[_] Tangler: Leg x3 [_] Confuse Gas x2 [_] Hunting Horn x2 [_] Adamas [_] Soma x3 [_] Stonard x4 [_] Corundum [_] 2,000 en
[_] 3,000 en [_] Axcela [_] Steel Gage [_] 5,000 en [_] Kayanohime Crown [_] Amrita II x4 [_] Warding Bell x3 [_] Amrita

Whelp, more quests to do upon finishing up the third stratum. Of course.

  • Chef's Request I: For this quest, you need to get some Bug Nests, three in all. Bug Nests are a random drop by Dragonflies. As Valerie mentions, they can be found on B13F, and B14F as well. Since they're a random drop, it's mostly grinding for the moment.

  • Scavenging for Ian II: For this quest, you need to bring back one of every item yielded from Chop points on the third stratum: to wit, a Rock Coral, a Sea Branch, and a Narcissus. The Chop points on B13F are quite a bit easier to get to than the lone one on B14F. In any case, there are two: one at the southern part of C2, and one in western C7. I recommend grabbing the C7 one first (there's a shortcut near the "hidden path" stairs from B14F we covered in the Unlocking the Violet Crystal Doors section), then going along the path from before to the other Chop point. Then just Floor Jump to B1F, rest a day at the inn, and repeat as needed. Boosting your Chop skills' levels can help dramatically, if just to get you a crapload of stuff to sell to Shilleka.

  • The Diamond Charm: In this quest, we need a Cullinan. We just need one, but we can't find it outside of the fourth stratum's Mine points - out of sync with the Walkthrough. Still, we only need one. If you've gotten the Floor Jump for B17F, this is easy. On the entrance B17F stairs, use them, then go north, west, and south to the end of the path, west through that shortcut, then go south to the end of that path and north through that shortcut to reach one Mine Point. You can also use it on the stairs that go to B18F, then ignore them and head south, west, and north to one Mine point. Grabbing both, then returning to the inn and resting for a day before returning should suffice.

  • Love, Cast in Silver: In this quest, you need to get a single Corundum, found (albeit rarely) on the third stratum's Mine points. There are two that are easy enough to get to on B11F. There's the one in D4: from the B12F stairs, go north three tiles, face west, use the shortcut, then go south. Head west, west, and north at the forks to find it. The other Mine point is in the very northeastern corner of the map, in A6: you'll have to walk there manually, but you should know where it is due to having to map the floor to proceed. Grabbing both, then returning to the inn and resting for a day before returning should suffice. (Note: completing the quest Lost Item will also yield a free Corundum during the course of its completion, much easier than simply hunting for it at Mine points, but it's a one-time-only deal.)

  • Official Business I: For this quest, you need to first head to B7 on the B10F map. This is the room east of the violet crystal door we covered in the section Unlocking the Violet Crystal Doors. Once there, go into the center of the room and press A to put down the incense you should have received on the way here. As a result, you'll fight a Murder Vine, a more powerful Fanged Vine, still weak to Cut and Fire. That's it, too - just return to the pub when you're done. (Note: The reward offered gets boosted by an additional two Stonards versus what the quest specifies.)

  • Lost Item: After the rather creepy introduction to the quest post-acceptance, you need to head down to B11F. In the northeastern corner of the map, there is a Mine point: if you've already mapped the floor (as you should have, since it was required), you should know at least that I'm talking about A6 - heck, it gets put on the friggin' map, how can you miss it? One step before the Mine point (at the "!" point), you go ahead and return the item in question. (Note: In addition to your reward at the pub, you also receive one Corundum from the survivalist whose item is missing.)

  • Orphans of the Forest: For some reason on B12F, the ants are becoming rather antagonized, attacking many adventurers. For this, you need to go to B12F. From the B11F stairs, go north to the fork, then west, south, south, west, and west at the forks. This should bring you to the westernmost of those numerous dead-ends you looked at the last time you were here. (Or the first. Whatever.) You will find quite a few ant enemies on the way, though you can bypass some if you use the stairs going down to B13F first, or all if you properly use the holes mirrored above on B11F. Once you examine that spot at the end of the path, return to the pub.

  • Mystery of the Labyrinth: For this quest, you need to head to B10F. ... To be honest, I'm not 100% sure on how I managed to do it. Anyways, in the entrance room from B9F, there are four doors: use the southeast door and go due east in the next area to find a shortcut. I suppose you are supposed to enter-and-exit this shortcut for a while: I set myself up an auto-walk path on the map to suffice and did it for about four in-game hours while I idly did other stuff. Eventually, I gave up (on the east side) and the first battle I ran into (which occurred literally at the dead-end) was the World Sprout, a VERY weak enemy that is the object of the quest.

  • Crab Catchers: You know those Aquatic Butchers in the water on B13F? Basically, the client for this quest wants a "sample" of one of them, which means a Giant Crab Shell. If you come down from B12F, go north at the fork and when you see the Chop point across the river in C2, face south and use the hopefully-already-activated shortcut. Go west and along that path to a fork: go north at it and east at the next to find the Giant Crab Shell at the end of the path.

  • Love's Uncertain Promise: This one is done on B16F of the labyrinth. From the Pole, go into the second door to the west. After the current ride, go due north for another, then another. Go east and ride the next southbound sand current, then ride the eastbound current next to the wall. After disembarking, go north and ride that one. After getting off, go east and south to the end of the non-sand path to find the missing dude.

  • The Foreign Seeker: After accepting this quest, you have to speak with the well-dressed man in the pub. Accept his own request (in addition to this one about the turtle shell): he wants some turtle meat. He'll hand you some Turtle Feed to help bring out the turtles you need to find. Head to B13F now and go to the "secret" part: remember, the northern portion where you went along the path from B14F to find the Violet Key? It's covered in Lurker in the Rainforest's B14F walkthrough... In any case, when you get to the stairs there, go along to a fork in B5: go west and to the end of the path to place the feed. Put it on the ground, then back up as far as possible and get around the corner so you cannot see the food anymore: a F.O.E. should pop up on the map where you put the feed. Rush 'im! The Lure Tortoise is not particularly difficult, just resilient to all but Fire and Volt (its weaknesses). After winning, return to the pub.

  • Fishing Contest: Head to B14F to start this quest. There, you can opt to join the fishing competition where you have 8 hours (~240 steps) to find as many fish as possible. There are eight in all. On the map below, the flowery things mark the lilypads you can float on (with the arrow marking the direction in which you move) and the red circles are the fishing spots: there are other spots you can try, but they sometimes yield monsters. These together should help you well enough to finish the quest quickly. After eight hours, return to the pub to check on the results. Your reward will likely vary by place, but I know first place yields four Amrita II!

  • Find the Detective:
    "Once property of man, now belonging to the insects who dwell below.
    The light of the ore becomes the sun. The shadow points to the four doors.
    From under the sun, south two steps and one, west one step, and again south two steps and one.
    There, below. The honey shall become an orb and regain its shine."
    Such is the poem having been left to you by Austin, and for you to interpret its meaning. The sun refers to a Mine point, and the four doors can only be found near each other on B10F and B11F, but only the latter has a Mine point near, too. From the Mine point in D4 of B11F - use the stairs to B12F, go north three steps, use the shortcut to the cut, then go south and west - you will find four doors off to the south. From the Mine point itself, go south three spaces, west one, then south through the second of the doors and into the hole beyond. After having fallen, go north a tile and press A to find and speak with the man. If you tell him that the note was used, keep in mind that the sun was a Mine point. In any case, you'll soon fight some Toxic Worms - not unlike their Mad-/Meltworm counterparts, they are weak to Cut and Fire. In any case, after the fight and scene, return to the pub. (Note: Sometime later, when you speak with Austin at the pub, he'll yield up an Amrita for you as payment for helping him in addition to the client of the quest.)


The 4th Stratum



Sectional Flowchart







Over the Hump


TREASURES CHECKLIST
[_] 15,000 en [_] Divine Gift [_] Hunting Horn

~ Etria ~

After finishing up with Corotrangul on B15F, in Etria, head down to Radha Hall. Report the results of the mission and you'll have a bit of a scene to deal with. Enjoy the resultant 15,000 en and 114,000 EXP. $_$ In any case, our next task is to continue ever-further into the Labyrinth: go now to B16F. So. Yeah. Go.


~ Yggdrasil Labyrinth: B16F ~

After the stuff in Etria, head down to B16F. You'll see a big, purplish pole in front of you. That is the Geomagnetic Pole, obviously: use it to go to Gladsheim!


~ Gladsheim: Area III ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Doom Bison 558 22 21 Vermillion Horn, Vermillion Hair N/A
Eviloid 422 32 27 Evil Flower Weak to Cut and Fire
Vampire Bat 165 16 12 Bat Skin Weak to Stab and Volt
Voracious King3,28536 32 Royal Hide Resists Stab

After the scene, go forward and through the door. This room has two exits. The one to the north is a dead-end, so go to the east. In the small room there, exit to the southwest and go along the path to a north/east fork in D5. Go north and through the door there. Open the chest in the room for the ever-lovely Divine Gift. Return into the hall and continue along the path and ignore the first fork. At the second (west/south in E5), go south, then east at the next. Go through the door at the end.

There is a F.O.E. in front of you as you enter. It's not quite difficult, but its multitarget attacks especially could cause problems at lower levels. And, yes, you'll have to fight it: the path to the north that Raquna points out just loops around. =/ Anyhow, go east past the Voracious King's corpse and north into the next area. There, if you go north and through another door, you'll find two Voracious Kings to deal with. It's a nice bunch of EXP., since they're pretty easy to defeat anyways. Past the door at the far end, go west and along the winding path. As it goes north into a small "clearing", you can find a chest with a Hunting Horn inside.

Backtrack to the room in A6, then go south and through another door. Beat the Voracious King beyond, then go south and west to find another. (South of the general idea where you find it is a door: it reunites back in the room around D7/E7, and is pretty featureless. However, in the first room you will use is a crack in the western wall that is a shortcut to the Divine Gift room from earlier.) Anyhow, west of where you found this latter Voracious King is a door. Use it.

In this room, along the south wall is a shortcut to the winding, oft-blocked hallway you used soon after you entered. Go north and through the other door in this room when you're ready... (Call it irony, but take note that the room's shape is like that of a bull's head.) Anyhow, hammer time.


BOSS: Gudanna

STAT GUDANNA
Max HP 9,464
Attack 41
Defense 33
Item Drops Bull Horn
Elemental Weaknesses Ice
Elemental Resistances N/A

Gudanna has a variety of nasty attacks to be wary of, so Raquna probably won't be getting any attacks in for this battle. There is Knockdown, a line-wide attack that deals about 35 ~ 50 damage to everyone. Foot Stomp is a splashing attack, with adjacent allies taking about 1/3 of the main target's damage. There's also the rare (mostly second-half) Speed Stab, which is piercing; not much different than the other attacks, given the obvious multitarget nature. One of Gudanna's worst attacks would be Thunderstrike, a party-wide Volt-elemental attack, easily able to do 40+ damage to everyone. There's also Wild Breath to boost all of its damage by about double for several turns, so... Ouch.

Raquna is going to be the pivotal character in this battle, assuming she's still a Protector, as she should be. You will want to use her various Guards to protect your allies, and Party Cure to aid in healing allies. (Granted, your Black Sabbath or Simon's Salve can suit that duty well, but those two are better devoted to offense, at least on my team.) Anyone capable of binding the enemy's head (like your Head Pierce) is a great asset in this fight, since many of Gudanna's worst attacks are head-based; you'll only have to deal with Foot Stomp and maybe Wild Breath, then. That's about it. Other than Raquna's protective side and your initial head-binding stuff, try to get everyone using Ice-based attacks or items to speed this one up. ... Strange, though. It's weaker than Corotrangul (and I was about 3 levels lower then), yet I found this one harder...


After the fight, approach the terminal in front of you. After the resultant, thought-provoking scene, backtrack to the Geomagnetic Pole so we can continue through the sandy barrens of the fourth stratum.



Annihilate the Forest Folk, Part One


TREASURES CHECKLIST
[_] Hamao [_] Copper Grimoire I [_] Somaprime [_] Formaldehyde [_] Unihorn

~ Yggdrasil Labyrinth: B16F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Sand Twig, Dried Peachtree, Temari Katahiba
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Black Boar 598 35 30 Savage Tusk, Pressed Fur N/A
Golden Deer 505 31 27 Gold Pelt, Gold Antler N/A
Hexroot 303 27 22 Sap Vine, Pure Root Weak to Cut and Fire
Flamerat 312 29 21 Flamerat Skull, Paralyzed TailWeak to Ice; Near-Immune to Fire
Medusa Tree 3,857 41 32 Hard Bark, Tree Eye, Poison Pith Weak to Fire

Man, I love the battle theme here!! ^_^ ... Speaking of battles, you'll likely want to buy some Theriaca B's from Shillekas. The Medusa Trees here - correct to the somewhat-parodied Greek myth - are capable of petrifying you. And, like all RPGs, all members being dead or stoned leads to obvious problems. If you don't want to battle them, though, they can't move so you can just walk around those you can.

Once you've returned to B16F, you basically have a number of paths to choose from on this floor, since there are six northbound doors in this room. There are also a lot of sand currents beyond to drag you along to certain places: imagine the water currents oft-seen in the Pokémon series.

Let's begin with the second door, since the first is a pointless loop. After a ride, go north and into the westbound current. Then go north into another, which will take you to find a Medusa Tree F.O.E. Do what you will about it, then exit the clearing via the eastern of the northbound paths. On the other side of the sand tile, face west and open the Hamao chest, then go north and east into another sand current. Then go west and south and around back into the entrance room.

Now, go through the third door. After a ride, go north and for another, then east on another. Go north again, then go along the hall (ignore the sand to the north and south as you go). After riding some eastbound sand, go north to find two northbound paths. Use the one to the east to find a clearing with two Medusa Trees. Deal with them, then open the chest in the northwest corner for a Copper Grimoire I. Go due south of it onto some sand, then go back to the fork and use the eastbound sand. Go south onto some more, then further south to a fork. Go west at it, then south at the next and onto the westbound sand. Follow the nonmoving path to a chest with a Somaprime within.

Redo the path from earlier to return to the "two northbound paths" bit. Ride the eastbound sand, go south, then west at the next fork and south at the next, this time opting to ride the southbound sand. Go east and north to more sand. Ride it along the other edge of the area for a bit and you'll soon come to A5. There is a southbound alcove to the west, in which lies a Chop Point, so be sure to use and note it.

Continue back around to the third door again, and this time continue back into the clearing where we fought the two Medusa Trees. Use the westbound sand just a little south of the chest, then go north and into the room to the west. Open up the shortcut in the northeast corner by facing north, then go southwest and ride the sand there. If you face south in the south-central tile and press A, it seems we need the tablet back from the Radha to go forward. Exit this room to the west and use the Chop Point beyond. Ride the sands as you wish to the outer edge of the area and then use the Pole to return to Etria ... or just use an Ariadne Thread. =P



~ Etria ~

Once back in town, save, shop, and heal and whatnot. After, head to Radha Hall... There, you are forced into accepting a mission, "Annihilate the Forest Folk" - agree with it or not, you're tasked to basically kill any of the forest residents that get in your way. Anyhow, return to B16F.


~ Yggdrasil Labyrinth: B16F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 2 Sand Twig, Dried Peachtree, Temari Katahiba
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Black Boar 598 35 30 Savage Tusk, Pressed Fur N/A
Flamerat 312 29 21 Flamerat Skull, Paralyzed TailWeak to Ice; Near-Immune to Fire
Golden Deer 505 31 27 Gold Pelt, Gold Antler N/A
Hexroot 303 27 22 Sap Vine, Pure Root Weak to Cut and Fire
Medusa Tree 3,857 41 32 Hard Bark, Tree Eye, Poison Pith Weak to Fire

When you return, use the sixth of the doors in the entrance room. This will let you scoot along the edge as you've done before. In A5, use the shortcut we unlocked earlier (you had to unlock it from the south side to make it usable): you can find it by facing south with a tile between you and the sand current. On the other side, ride the southbound sand to the room from before. Place in the slate you got back, then you will cross a shortcut to the other side and can use the stairs to go down to B17F.


~ Yggdrasil Labyrinth: B17F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Steel Chip, Hard Shard, Cullinan
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Black Boar 598 35 30 Savage Tusk, Pressed Fur N/A
Flamerat 312 29 21 Flamerat Skull, Paralyzed TailWeak to Ice; Near-Immune to Fire
Golden Deer 505 31 27 Gold Pelt, Gold Antler N/A
Hexroot 303 27 22 Sap Vine, Pure Root Weak to Cut and Fire
Huge Moa 885 38 30 Bird Tendon, Bound Feet Weak to Stab and Volt
Medusa Tree 3,857 41 32 Hard Bark, Tree Eye, Poison Pith Weak to Fire
Sandfish 552 32 30 Sandfish Crystal, Sandfish Eye Weak to Bash and Ice; Resists Fire and Volt

Worry not on this floor, there's no more moving sand ... just a crapload of Medusa Trees and hidden shortcuts. =/ Anyhow, after arriving, go north to the fork. Go east there and to the end of the path. Face east and go through the shortcut. At the end of the path to the north; you'll find a campsite, but there shouldn't have been anyone on this stratum... If you search around, you'll find some Flamerats to battle. A simple Cocytus Formula should put all five down. After, go south to the end of the path and face north to use another shortcut.

In this room, simply go due north and use the next shortcut - the only thing of note is in the northwest corner, and only during the quest "Work Stoppage". In the next clearing, go around and deal with the four Medusa Trees, then head to the northwest corner. Face west and use the shortcut there. Go along this path and, at the second fork, go east and use the shortcut at the end. Defeat the nearby Medusa Tree and go east and north of it to find a Formaldehyde in a chest. Go to the southwest corner of the area and use the southbound shortcut.

In the "H"-shaped hall around here, just go due south and use that shortcut. In the clearing there, defeat the two Medusa Trees and head to the southeast corner to get a Unihorn from a chest. Then go to the northeast corner, face north, and use the shortcut. Map out the next clearing as usual, then face east at the northeast corner for a shortcut to a clearing with a Mine Point. Return to the room with the two Medusa Trees (in the previous room, use the southwest corner's southbound shortcut) and exit there by facing west in the southwest corner.

In this hall, go south and along to the end of the path. Use the eastbound shortcut there to reach a room with six Medusa Trees throughout. Burn 'em all to the ground (or whatever you tend to do). Now, there are three shortcuts along the north wall, two in the corners and one in the center. We need the one in the center. You can find it by getting on the southwesternmost tile of D5 (the center of the north wall) and facing north. Go on through. After that thought-provoking scene, go west and to the end of the path for a Mine Point, and east to the end of the other path to activate that two-way shortcut. Go ahead and use the stairs to unlock Floor Jump, then return from B18F and leave.



~ Etria ~

Lotta trips to town lately, eh... Anyhow, heal, shop, et cetera, before going to Radha Hall. After the scene, it seems like there's little hope in trying to avoid conflict with the forest people ... until a solution pops up in your head: we might be able to avoid fighting by a sort of treaty by curing the diseased peoples of the forest. And for the cure that is as-of-yet-to-us unknown? M.I.K.E. in Gladsheim might know! Frederica suggests Area III. So, head to the forest entrance, and, after the scene, enter the third area of the Gladsheim ruin.


~ Gladsheim: Area III ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Doom Bison 558 22 21 Vermillion Horn, Vermillion Hair N/A
Eviloid 422 32 27 Evil Flower Weak to Cut and Fire
Vampire Bat 165 16 12 Bat Skin Weak to Stab and Volt
Voracious King3,28536 32 Royal Hide Resists Stab

When you enter the area, you'll need to retrace your steps to the room in A4 - luckily, it's a bit simpler if you used the shortcuts. Go north through the door, then leave the next room heading north. In this hall, you should soon see a crack on the north side: use it to go into the room beyond, then just go north another room. Or you can fool around and battle the EXP.-heavy Voracious Kings. Whatever. Heck, I found a shiny Voracious King in that northeasternmost room next to another regular one, battled them in the same battle, and used my Divine Gift from the last trip here to boost the EXP. yield up to 134,400. ^_^

Once in that room, approach the terminal and examine it. After the scene, we simply have no choice but to backtrack to the Pole and to Etria. Heal up, and return to the Labyrinth...




Annihilate the Forest Folk, Part Two


TREASURES CHECKLIST
[_] Silver Grimoire I [_] 6,000 en [_] Axe of Shivers [_] Nectar II [_] Amrita II

~ Yggdrasil Labyrinth: B18F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 2 Oleander, Sap Wine, Cordyceps

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Black Boar 598 35 30 Savage Tusk, Pressed Fur N/A
Forest Demon5,000 45 36 Evil Plume, Evil Leaf, Dread Crest Resists all elemental
Forest Druid 526 30 27 Sand Cloth, Magatama Weak to Cut; Resists Ice and Volt
Forest Ogre 5,500 48 37 Evil Scale, Ogre Belt Resists all physical
Forest Soldier581 34 31 Hard Rock Weak to Bash and Fire; Resists Stab, Ice, and Volt
Forest Mystic 505 29 26 Sand Cloth Weak to Cut; Resists Ice and Volt
Forest Warrior614 36 32 Hard Rock, Damascus Ingot Weak to Bash and Fire; Resists Stab, Ice, and Volt
Golden Deer 505 31 27 Gold Pelt, Gold Antler N/A
Hexroot 303 27 22 Sap Vine, Pure Root Weak to Cut and Fire
Huge Moa 885 38 30 Bird Tendon, Bound Feet Weak to Stab and Volt
Pixie 359 30 25 Faerie Wings, Faerie Hair, Amber Lump Weak to Stab; Resists all elemental
Sandfish 552 32 30 Sandfish Crystal, Sandfish Eye Weak to Bash and Ice; Resists Fire and Volt
World Bud 200 10 10 Magic Leaf Weak to literally everything

World Bud: The World Bud enemy is a special one. It is basically a plant that can move around: if you've done the quest Mystery of the Labyrinth, you probably are familiar with this kind of enemy. In any case, it pops up completely at random and also disappears at random: your ability to fight this "F.O.E." is basically based on luck, since following it around is futile exercise. Defeating it is exceedingly simple - my Simon did well over 900 damage to it versus his rarely-above-100 seen on other enemies. The main feature is the very valuable Magic Leaf it will drop and the 12,000 EXP. (although that's overshadowed by most of the F.O.E.'s from the past few strata).

After descending the stairs on B17F, you'll find yourself in a huge room. If you head northwest, you can find a Take Point in southwest B3. In the south-central part of the area, in southwest E5, you can find a healing spring. If you go southeast to northern F7, you can find a Take Point. After this, head to the very southwestern corner of the area: there should be a small path there. If you face west at the end, you can use the shortcut.

On the other side, you will have to face the Forest Demon F.O.E. After winning, go through the door. Go north along the winding path for a while: it's easy enough to navigate and the only features are another Forest Demon, then two Forest Ogres further along. After the second of the latter, you should find the stairs past a door. First face east at the east-central wall tile of the clearing to activate the shortcut, then go down to the next floor.



~ Yggdrasil Labyrinth: B19F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 1 Sand Twig, Dried Peachtree, Temari Katahiba
Mine Point 1 Steel Chip, Hard Shard, Cullinan
Take Point 1 Oleander, Sap Wine, Cordyceps

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Cruella 4,300 42 32 Red String, Vine Strand N/A
Death Mantis 920 40 33 Nyx Scythe, Pearl Carapace N/A
Diabolix 4,300 42 32 Purple Thread, Rose Whip N/A
Faerie 370 32 26 Faerie Wings, Faerie Pitch, Stone Dress Weak to Stab; Resists all elemental
Forest Druid 526 30 27 Sand Cloth, Magatama Weak to Cut; Resists Ice and Volt
Forest Soldier581 34 31 Hard Rock Weak to Bash and Fire; Resists Stab, Ice, and Volt
Forest Mystic 505 29 26 Sand Cloth Weak to Cut; Resists Ice and Volt
Forest Warrior614 36 32 Hard Rock, Damascus Ingot Weak to Bash and Fire; Resists Stab, Ice, and Volt
Huge Moa 885 38 30 Bird Tendon, Bound Feet Weak to Stab and Volt
Pixie 359 30 25 Faerie Wings, Faerie Hair, Amber Lump Weak to Stab; Resists all elemental
Sandfish 552 32 30 Sandfish Crystal, Sandfish Eye Weak to Bash and Ice; Resists Fire and Volt

This ... will be a difficult floor. Assuming you're not using my FAQ. Which you are. Which makes this a heck of a lot easier, for it's a warping puzzle! (Which also means, due to non-linearity, it's best to follow this walkthrough start-to-end rather than jumping in at what seems where you are, especially for completionists!) To use a warp, you simply need to get on a warp tile (typically a dead-end or corner) and look around: one facing should trigger a "Check" in the top-right corner of the top screen, signifying you can warp. Don't worry, I'll try to be specific on the tiles.

After you enter the floor, go along the warp path for a while: it's actually pretty linear to begin with. The first two are dead-end warps. After that warp, go to the end of the path and press A to find some leaves to sit on for a 50-HP healing. Backrtack a little to the corner where you will turn south: it is the top-left tile of B6. Use the warp there.

Map out the general area after you warp: there's a big clearing to the west (with a Diabolix F.O.E. in it) with five offshoots. One of them, you came from. The southern one leads to a Cruella F.O.E. and a Silver Grimoire I chest. Now, as for the teleporters in the other areas... Go to the northwest and, in the small clearing, the northwesternmost tile is your warp. Use it and go along to the end of that path for a Take Point. If you use the warp at the corner due south of the warp you used (south-turning-east, eastern B1), you can find your way to a Mine Point.

Go back to the warp that brought you here, then use the previous warp again. In the small clearing, return to the big clearing. Here, exit to the southeast and face south in the southwest corner of the next clearing for a warp. Then go south and west for a warp, then west and north fork a warp. In the next set of halls, go west and south at the forks and use the warp there. Go along the linear path on the other side west, south, and east into another clearing. The warp is in its northeast tile. On the other side, you can go along the path to find a chest containing 6,000 en.

Backtrack through two warps to the hallway part in C3. There, get into the four-way and go west and use the warp at the end. In this area, go to the fork in front of you. If you go north, then east, you can find a bird nest at the end of the path; after finding them to be empty, you'll fight some Huge Moas - little different than those you've fought already. After the fight, go west and south to the large clearing. Deal with the Diabolix and Cruella there, then plunder the Chop Point in the southwest corner. After you're done, use the warp in the far-eastern alcove to deal with some more F.O.E.'s on the other side.

Exit this clearing via the northeast corner. Bypass the first fork and go west at the second. Use the warp there and you'll be close to the finish: no more warps from here! Go south and throug hthe door: beyond, you'll find a Diabolix and two Cruellas to defeat or magnificantly dodge around. Either way, be sure to grab the Axe of Shivers from the treasure chest in the northeastern part of the larger clearing. Then leave the clearing as a whole to the south and go down the stairs beyond the door.



~ Yggdrasil Labyrinth: B20F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Cruella 4,300 42 32 Red String, Vine Strand N/A
Diabolix 4,300 42 32 Purple Thread, Rose Whip N/A
Forest Demon5,000 45 36 Evil Plume, Evil Leaf, Dread Crest Resists all elemental
Forest Ogre 5,500 48 37 Evil Scale, Ogre Belt Resists all physical

When you arrive, go through the door to the northwest. This floor mostly becomes more symbolic of a battlefield than anything. For the most part, I recommend simply going about at your own leisure to defeat the 19 other F.O.E.'s in the area before actually going to fight the Bird Whose Name Few Can Pronounce. Keep in mind the Amrita II and Nectar II in the chests in the north and south parts respectively.

BOSS: Iwaoropenelep

STAT IWAOROPENELEP
Max HP 14,440
Attack 48
Defense 40
Item Drops Steel Claw, Golden Plume
Elemental Weaknesses Ice
Elemental Resistances Fire, Volt

As might be somewhat expected, Iwaoropenelep prefers to deal with Volt attacks, such as the party-wide Thunderwing, it's nastiest attack. It can also use the single-target Grip, splashing Chaosbringer, multi- and random-target Pinion Wing, and a basic attack. It won't deviate much from those, but it really doesn't have to: it can easily do 40 ~ 50 damage per hit, and it does have the potential aid of up to 19 other allies. >_> That's why I said to take them out earlier. If they start butting in, you'll have to devote some sort of effort to multi-target attacks; while Iwaoropenelep should always be the main target due to his massive HP, those other enemies will get really annoying really quick.

For the most part, this is a simple battle, really. You'll want Raquna to focus on using Volt Wall and the like to lessen the damage the party takes. Simon is probably better left to healing the party through Salve, since the damage you take can quickly pile up, especially if you're unlucky enough to be hit with Pinion Wing several times in a row. The rest can probably just focus on trying to hit Iwaoropenelep's Ice weakness or dancing around the resistances.


After the battle, finish mapping out the floor so we can unlock Floor Jump later on, though we cannot proceed into The 5th Stratum quite yet. Get back up to B19F and return to Etria via Floor Jump.



Fourth Stratum Quest Cleanup


TREASURES CHECKLIST
[_] Warding Bell x2 [_] Heat Mist x2 [_] Heat Mist x2 [_] Luring Bell x2 [_] Spark Mist x2 [_] Paralyze [_] Gold Shoe [_] Cranial Hammer
[_] Divine Gift [_] Hamao [_] Nectar II x3 [_] Somaprime [_] Axcela x3 [_] Spark Mist x2

Well, after clearing the Fourth Stratum, we have quite a few more quests to deal with - though a fair few less than we've had to deal with lately. Awww....

  • Chef's Request II: This basic mission is one wherein you need to find two Sandfish Eyes. Sandfish Eyes, as you could expect, are random item drops from Sandfish. Sandfish can be found on B17F, B18F, and B19F of the Labyrinth, so go smash some up.

  • Chef's Demand: You've got a list of ingredients to grab for Jackson this time, and it's no basic shopping list. One item is the Fish Scale, a random drop by Swordfish, which are found on B14F and B15F. Another is the Glow Beak, a random drop from the Glowbird found at random mostly on B9F. The third is the Dried Peachtree, found at the Chop points of the Fourth Stratum. The easiest one is near the B17F stairs on B16F: go north through the shortcut, leave that room to the west, and you should see the shiny spot: grab 'em and return as needed.

  • Missing Detective: This time, it looks like Austin may have really gone missing. All we know is that his room in the inn was broken into, with a note left behind: "Belief for ultimate return to eventual equilibrium necessitates failure. Such easy comfort only reinforces naivete. Escape relief. Has existential laziness prevented mental exercise?" The puzzle is to look at the first letter of each word: it reads (once the numbers are put in the right place) "B14F SE CORNER HELP ME", or to look in the southeast corner of B14F. Come into B14F from the B15F stairs: ride the lilypad eastward, then two more in that direction. Press A on the southeast corner of this island. During the scene, you'll have to deal with some monsters in several rather big battles: still, the monsters themselves are nothing different than what you'd find on B14F. After winning and the scene thereafter, you can return to the pub.

  • The Gold Enthusiast I: For this, you'll need to find five Gold Antlers. Gold Antlers are found as a random item drop from defeating Golden Deer, which are found on B16F, B17F, and B18F of the Labyrinth. Not much to say other than to grind against them.

  • Under Construction: For this quest, you need to find three Hard Shards and five Steel Chips. Both items can be found at Mine points on B17F and B19F. For B17F, one Mine point is near the B18F stairs: just go south, west, and north. The other point, from the B16F stairs, can be found by going to the end of the path to the west, using the shortcut, then using the shortcut to the north at the end of that path. The one on B19F is a bit tedious to get to, so I wouldn't really bother with it for time-based reasons. If you need some more, return to Etria and just spend some time at the inn and return.

  • Ivory Princess' Dream I: After accepting the quest, speak with the lone butler in the pub: he basically will state that you need some with a skill (such as [[Torpor]] or Anaesthetic) that can put enemies to sleep. After speaking with him, speak with the "Pure Maiden" in the pub, too. She can make you a sufficient sleeping potion if you get five Pure Roots (found by beating Hexroots, found from B16F to B18F). Either way (via a skill or via the potion) should suffice, although all I tested was the potion. Once you manage to get something to work, simply report the results to Valerie.

  • Medicine Woman I: This quest is pretty easy: all you need to do is get a Bird Tendon and bring it back to the pub. Bird Tendons are a random drop from the Huge Moas, which are found on B17F, B18F, and B19F. Go fry some chicken.
 
  • Work Stoppage: To first start up this quest, you need to speak with the carpenter in the pub and he'll mention a need for timber. You can help him out by telling him where to find some on B17F. The loci are on the map below in blue circles. After having done this, he'll put up a request at the pub under the above name. Accept it and speak with the carpenter in the pub. At the spots labeled on the map below - not just the one you chose earlier, but all three - you need to defeat some Medusa Trees, nothin' special. Return to the pub when done.

  • Medicine Woman II: After finishing Medicine Woman I, this should obviously pop up. This some, you need to find some Cordyceps. It's a rare item you can find via the Take points in the fourth stratum, and I mean rare, but at least you need just one. The easiest Take points are in B3 and F7 of B18F: y'know, that big, wide room? Navigation is definitely easy there. =P

  • Medicine Woman III: After accepting this quest, you need to get a member of your party petrified: an annoying task, but nonetheless possible. The Faeries you can find on B19F have the ability to petrify your allies. The Medusa Tree F.O.E.'s also can do this (if you're not finding any, F.O.E.'s regenerate every few days or so). When battling them, defeat all other enemies (since they tend to just chip away at your HP) and then have everyone Defend for a while until someone is petrified. Ideally, you'll get Rosa to make you some Regenurtica to heal your HP automatically while this goes on (since you will be attacked), or abilities like Cover Fire that heal you when defending. If need be, you can also have someone use Party Cure or Salve every now and then to keep you out of KO. In any case, once someone is petrified, do not heal them and return outside (preferably through Floor Jump, for obvious reasons). (Note: The potion you test out will not end up working. It does result in the success of this quest, but keep in mind you'll want to visit the clinic at the inn, use a status-healing skill like Refresh, or use a Theriaca B after the quest to heal the petrification.)

  • Detective's Monster-Slaying: After finishing Missing Detective, you are able to let Austin into the mansion, which will help to unlock this mission (and several others down the road, of course). In this, you are to kill three Death Mantis enemies. They are found at random on B19F and, despite their similar appearance to the Reaping Shade of the first stratum, are quite easy to deal with. Get going.


The 5th Stratum



Sectional Flowchart







A General Note About This Stratum



Those of you who have already played some of this stratum (or the original Etrian Odyssey, I suppose) can already guess some of the big changes this stratum makes - and I don't mean graphically. For example, Lost Shinjuku tends to delineate from the intended path a lot: a lot of stairs and the like on this stratum can actually end up going into extended paths of their own, even if they serve almost no purpose to what you're really here to do. For the purposes of this walkthrough, I will try to clean up as much of a given floor at a time rather pop in-and-out as needed. It shouldn't require you to start each floor anew, but it's mostly a warning for those following this FAQ religiously (yay~!) and wondering "Why the hell is he skipping all of these staircases?".

Other than that, I can't think of much else truly worth mentioning. Mapping is, to some extent, an "on your own" task here; at least, moreso than I've let on before. =P This stratum tends to lose the whole "room and hall" structure the previous strata had, not to mention it has a ton of irregularly shaped rooms and twisty halls, so I'm not exactly going to point out that you really need to map out a whole room. Honestly, it's an implied task by now, but you never know who I might enrage just by not noting this. >_> <_<

Well, here's hoping you don't get lost in Lost Shinjuku. Read on, brave adventurers.




To Activate Gungnir...


TREASURES CHECKLIST
[_] 30,000 en [_] Nectar II

~ Etria ~

After defeating Iwaoropenelep and taking the forest girl into your care, you need to return to Etria so we can help her. Heal and shop and stuff there, then head on to Radha Hall. Report the results of the mission to receive 30,000 en and an ever-larger amount (238,000) of EXP. After the scene, we decide to go further into the Labyrinth to find our next Geomagnetic Field to head into Gladsheim.


~ Yggdrasil Labyrinth: B20F/B21F ~

After the stuff in Etria, head down to B20F. There, when you come through the door, go due north and into the alcove there. Use the northbound shortcut there to get to the other side and to descend into the next stratum. After that interesting (if but somewhat expected, to Atlus fans) revelation, you need to find the Geomagnetic Pole. To find it, go south and west into the door in western B3. The Pole is beyond; use it to go to Gladsheim.


~ Gladsheim: Area IV ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Death Mantis 920 40 33 Nyx Scythe, Pearl Carapace N/A
Eviloid 422 32 27 Evil Flower Weak to Cut and Fire
King Frog 605 37 31 Frog Skin, Ice Sweat Weak to Bash and Ice

When you arrive and regain control, go north and through the door. There's a large clearing beyond to map out, if you want. The main features is in southwest A5: Gimle, the defense mechanism of Gladsheim. If you continue west along the north wall (just ignore the terminal for now), you can find a chest in central A3: it contains Nectar II. Other than that, the terminal, the locked southwestern door (see D2), and Gimle, there's nothing much in this area, despite its vastness.

So, when you've gotten the chest, approach the terminal: it's in north-central A4, just north of Gimle. Check it and you'll unlock the previously-locked door in D2. So go on through and examine the console in the room beyond. The scene there climaxes with a fight against Gimle.


BOSS: Gimle

STAT GIMLE
Max HP 14,000
Attack 50
Defense 46
Item Drops Burnt Barrel
Elemental Weaknesses Volt
Elemental Resistances Cut, Stab, Bash, Fire, Ice

As you enter the big room in which Gimle lies, you'll be shot at with some explosive artillery. It is not ideal to be hit by the missiles directly (100 damage to the party) or to walk into the flames (50 damage to the party): you'll be pushed back by both, too... Anyhow, Frederica should mark off the 3x3 spots on the map where a shot will be fired on the step before it is fired. Try to shrug 'em off, healing just before you enter the tiles just around Gimle for the battle. (They won't actually kill you, like any damaging things in the field, so don't heal until the battle's about to start.)

While doing this, though, keep in mind the first approach to Gimle will not result in the battle: he'll retreat back north, to where you found him, unleashing a wall of flames around him. Those flames will recede, but he'll shot out more and more such waves (at different distances, of course) later. Similar with the Wyvern from before, you'll have to effectively time your approaches and keep an eye on the map for the truly safe paths (since the reach of the flames is a bit deceiving on the top screen).

When the battle properly begins, you'll have quite a force to deal with ... to some extent. At a basal level, Gimle shouldn't be doing much more than 40 ~ 55 damage for each attack dealt to you: his main tactic was to weaken you pre-battle, after all. (Then again, some attacks tend to be party-wide on him. Take it as you will.) He doesn't like you to dodge his attacks, though, so he'll often use Smoke Bomb in the first few turns to lower the party's evasion. He can also use Nitro Boost for an obvious effect, though it's pretty pointless, in my opinion. His main offense will consist of basic attacks, Tread Press (party-wide attack), Flamethrower (party-wide and Fire-based), and Bank Shot (a delayed basic attack dealing 1.5x damage and splash effects). During the second half of the battle, he will also begin to use Mustard Gas to try and Panic your party: it has a pretty high rate of success, too... Another second-half move is Random Shot: like it says, it is random- and multi-target: it typically hits about 5 times, and can be devastating if it hits teh same person several times.

Your battle strategy is pretty basic, despite Gimle's vast repertoire of moves. As usual, you'll want Raquna to be throwing up Fire Walls and Defenders starting from the beginning to deal with the high amount of damage you'll sustain. Simon needs to be the healer for this one through Salve and Refresh, because Raquna will be too busy covering you. Arthur and Frederica need to use whatever their strongest Volt-based attack is. As for your main character? Well, if you have an Volt-elemental skill through items or a Grimoire (or have changed jobs), that's a way to go. Then again, you could supplement Simon's healing with stuff like Black Sabbath, or boost damage through Bloody Offense for Arthur and Frederica. It's pretty easy once you've lessened the damage.


After the battle ... just leave.



Turning on the Elevators


TREASURES CHECKLIST
[_] Drywall x2 [_] All Mist [_] Amrita II [_] Shiny Vine [_] Gold Grimoire I [_] Formaldehyde
[_] Nectar II [_] 20,000 en

~ Etria ~

After the battle and the return to Etria, we realize we have no idea how to fight the Core. (Oh, what a surprise.) In any case, our only idea is to really just go through the Labyrinth some more. (Oh, what a surprise.) But first, Frederica wants to look at that scripture in Radha Hall: heal, shop, and whatnot before going. After the scene there, and the one in your guild base, head to B21F.


~ Yggdrasil Labyrinth: B21F ~

ITEM POINT DETAILS (ON WHOLE FLOOR)
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 3 Drywall, Crystal Wall, Shiny Seed
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Bone Lizard16,280 61 35 Sternum, Dragon Tail, Torn Heart Resists Volt; Weak to all else
Chopper Hare 425 39 32 Tiny Tooth, Demon Fur Resists all elemental
Divine Bee 476 51 39 Angel Wing, Venomous Gel, Amber Lump Weak to Stab and Volt
Hexfrog 645 41 33 Crimson Eye, Hex Throat, Ice Sweat Weak to Bash and Ice
King Dragonfly925 54 46 Space Claw, Giant Wing, Chaos Eyes Weak to Stab and Volt
Pylon Crab 368 42 33 Artificial Hermit, Navy Fluid Resists all physical
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

Once you arrive from the Geomagnetic Pole, go ahead and map the general area to the south. Unlike the previous strata, Lost Shinjuku is basically a city and buildings (since Shinjuku is a part of Tokyo), which means there's less of a "hall and room" connection in this area. If you go south along the east wall from C2, you'll find some doors. Ignore them and keep going along the wall to find the long north/south hallway along the west side of the area: a Bone Lizard F.O.E. already lies there if you haven't messed with him yet. To the far north and far south, too, also lie staircases: however, they're pretty useless at the moment; even though they go down a floor, it's to a dead-end on that floor. (Though the one to the north has a note to read at the end of the path, if you're interested.)

However, if you go south, you'll find a small alcove in southern D1 leading to a Mine Point. Further south in the hall, go east at the fork and south at the next. At the end of the path, you can find two Drywall by pressing A at the end - but you'll battle some Chopper Hares are breaking down the wall. That's about it for now: go back northward to the two doors I mentioned earlier, those to the south of the Pole. Go through the doors and exit the room heading east across the ... whatever it is. As it is, you get into a rather unexepcted battle partway across.


BOSS: Ren, Tlachtga

STAT REN TLACHTGA
Max HP 8,500 7,000
Attack 56 49
Defense 36 35
Item Drops Ronin Armor Hex Chain
Elemental Weaknesses Fire Cut, Stab, Bash
Elemental Resistances Cut, Stab, Bash, Ice Fire, Ice, Volt

Talk about unexpected.

As much as you could expect, though, from what you did at the beginning of the game, this fight will not come with an easy victory: especially considering the possibility of Ren and Tlachtga having some of the same skills as you. In reality, they adhere quite well to their job classes: if you need some details on exactly what the two can do, see Ronin for Ren and Hexer for Tlachtga. In its own way, I suppose that will be their main weakness: they have familiar moves, and nothing truly "special" among them, especially compared to what monsters tend to have.

It will probably be best to focus on Tlachtga first in this battle, if you can: two strong bosses are hard to deal with, and Tlachtga is the weaker of the two (not to mention she can put some nasty statuses on you). Pretty much anything physical works well against her, so it shouldn't be hard to find something to hit her with. Ren should come second; she's obviously the stronger of the two, and the one aimed to be physical. Arthur and Frederica should still have some Fire-based skills to hit her with, and there's always items for the remainder.

In general, keep Raquna throwing up Defender every few turns, and perhaps Party Cure when needed. Simon needs to stick to trying to heal what status ailments come up (and there's going to be a lot). Everyone else should just fight: Tlachtga first, and Ren second.


After that tough battle, it might be wise to return to Etria for some healing. Otherwise, continue forward. The other side of the floor is almost completely symmetrical with the west side. Go through the two doors in the clearing. To the north, you'll find two rooms: to the west is an All Mist and to the east is another Mine Point. Backtrack to the doors and defeat the Bone Lizard circling the elevator to the east. Get into the hall behind the elevator and go south a bit. At the southern part of D7, go west and along the path to find some kind of thread; if you reach for it, you'll fight some Silkbinders. Then just return into the hall and go north to the next floor.


~ Yggdrasil Labyrinth: B22F ~

ITEM POINT DETAILS (ON WHOLE FLOOR)
Point Type Number Possible Items
Chop Point 9 If not stood on by Ice Claws: Death Stem, Shiny Vine, Gummy Wire
If stood on by Ice Claws: Severed Plant, Glacier Ootheca (very rarely)
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Beetle Lord 660 49 38 Gold Shell Resists all physical
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Chopper Hare 425 39 32 Tiny Tooth, Demon Fur Resists all elemental
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Divine Bee 476 51 39 Angel Wing, Venomous Gel, Amber Lump Weak to Stab and Volt
Gullinbursti 730 48 35 Gold Tusk, Gold Fur N/A
Hexfrog 645 41 33 Crimson Eye, Hex Throat, Ice Sweat Weak to Bash and Ice
Ice Claws 6,220 58 50 Frost Scythe Weak to Fire; Resists Cut, Stab, Bash, and Ice
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

When you arrive, if you want, you can circle south, west, and north to the next floor. While it's another dead-end, there is a note you can read at the end of the path. Otherwise, on B22F, go south and through the door. There are literally two Chop Points in this room alone (and about nine total throughout the floor), so, as Arthur would probably say, "Hell yeah!". It's probably best to come here with a near-empty bag, especially if you've already maxed the Chop skills as I have. =P In any case, in this room, there is an Ice Claws to melt, two Chop points, and a chest with an Amrita II within.

When done, use the southwest corner's door. Go along the hall beyond there. You'll soon come to a north/south fork. Both go to the same place, but the north one is longer and marginally more profitable, so if you don't plan on going for the other path (you know, mapping completionism yields Floor Jumps), it's the better one to go along. (There is an eastbound fork in B5, but it just leads to a room with a fake apple in the northwest corner.) Either way, the next room has three Chop Points and another Ice Claws. Ice, ice, ba-- *gunshot* ... Anyhow, exit this room via the northwest corner. Go along the path to a fork; at the end of the path to the east, you can get a Gummy Wire. (Even though it's the same situation as to the Silkbinder ambush before, it's not: not even an enemy comes by.) If you go west past the fork to the corner, then go one step north, you can face west and activate that shortcut.

If you go to the north and wind around down a few floors to B24F, you can follow a path to the far south to a healing spring, so it's important to note that. The other path leads to an ankh, too. We'll cover B23F in its own effed-up little way in a minute, though it's divided based on the stairs you go down, so you might want to do it after all.



~ Yggdrasil Labyrinth: B23F (to some extent) ~

ITEM POINT DETAILS (ON WHOLE FLOOR)
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 3 Strawberry, Mugwort, Spiral Seed

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Desouler 7,190 59 46 Judge Claw, Burnt Blood N/A
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Gullinbursti 730 48 35 Gold Tusk, Gold Fur N/A
Muskoid 402 43 30 Thorn Stem, Doom Petal Weak to Cut and Fire
Plated Roller 480 49 44 Space Husk, Cursed Leg Weak to all elemental; Resists all physical
Pylon Crab 368 42 33 Artificial Hermit, Navy Fluid Resists all physical
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

THIS SECTION IS WRITTEN ASSUMING YOU COME FROM THE NORTHWEST STAIRCASE IN B22F (GOING DOWN) OR B24F (GOING UP). It doesn't really stay much on B23F, but it does cover the desired extent of it; in reality, it's a lot of bouncin' between floors to turn on the elevators. >_>

B23F: Go south through the door and along the path through the hall. At the east/south fork in C3, go east and south at the forks. You'll probably battle a Desouler as you go along the path to a Take Point and stuff. Continue northwest from there to C4, then east to find some more Desoulers along the linear path. As you hit B3, go north and west. At the fork in northwest A3, go east and to the end to find some a Shiny Vine a cost of 60 HP to the party. Go west and path the fork to find another: go one tile south and face west to activate the shortcut.

Remember where I told you to head northwest, back in B3? Go northeast of there and deal with the trio of Desoulers. Go southeast from there and south into the 2x2 clearing. Leave it to the northeast while heading north: you'll find a fork with a Desouler to the north and a Gold Grimoire I to the south. Backtrack to the 2x2 clearing and go east to find another Take Point. Go along the path from there to a fork in C5: go south and to the end of the path. There, you can find some fruit to heal one person for 120 HP and 80 TP. (Don't ask how a glass fruit does this, then can practically break your jaw before.) Backtrack to the fork and go east and towards the end of the path. With one tile between you and the stairs. use the shortcut to the west. In this hall, you can find a note to the south, or go up the stairs to the north. (You already could dealt with both from B22F, so just go down to B24F.)

B24F: Go south and along the path, trying to stick as far to the east as you can. (We'll come back and cover more of this floor later, but we are focusing on B23F for now.) At the fork in D6, go south, south at the next, west and south at the next ones, and you should arirve in a clearing after battling some Arboreal Hulks on the way. Exit it to the southeast and go east at the fork and along the path. When you reach E7, exit to the northeast of the clearing: one tile west of the fork is a shortcut to activate, so do so and go back south, through the door, and upstairs.

B23F: Go north and through the door, then along the path to a 2x2 clearing. Exit to the northwest, then go south at the fork. If you go east at the next fork, you can head to the end of the path; if you sit on the wheelchairs, your party is healed for 50 HP and 30 TP before a battle against some Plated Rollers begins. Return back along the path into the main hall and go west a bit. In this little area around a squarish pillar (mostly E4/F4), you'll have several Desoulers to deal with. If you go southeast of the pillar, you can reach a chest with a Formaldehyde within. From the southwest of the pillar, you can go along the halls (north, south, west, west at the forks) to find some stairs.

B22F: Here, go north and out of the room. At the corner in southwest E2 where you turn east, face west to activate the shortcut. Map what's beyond if you want, but go back east and along the path, going north, east, east, south, and west at the forks to end up in a small clearing in east F3. There, you can find some medicine in the southwest corner to heal one person for 700 HP/TP: basically a full heal. Go back to the previous clearing and exit to the southeast. There, you will find two Ice Claw F.O.E.'s to deal with, plus four Chop Points. If you exit this clearing heading southeast, you'll find a door. Once beyond, go one tile south and face west to activate the shortcut if you want; there is a note beyond it if you head north. Head up the stairs on the main path.

B21F: Go north and west into the hall. While you circle around the structure to the west, look out for the two Bone Lizards: even if they are weak to most anything, two together will probably kill you. Anyways, on the north side, you can find two rooms: the west one is empty, but the other room has a Mine Point. Go north/northwest from these rooms and along the path, crossing a bridge similar to the one on which you fought Ren and Tlachtga. On the other side, as you try to cross into D2, face north at the last tile and you can activat the shortcut. From the shortcut itself, go west once, south once, and west into the clearing. On the southern side of it is a room: within, you can approach and interact with the panel on the south-central wall tile to activate the elevators! Return to the previous clearing and go east and southeast to find another doorway, which has a Nectar II beyond. That's about it; return to the previous floor.

B22F: On the other side of the nearby shortcut, go down the stairs.

B23F: Go along the path from before to the squarish hall in E4/F4. This time, leave it heading northwest. In the clearing, you'll want to exit to the northwest. At the end of the hall, you'll find a Take Point. Walk four spaces east of the Take point and face north to find the shortcut to the northern portions of this floor, if you want. Otherwise, go southwest and out of the floor via the stairs there.

B24F: Go north and through the door, then exit the next room to the northwest. At the end of the path, you'll find a chest with 20,000 en inside. Go on back.

B23F: Head downstairs via those in the southeast corner.



~ Yggdrasil Labyrinth: B24F ~

ITEM POINT DETAILS (ON WHOLE FLOOR)
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 2 Drywall, Crystal Wall, Shiny Seed
Take Point 2 Strawberry, Mugwort, Spiral Seed

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Arboreal Hulk9,40063 48 Curse Tusk, Hex Tusk N/A
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Gullinbursti 730 48 35 Gold Tusk, Gold Fur N/A
Muskoid 402 43 30 Thorn Stem, Doom Petal Weak to Cut and Fire
Plated Roller 480 49 44 Space Husk, Cursed Leg Weak to all elemental; Resists all physical
Pylon Crab 368 42 33 Artificial Hermit, Navy Fluid Resists all physical
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

THIS SECTION IS WRITTEN ASSUMING YOU ARE COMING DOWN FROM THE SOUTHEAST B23F STAIRS.

Great ... another winding area... We'll be assuming you collected nothing on your brief trip through here in the previous section, too.

Anyhow, leave this room heading north, and the clearing beyond as well. This will take you to a dead-end, but one tile west of the corner, you can face north to activate a shortcut. Do so, but don't really use it; our intended path will loop back here. Anyhow, from the clearing, head southwest and along the path to a west/south fork in F5. Go west and to the end of the path to find an ankh, then back to the south and south to find a lengthy (for this area) clearing. Leave it heading southwest, then turn east at the fork; this will take you to a Take Point (pardon the pun).

Return to the fork and head west, north, and east to a path with plenty of Arboreal Hulks along it. This loops back to the lengthy clearing, which you should exit to the northeast. Go along the path to a fork and turn east there, fighting another Hulk as you go. At the next fork, go south if you need to use the shortcut, or north otherwise. Go along to another fork; go west at it. Go west at the next one and continue along until you see a door to the north. Go through it to find a Mine Point. Continue along the main path to another fork; head west at it.

In the next clearing, exit to the north and go west at the next fork. You can find an ankh at the end of it. From where you find it, go north three tiles and face west: this takes you to the general area where the healing spring was found, so be sure to use it!

Now, then. Everything has been covered - that we can access without elevators - in B21F to B24F ... I hope. >_> In any case, we're now going to use the elevators. We'll assume you're going to use the ones on B21F, although I highly doubt it matters.




Going for a Ride


TREASURES CHECKLIST
[_] Lucky Scarab [_] Hunting Horn [_] Four-Leaf Clover [_] Metopon [_] Divine Gift [_] Rock Saker

~ Yggdrasil Labyrinth: B21F-B24F ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Arboreal Hulk9,40063 48 Curse Tusk, Hex Tusk N/A
Beetle Lord 660 49 38 Gold Shell Resists all physical
Bone Lizard16,280 61 35 Sternum, Dragon Tail, Torn Heart Resists Volt; Weak to all else
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Chopper Hare 425 39 32 Tiny Tooth, Demon Fur Resists all elemental
Desouler 7,190 59 46 Judge Claw, Burnt Blood N/A
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Divine Bee 476 51 39 Angel Wing, Venomous Gel, Amber Lump Weak to Stab and Volt
Gullinbursti 730 48 35 Gold Tusk, Gold Fur N/A
Hexfrog 645 41 33 Crimson Eye, Hex Throat, Ice Sweat Weak to Bash and Ice
Ice Claws 6,220 58 50 Frost Scythe Weak to Fire; Resists Cut, Stab, Bash, and Ice
King Dragonfly925 54 46 Space Claw, Giant Wing, Chaos Eyes Weak to Stab and Volt
Muskoid 402 43 30 Thorn Stem, Doom Petal Weak to Cut and Fire
Plated Roller 480 49 44 Space Husk, Cursed Leg Weak to all elemental; Resists all physical
Pylon Crab 368 42 33 Artificial Hermit, Navy Fluid Resists all physical
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

When we begin to ride the elevators, we'll start by assuming you're on B21F. There, head to the elevator nearest the entrance: that is to say, the one in southeastern C1, accessible from the east side of the structure holding it. You can ride down to two floors, initially, but you can soon find another elevator to go down further.

  • West B22F: Here, go south and along the path before you to find a chest with a Lucky Scarab inside. There is little else here.

  • West B23F: Go east to find a four-way fork. Go south and along the path to find another elevator, which will take you to B24F or B25F.

  • West B24F: This mostly consists of a maze-like set of paths that yield very little, except a Take Point and a Mine Point. Go south from the entrance and go the following ways at the forks: north, south, and north for the Take Point. Return into the hall and go east, then southeast from the clearing and east at the fork to find the Mine Point. Return to the clearing and exit to the northeast, then head northeast to find the elevator to B23F and B25F. If you wish, you can use it (details for the east side are below).

  • West B25F: If you come from the west elevator ... well, there's nothing important.

There is a second elevator on B21F, on the east side in southwestern C7. Like the other one, it initially goes to B22F and B23F. You can only go to those two floors like that; for part of eastern B23F, B24F, and B25F, you will have to use the other elevator and cross the halls on B24F.

  • East B22F: Go south and along the path for a bit. Two tiles before the dead-end, you will feel a breeze (it's automatic). Opting to rest here will allow the party to recover 40 TP. That's it for this floor, though.

  • East B23F: Coming from the B22F elevator, the path here goes linearly south, east, and north to a chest; open it for a Hunting Horn. If you come from eastern B24F, threr'es little. However, you can walk forward a tile and face south to open a shortcut to the other elevator.

  • East B24F: Uhh... Really? You had to cross from the western side of B24F to get here; details are above.

And for B25F? Well, that's obviously a bit special.


~ Yggdrasil Labyrinth: B25F ~

ITEM POINT DETAILS (ON WHOLE FLOOR)
Point Type Number Possible Items
Chop Point 4 If not stood on by Ice Claws: Death Stem, Shiny Vine, Gummy Wire
If stood on by Ice Claws: Severed Plant, Glacier Ootheca (very rarely)
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Arboreal Hulk9,40063 48 Curse Tusk, Hex Tusk N/A
Babirusa 1,990 59 48 Obsidian Fang, Scarlet Mane Resists all elemental
Bone Lizard16,280 61 35 Sternum, Dragon Tail, Torn Heart Resists Volt; Weak to all else
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Desouler 7,190 59 46 Judge Claw, Burnt Blood N/A
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Divine Bee 476 51 39 Angel Wing, Venomous Gel, Amber Lump Weak to Stab and Volt
Ice Claws 6,220 58 50 Frost Scythe Weak to Fire; Resists Cut, Stab, Bash, and Ice
King Dragonfly925 54 46 Space Claw, Giant Wing, Chaos Eyes Weak to Stab and Volt
Muskoid 402 43 30 Thorn Stem, Doom Petal Weak to Cut and Fire
Plated Roller 480 49 44 Space Husk, Cursed Leg Weak to all elemental; Resists all physical
Silkbinder 384 41 30 Strong Web, Slumber Web N/A

Much of this floor consists of winding hallways. When you arrive, go north and along the path before you for a bit. As you enter the halls in D7, that's where it gets confusing. Go west and north at the first forks to get to a door. On the other side, go east, and west at the forks. This will take you to a small clearing; exit it to the southwest to find a dead-end. However, one tile before the end, face east and you can use the shortcut to reach a Four-Leaf Clover chest.

Backtrack to the door you used (southern D6). Go west at the first fork and west at the second as well. As you enter the room, you can battle some monsters: two battles will be against some familiar ones (Plated Rollers, Gullinburstis, Dire Wolves) while the third will be against the relatively new Babirusa. Still, nothing special - if you eat the nuts found after the battle, the party recovers 200 HP and 100 TP, which is quite decent! Return into the hall and go along the first northbound path you find.

In C5, you'll eventually have an eastbound path to go along: go along it and you can use the shortcut at the end to get near to the elevator. Otherwise, return to the hall and go north and along the path, ignoring the first fork. At the second (in A6), go east, then east at the next one to find some Metopon - not the most useful item, but who knows, you might find it useful at some point. Backtrack to the fork in A6 and head west along the path for a while. Go south at the fork and the other after that to find another chest, this one containing the ever-useful Divine Gift - probably more useful than ever, given the number of F.O.E.'s we'll find later. ;)

Backtrack northwest past two forks into now-unfamiliar terriority. At the next two forks (both in A1), go west and south into a clearing. Exit it to the southwest and go along the path into a 3x3 clearing where you'll probably encounter a Desouler. After the fight, go east. In this rectangular hall (most of D2/D3), you'll find about four Bone Lizards to deal with. If you're crazy enough, you can try to take on all four: just get one from behind, let it live until another joins up (they run in circles, like on B21F), kill it, and loop this as needed for a crapton of EXP., especially with the Divine Gift you got moments earlier: combined, that's 235,200 EXP. And that's assuming non-shiny F.O.E.'s - if just one is (hey, it happened to me!), it's 470,400! >_> <_<

Anyhow, exit this hall to the southwest, then go south at the fork to reach a clearing. Plunder the Chop Point there (I got a Shiny Vine - I guess it's more common than a Shiny Pokémon, huh...) and exit off to the south if you want Frederica to find a rat. =P Back in the clearing, head east and you'll probably deal with some of those Arboreal Hulks and an Ice Claw. In the larger clearing to the east (E3), you'll find a Chop Point. You can also head southwest of the clearing and west at the fork in the hall to find a Rock Saker in a chest - it's a weapon for Frederica, probably to shoot rats with. XD

Back in the clearing, exit to the southeast and go along the path through a door. In the clearing beyond are two Desoulers and an Ice Claw to beat, with another of the former further to the north. So, yeah, nothing special. In the initial clearing, you can also find another two Chop Points. If you exit this area to the southeast, you can go along a path and, one tile before the dead end, use a shortcut ... though it's pretty pointless unless you want to backtrack to the nuts from before. (And it would've had to be a long journey... Not to mention the other shortcut that goes to a shortcut to the elevator we'll find in a minute or so.)

Go north from where the third Desouler was (D4) through either door. In the clearing beyond, head to the northeast corner and face east to find a shortcut: if you go straight forward on the other side and use the next shortcut thereafter, you'll find the elevator if you need to quickly leave for some healing. Which I recommend.

In any case, when you examine the door in the north-central part of the clearing ... I'll let you see for yourself. If you dare to go beyond said door...


BOSS: Etreant

STAT ETREANT
Max HP 22,000
Attack 65
Defense 48
Item Drops Shroud
Elemental Weaknesses Fire
Elemental Resistances N/A

Etreant's offense can be pretty lackluster: on a general level, most of his attacks will only deal about 30, 35 damage each, though it seems to escalate closer to 50 by the time you hit him a few times. Infernal Drain is a single-target attack for the basic amount of damage; as expected, Etreant will also recover some HP based on the damage dealt. Thousand Nails is one capable of hitting around three to five random allies, probably some multiple times. Tempest is little different than Thousand Nails except that it can cause some binding. 

Root Cyclone is by far his worst attack: it is a party-wide attack, usually dealing 80 ~ 120 damage, probably 30% ~ 50% of your HP, depending on your levels. (I'm centered around 61 at the moment.) Etreant is also capable of healing himself through Eternal Trunk: this will last for about three turns, healing for just over 1,060 HP each time. Etreant won't use this until falling around 33% ~ 50% HP, though; when it pops up, you need to get really heavy with your offense to prevent your work to be in vain. Luckily, he won't use it too heavily; I only saw it once.

Offensively, I can't say a lot, since most attacks are equally effective - except for Fire-based ones, which should have Arthur abusing Fire Formulas and Frederica using Fire Rounds/Charged Fire for most of the battle. Simon is probably better left to the role of healer through Salve, since none of Etreant's attacks seemed to do truly inhibiting ailments (though his Refresh can help in the off-chance I missed something). Your main character can probably keep Simon attacking if he uses Black Sabbath every turn (unless you status Etreant, which makes using it a bad idea), and Raquna? Eh, I just used Defender every few turns and kept her on the offense otherwise. Overall, a pretty easy fight.


After the battle ... suffice it to say a lot of stuff happens. Mostly bad. We eventually (and automatically) return to Radha Hall before our exploration of The 6th Stratum begins.



Fifth Stratum Quest Cleanup


TREASURES CHECKLIST
[_] All Mist [_] Unihorn x2 [_] Somaprime x2 [_] Somaprime x2 [_] Somaprime x2 [_] Gold Helmet [_] Sonic Dagger [_] 50 en
[_] Old Shield [_] Unihorn x2 [_] Rune Glove [_] Flame Boot [_] Circlet [_] 50,000 en [_] All Mist [_] Formaldehyde
[_] Metopon x2 [_] 5 en [_] 14,000 en [_] 50,000 en

Well. I suppose we've got some more to do. As usual. Not sure if there's truly a point in making an intro to this. Because there's not much to introduce. Words. Text. Bleh.

  • The Gold Enthusiast II: In this quest, we need to get ten pieces of Gold Fur, the highest number of something demanded by any quest insofar. Gold Fur is typically dropped by the Gullinbursti enemies found on the fifth stratum, specifically B22F to B24F. That's about all that can be said since its a grind - it'll probably be best to have high Scavenge skill levels for this one, unless you intend to simultaneously grind for EXP.

  • Ivory Princess' Dream II: Perhaps in a cruel bout of irony, this quest demands you go to the first floor of the Labyrinth to get rid of the monsters inducing the Ivory Princess's nightmares. And, as you go forward into the Labyrinth, you'll find them. There are four Cutter F.O.E.'s to start with - you're definitely familiar with these weaklings. Beyond them is the Nightmare Beast, basically a stronger version of them. So ... not a lot to say. The Nightmare Beast is a bit difficult to engage with. You probably recall that shortcut in the southwest corner of the Chop point clearing in D2/D3, right? Once you approach the Nightmare Beast, it'll run away, and then later head to the floor entrance (which is bad) - you need to leap out of the shortcut and intercept it to engage in battle with it. That's the only hard part of this mission, though - you could probably win the battle via Auto-Battle.

  • I Refuse Thee, Death: After accepting the quest, speak with the Pure Maiden in the bar. For the remedy, she requests a Mugwort, Death Stem, and Red Blood - one of each. Mugworts can be found from Take points in the fifth stratum: due to time issues (all being a little time-consuming to get to), I would recommend the southwestern one on B23F. Come in from the stairs in F1, go along the path to the clearing, then exit it to the northwest to find the Take point. Warp out, rest at the inn, and return as needed. Next, the Death Stem: these can be found at Chop points in the fifth stratum. If you come in from the southeastern staircases (doesn't matter which) on B22F, you can go out into a room with four Chop points within (and two Ice Claws, but they're pretty easy to beat). And, finally, the Red Blood: it can be dropped by Dire Wolves, which are random encounters from B22F, B23F, and B25F. It's a bit to grab, but completely manageable. Once you've managed to get all of the materials needed, speak with the Pure Maiden again, then report the results of the quest. (Note: In addition to the 50 en proposed by the client, you will also earn an Old Shield for completing the quest.)

  • Remembrance of a Friend: This quest, oddly enough, requires you to bring an offering to an explorer who died within the Labyrinth, and is now buried on B1F. The grave is in the northwest corner of the first clearing you get to if you come from the entrance. Suggested offerings from throughout the town include a Tiny Petal, Crabapple, Sap Wine, Hard Shard, Targe, Pipe Tobacco, Herb Wreath, and Prayer Flute. The latter three items can be gotten from your guildkeepers, and the Targe from the Shop. Tiny Petals and Crabapples are Taken from the first stratum; see Get Rich Quick II for some locales. (You should be fine enough to deal with just that info, strength-wise.) Sap Wine is also Taken, from the points on B18F (mostly): go to southwest B3 and northern F7 on that large floor's map to find them easily enough. Finally, Hard Shards are Mined for on the fourth stratum; one easy location is south, west, and north of the stairs to B18F there. I'm not entirely sure if how many offerings you give influences the overall result in any way: you can complete it with just one, after all, but I went ahead and left all eight. After doing so, I was able to speak with the sad-looking adventurer in the pub and earn a Rune Glove, Flame Boot, and Circlet.

  • Phantom of the Forest: For this quest, you must be able to unlock the violet-crystalled door on B11F. If you need details on how, see Unlocking the Violet Crystal Doors for more. In this quest, you need to head along to B7F via the path there: if you've already gone, there should be a shortcut in southeastern B4 of B7F you can use to make it shorter, but you had to activate it from the other side. A door to a room is in B6, past the damaging tiles. (It'll be best to heal right outside the door.) Beyond, you'll find Alraune to fight. She is pretty strong (able to do about 50 damage per hit) and can use multi-target attacks, but is by no means worthy of the title "boss". Simply keep everyone that you can on a Fire-centered offensive while Raquna throws up Defenders, Ice Walls, and Party Cures.

  • The Crystal Maiden: To satisfy the client in this quest, you need three Shiny Vines. They can be easily found from the Chop points in the fifth stratum. There are a total of nine on B22F alone. I recommend coming in from the southeasternmost of the staircases (either will do) and enter the room to the north, which has four Chop points (and two easy Ice Claw F.O.E.'s) within.

  • Reversal of the Poles: Erm... Okay, what Valerie says is confusing. In any case, when you arrive here, keep aware that stepping off of a certain invisible path will return you to the stairs. The path is actually very simple: all you have to do is go in certain directions until you bump into something - not just the wall, but literally anything. So, go due north, then due west, then due south, then due east, then due north, then due west to the point on the map. As you turn west for the second time, you will encounter a Diabolix, but they're weak compared to the enemies you've already faced on the fifth stratum, so not much to mention: just remember to go north to that little pole that blocks you before turning west!

  • A Sister's Parting Gift: In this quest, you need to get five Angel Wings. Angel Wings are found at random by defeating Divine Bees, found on B21F, B22F, and B25F of the fifth stratum. Since the Bees and items are found at random, there's little else to say but grind.

  • Lost Pet; Reward Offered: So ... this is pretty odd. The guy at the inn lost his pet Tree Rat (among the weakest of the Yggdrasil Labyrinth's enemies). Frankly, since the thing has a habit of going deep into the forest, I'd just call her dead, but whatever. Amazingly enough, she is alive - waaay down on B25F, of all places! She's actually in the same place where you found that mouse that scared Frederica, if you paid attention when you were down here. When you arrive via the elevator, go to the southwest corner and due west through the two shortcuts you should have activated. In the clearing on the other side, go south and southwest through the two doors. On the other side of the second one, go north and into the clearing, then west to the one with the Chop point. Exit said clearing to the southeast and go along to the end of the path to find Latche.

  • Hidden Treasure: I will say it now: this quest will be an extreme pain for you, especially if you do not have the Mine skill on everyone (don't neglect your Grimoire Stones!), and don't have it maxed. In this quest, you need to retrieve a Glacier Ootheca. This is a truly special item found at the Chop points on the fifth stratum, and only those on B22F. As you may have experienced on your journey through there, some Chop points did not yield Death Stems, Shiny Vines, or Gummy Wires - just Severed Plants by a large majority. Whenever an Ice Claws F.O.E. stands on one, it effectively "ruins" the Chop point, turning any reward there into Severed Plants. On very rare occasions, you can find a Glacier Ootheca among these Severed Plants: basically, the eggs of the Ice Claws. So, basically, your goal is to go to B22F and plunder the Chop points the Ice Claws have laid on. There are four in all: basically, coming from the northwest, northeast, and southeast staircases, the first room you come across are the ones with the Ice Claws, so navigation is not a problem. It's the rarity - if you don't get one on your first try (and seriously try all four or more points), you have to spend quite a while until they appear again, so spend a few weeks or so (seriously) at the inn. All my yammering aside, once you get one, speak with the treasure hunter in the pub, then report the results. (Note: You will actually get to keep the Glacier Ootheca you find! It's very valuable, able to be sold for 15,000 en by itself! That's just 1,000 en more than you get for finishing, too.)

  • Sealed Monster: After finishing Reversal of the Poles, you can start this. Apparently, the pole you put the stone back into on B18F was sealed away a powerful monster: it's now on B17F. Once you accept the quest, head to B16F and get next to the Geomagnetic Pole, then go due east and through the hidden shortcut. On B17F, go northwest and to the door. Before going through, be sure to go due west and activate the two-way shorcut, then retur nand go through the door. Beyond, you'll find a bunch of Medusa Trees to deal with, and the Manticore boss is further ahead, through the northern door. Despite its fearsome appearance, it's pretty easy to deal with: for the most part, you'll be fine if Raquna boosts your defenses with Walls and Defenders while Simon heals what Curses and Poisonings appear.


The 6th Stratum



Sectional Flowchart




  • Post-Credits Walkthrough: The additional details unlocked after beating the game, like B26F to B29F




Deactivating Gungnir


TREASURES CHECKLIST
[_] Town Medal

~ Etria ~

After defeating Etreant on B25F and receiving the Yggdra Virus from Visil, a huge shining light in the sky prompts Frederica to be concerned of the forced use of Gungnir. You'll receive a Town Medal accessory before being sent on to Gladsheim. Before that, of course, we need to head to the sixth stratum.


~ Yggdrasil Labyrinth: B25F ~

It'll be a short trip. Once you arrive on B25F from the elevator, go west and through the two shortcuts. Go through the door to the north and, on the other side, go north towards the alcove. Don't go into it, though: go west, north, and east to find a Geomagnetic Pole behind it. Hm. Kinda thought it would be on the next floor. Oh well. To Gladsheim!


~ Gladsheim: Area V ~

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Calamity Crab3,260 48 44 Unknown Shell Resists all physical

When you arrive and regain control, you can find a convenient terminal to the northwest - use it so we can unlock the doors on this floor: and the whole map, too! It's up to you as to which path to use. If you want to be direct about it, just go north through the door and beeline to the "!" point. Otherwise, in the next room, go west a room, north along the eastern hall(s) (you could try luring the F.O.E. and dodging around it) and use that eastbound hall in C3 to get past the F.O.E.'s.

Regardless of what method you choose, you have 50 "ticks" - the equivalent of "steps" - to find the terminal and defeat M.I.K.E. The best route is probably the evasive one to the west. While it is a bit longer, you need to keep strongly in mind that time is kept in battle: one whole turn in a battle is equal to taking one step... Obviously, if it reaches zero, Gungnir activates a suboptimal power, but still kills you.

Do not hesitate to use your best attacks in the intermittent battles: while they drain TP, healing in the field doesn't seem to cost you any time. I'd rather heal in the field than let a battle drag on a few more turns. You should be able to reach the room with the terminal with 25 ~ 30 turns remaining if you use the evasive route, and probably closer to 20 ~ 25 on the other routes.

Once you reach the room with the mainframe in it...


BOSS: M.I.K.E.

STAT M.I.K.E.
Max HP 21,480
Attack 61
Defense 54
Item Drops Machine Plate
Elemental Weaknesses Volt
Elemental Resistances N/A

That's some hardcore boss music. ^_^

M.I.K.E., as you could expect, has a number of attacks: most machines tend to, after all, in this game. >_> In any case, most of his attacks should deal around 30 ~ 45 damage on the base level. M.I.K.E. can use a basic attack, Particle Beam (pierces), Heavy Gatling (random- and multi-target for about 4 people), EMP (party-wide, around 50 damage), Overflow (makes him take more damage!?), Delete (party-wide, around 100 damage), and Glint (random status ailments to the party).

Okay, so this can be pretty difficult because of M.I.K.E.'s power and his numerous multi-target attacks. Raquna's duty probably needs to be the use of Defender every few turns. When she can, Shield Rush is also appropriate: even those there's just one enemy, it can reduce M.I.K.E.'s power by a noticeable margin. Because of these two things, Raquna will probably be the pivotal member of the party in this battle.

Simon needs to stick with the usual Medic duties: ailment restoration through Refresh and curation through Salve. Hopefully, no one will die if he's using Salve every turn, and he should have enough TP to keep that up pretty well, even if it's a lower-level skill (I haven't even upgraded mine). As is expected, Arthur and Frederica should be focusing on using their Volt-based skills - though Frederica might do better with Ricochet on the turns when M.I.K.E.'s Overflow skill is weakening him. Finally, yourself? Mostly just do what you want; I had Volt Shot through a Grimoire Stone, so my main character was okay. Then again, Bloody Offense on Arthur and Frederica also works quite well. Black Sabbath can also help with the healing - you see what I'm getting at, right?


After the battle, there's not a lot to do... Leave the room and return to Etria via the pole; feel free to battle the remaining F.O.E.'s on the way.



"It's Time We Destroyed the Core"



~ Etria ~

Back in town, opt to stay the night at the inn. During the night ... well, it's an easy-to-navigate scene. After you regain (full) control, you can leave the inn into the town. During the scene there, it becomes apparent that we can use the Pole on B25F to reach the next stratum. Be sure to prepare yourself very well: shop, heal, and get some preparation from the guild base. Head to the Labyrinth and use the Pole connecting to "the Lord's Hall" - on the other side, reuse the Pole and you can head - irrevocably, as you cannot return - to the Yggdrasil Core.


~ Yggdrasil Labyrinth: B30F ~

Yup, you got warped ahead a few extra floors than expected, straight to the end. Go straight forward and through the hidden shortcut, then straight forward again and through the doors. Beyond the second - in the deepest part of the thousand-year old Yggdrasil Labyrinth - is the Yggdrasil Core!

FINAL BOSS: Yggdrasil Core

STAT YGGDRASIL CORE
Max HP 90,000
Attack 99
Defense 75
Item Drops Demon Core
Elemental Weaknesses Fire, Ice, Volt
Elemental Resistances N/A

That's some hardcore boss music. ^_^ Anyhow, the battle begins with you using the Yggdra Virus automatically, dealing an intense amount of damage to the Core (and healing you vastly, for some arbitrary reason). It is reduced to about 15% ~ 20% of its max HP at that moment.

But the fight will, by no means, be easy: it still has a crapload of HP left, and is willing to back it up with force if you can't finish it fast enough! On a basal level, the Core's attacks will probably deal out 50 ~ 75 damage per hit. It is capable of using a basic attack, Explode (party-wide damage), Demon Rush (random- and multi-target), and Land Slash (multi-target to one person, total of about 150 damage). It can also use an attack to heal itself for around 2,400 HP. That's all I saw before it bit the millennium-old dust.

It is imperative that Raquna be able to use her Defender and Shield Rush skills for this battle: they raise your Defense and lowers the enemy's Attack, greatly reducing the painful amounts of damage that can be dealt against you. It is clearly weak to Fire (dude, it began as a plant, and remains one), as well as Ice and Volt, so elemental Formulae from Arthur and elemental attacks from Frederica are the order of the day. Simon is better left to his curative roles; luckily, I didn't see any statuses this battle, so he mostly stuck to using Salve. The main character should be the one to use Bloody Offense on Frederica and Arthur before resorting to his own element-based skills or Black Sabbath. Overall, it should be pretty easy if you can pinpoint the boss's weaknesses.

When you win, enjoy the 999,999 EXP.! (This is actually when I hit the max level of 70, too.)


You also get to enjoy fighting it again. Dammit. As Arthur would say. At least you're fully healed beforehand, mysteriously.

During the second half of the battle, you are imbued with Kupala's spirit and allowed to do obscene amounts of damage to the Yggdrasil Core, so by no means should your character do anything but attack. Raquna needs to stick to the previous Defender/Shield Rush Combo, Simon to his Salve, Arthur to his elemental Formulae, and Frederica to her elemental Rounds (or Ricochet: that was unusually effective). There is a ton of HP to eliminate, but if you're at a decent level (Level 60+), you should be able to do over 1,000 damage per hit with most of your characters, especially yourself, Arthur, and Frederica. (Heck, Arthur was doing borderline 5,000 damage with a maxed Inferno Formula, and nearly 8,500 with criticals.)

Perhaps it may be just the Elderevenge I bought from Rosa in the guild house before coming here, but you really should focus on using your best offensive attacks: each time (at least with that item in effect) you damage the Core, you will regain some HP and TP. If you're seeing that happen, then it is ideal to completely neglect healing, completely neglect TP restoration, all in favor of abusing the best attacks in your arsenal.

Yggdrasil won't pose a much-altered offense the second time around. I did begin to see Activate and Necrosis, a combo that is used to raise the ailment-hitting success rate for the former and to induce binds with the latter. He can also use Segment to heal for 9,999 HP at some points (I only saw it after eliminating half of his HP).


Enjoy the ending! Be sure to save the game after the credits!

After beating the game, several options are newly made available for you, since you unlocked them by beating the game. You can begin a New Game+, which allows you to bring over stuff from the old file to the new one, listen to all of the background music and vocals in the Album from the title screen, and continue your game to play the rest of the Labyrinth and stuff you may have forgotten! We'll proceed with the latter.




The Claret Hollows


TREASURES CHECKLIST
[_] Medica IV [_] Nectar II [_] Moschino [_] Hamaoprime [_] Formaldehyde [_] Dark Grimoire I
[_] Stun Knife [_] 35,000 en [_] Lucky Scarab [_] Hunting Horn [_] Four-Leaf Clover [_] 100,000 en

~ Etria ~

So then, I take it you're not simply satisfied by beating the Yggdrasil Core, huh? Seeing as you continued the game, there's a little bit extra left available to you, as mentioned when you exit the inn: you can now access B26F to B29F via a staircase left on B25F alluva sudden. You can then continue down to B30F and refight the Yggdrasil Core without any aid from Kupala or the Yggdra Virus, so, hey, let's do it! Prepare yourself well, then head to B25F. Examine the Geomagnetic Pole and it'll disappear, revealing a staircase to B26F: simply stand where the Pole was and face south, then press A to find it.


~ Yggdrasil Labyrinth: B26F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 3 Ambrosia, Monotropastrum, Headroot

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Gasser Tree 1,155 64 49 Throbbing Vine Weak to Fire
Hellfly 735 58 41 Wing Scale, Ice Wing Weak to Stab; Resists Ice
Leukocyte 665 61 44 White Crystal, Shrunken Cell Resists all physical
Nether Tortoise16,4008763 Millennial Shell, Tempered Shell Resists everything but Ice
Sawfish 815 62 42 Sawfish Scale, Saw Fin Weak to Volt; Resists Cut and Ice

When you arrive, go forward and west to find a Geomagnetic Pole. It functions exactly like the one that was on B25F: it take you to Area V of Gladsheim, back to Etria, and let you save. This floor is largely a warping puzzle. And it's a pain going blind. ... Then again, I'm here. So pay attention. =P

In the clearing east of the entrance, there is a door to the south. Go through it and along the path to the west and use the warp there. On the other side are seven northbound paths. Go along the westernmost: at the end is some dripping water that allows the party to recover 150 HP and 75 TP. Along the easternmost path, you can find a Take Point. Now, go along the third of the paths and into the light.

(Note: You can go along the middle of the paths, the fourth one which is the one north of where the warp dumps you. This brings you to a Take Point ... guarded by a Nether Tortoise. They are very resilient, tough-to-beat enemies. Personally, I hardly think it's worth it. If you want to leave after getting the Take point's stuff, go due west of the Take point and use the shortcut to pop out in that clearing east of the entrance. Again, I don't recommend it, but it's good for completionists.)

On the other side, go west to the fork, then north and into the warp. On the other side, go east to the three-way fork, south to another, and west into the warp. There, go west, then south when first possible, and west into a warp.

On the other side, go south to the fork and west and along the path; you'll probably fight a Nether Tortoise on the way. They're not very ideal to deal with, but this is one occasion where you don't have much of a choice. Two tiles before the end of the path (on the west side of the B2/B3 border), face south and use the shortcut to reach a warp.

Beyond, go east and south and west to find a chest, which contains a Medica IV. Go back along the path and continue past where the warp dumped you. You'll return to the path where you foguht the Tortoise: go south to the fork and west again, this time to the very end. Face south and use the shortcut, then the warp beyond.

On the other side, go south towards the fork. On the north side of the border between D4 and E4, face west and use the shortcut, then go along the path to the end for a warp. On the other side, go south - you might avoid a conflict with the Nether Tortoise that resides around there. Hopefully. If you need to, beat it. (Alternatively, you can go east at the fork from before and go along to where the Tortoise is, to the east of the fork. Make it follow you to the fork and use the shortcut yourself: since the Tortoise moves at half-speed when you're not in sight, you'll beat it there if you use the aforementioned warp!) In any case, in southern D7 is a fork: go east at it and west at the next one in C7. You likely will have to beat the Nether Tortoise there, but it's also pretty necessary to use what is beyond. At the end of the path, face south and run along the path to a warp.

On the other side, go due west to use the Take Point, then due east to activate the shortcut to the Geomagnetic Pole. Return into the northwestern room you were in. In the northeast corner is a warp to the stairs to B27F: use it and them, respectively.



~ Yggdrasil Labyrinth: B27F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 3 Tri-Color, Calculus, Legroot
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Bladefish 971 70 48 Blue Crystal, Blade Spirtal Weak to Volt; Resists Cut and Ice
Flame Ooze 722 64 44 Blaze Mineral Weak to Ice; Resists Cut, Stab, Bash, and Fire
Gasser Tree 1,155 64 49 Throbbing Vine Weak to Fire
Hazefly 835 65 46 Wing Scale, Haze Wing Weak to Stab; Resists Volt
Hellfly 735 58 41 Wing Scale, Ice Wing Weak to Stab; Resists Ice
Leukocyte 665 61 44 White Crystal, Shrunken Cell Resists all physical
Red Corpuscle 663 70 51 Red Crystal, Shrunken Cell Resists all elemental
Sawfish 815 62 42 Sawfish Scale, Saw Fin Weak to Volt; Resists Cut and Ice
Songbird 14,400 86 57 Crystal Plume, Ruffled Feather Resists Volt
Steel Barb 858 68 48 Shiver Stinger, Severed Stinger Near-Immune to all but Volt

Ah, great, more trouble. On this floor, there are a lot of holes about to bring you to the floor below. In most cases, you'd love that ... but this isn't quite Pokémon Mystery Dungeon. The majority of the floor below that you can land on is damaging tile. Go forward a tile and you light up the flammable pool on the mound. For now, go north as far as you can and do that three more times for three more mounds: stick to the west side as much as possible, too.

So, then... You have to pay very close attention to the sequence of directions I tell you to go here. I will guide you through everything on this floor but, especially in the blind portions, it is important you do exactly as I say. You cannot "skip ahead" with this sequence, okay?

The minute you come down the stairs from B26F...


  • North, right (x2), south, east (x8), north (x3), left (x2), north (x1), west (x2), south, light the torch, west (x3), north (x3). You can now open a chest to the west; it contains a Nectar II.

  • South (x3), east (x3), north, east (x2), north (x5), west (x2). Light the torch to the north. If you want, you can go south and into the hole. This leads to a Chop Point, a Take Point, and a Mine Point. The shortcut from there is in the northwest corner: face north to use it. Then cross the damaging tiles to the northwest corner and return to B27F.

  • Only if you went down to B28F: South, east, south, east (x2), south (x6), east, south, east (x2), south, east. This will get you back on track for the next button sequence.

  • East, north, east (x4). This will bring you to a Mine Point.

  • North, west (x2), south (x3), light to torch to the east, south, east (x4), north (x2). Face east and open the Hamaoprime chest.

  • South (x2), west (x4), north (x4), east (x5), north (x3), west. Light to the torch to the south.

  • Note that you might deal with a Songbird in this sequence. Go west (x2), north (x2), west (x2), north, west, north (x2), east, light to the torch to the north, east, north, east (x2), north, east. Open the chest in front of you for a Formaldehyde.

  • We'll now backtrack a little. Go west, south, west to the torch, south, west (x2), south (x2), east, south, east (x2), south (x2), east (x2).

  • Now we'll progress further. East (x2), north (x4), light the torch to the west, north (x2), east, north, and go east to the Mine Point.

  • South (x2), east (x4), south, light to torch to the south, west, south, west (x2), south (x4), light the torch to the west. If you go east twice and south twice, you can fall down to a certain part of B28F. There, you can beat a Blizzard Clone to the west and open the chest for a Dark Grimoire I. In the southeast corner, face south and you can use the shortcut. Go west to the west side of the enclosure and you should see a Chop Point nearby; get some stuff from it and return to B27F.

  • Only if you went down to B27F: South, east, south, east (x2), north, east (x2), south (x3), east (x2), north, east (x4), south, east (x2), south (x2), east (x4), north (x5), east (x3), south (x2), east (x3), south (x4). You should be beside the torch just lit and ready for the next sequence.

  • East (x5), north, east (x2), light the torch to the south, east, south (x3), east, south until you bump a wall, west, south until you bump a wall, west to the chest. Open it for a Stun Knife.

  • East (x5), north (x5), west, light the torch in front of you, east (x2), north to the wall, west, north (x2), east, north to the torch, light it, west, north to the wall, east, north to find the stairs to B28F's less dangerous portion. YAY!


~ Yggdrasil Labyrinth: B28F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 3 Moschino, Lady Palm, Armroot
Mine Point 1 Tri-Color, Calculus, Legroot
Take Point 1 Ambrosia, Monotropastrum, Headroot

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Bladefish 971 70 48 Blue Crystal, Blade Spirtal Weak to Volt; Resists Cut and Ice
Blizzard Clone18,0008663 Dragon Core, Drake Eye Weak to Volt; Resists Ice
Depth Dancer14,20088 55 Sinister Beak, Stiff Wing Weak to Stab; Resists all elemental
Evilroot 635 71 47 Black Root, Cursed Root Weak to Cut and Fire; Resists Ice and Volt
Gasser Tree 1,155 64 49 Throbbing Vine Weak to Fire
Hazefly 835 65 46 Wing Scale, Haze Wing Weak to Stab; Resists Volt
Red Corpuscle 663 70 51 Red Crystal, Shrunken Cell Resists all elemental

I'd say you deserve a prize for making it past that last thing, but Atlus hardly gives a crap about what I think. >_>;; In any case, go along the path before you to find four staircases branching off of different paths. Go up the first one you can reach. On the floor above, go south and east and to the very end of the path to find a chest with 35,000 en inside! Return downstairs with the easternmost stairs and you'll find a Chop Point. Go back upstairs and use the westernmost stairs of this set.

Back on B28F, go south, west, and north to use the westernmost of these staircases. Then use the next-to-westernmost of those stairs on B27F. Then use the westernmost of the next set of B28F stairs. This will bring you to a Mine Point. Go back down, then go south and east. Go up the third staircase of this set (the first one in A3). This will bring you along to some more B28F stairs. Before going down, with one tile between you and them, face south and activate that two-way shortcut so you don't have to go through another "holy" hell again. Then go on down. The other side features a healing spring and stairs to B29F. Almost there...



~ Yggdrasil Labyrinth: B29F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 1 Moschino, Lady Palm, Armroot
Mine Point 1 Tri-Color, Calculus, Legroot
Take Point 1 Ambrosia, Monotropastrum, Headroot

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Bane Lizard18,504 90 62 Blue Sternum, Blue Blood, Stone Heart Resists all physical
Bladefish 971 70 48 Blue Crystal, Blade Spirtal Weak to Volt; Resists Cut and Ice
Evilroot 635 71 47 Black Root, Cursed Root Weak to Cut and Fire; Resists Ice and Volt
Flame Ooze 722 64 44 Blaze Mineral Weak to Ice; Resists Cut, Stab, Bash, and Fire
Hazefly 835 65 46 Wing Scale, Haze Wing Weak to Stab; Resists Volt
Hellfly 735 58 41 Wing Scale, Ice Wing Weak to Stab; Resists Ice
Huge Ant 2,826 83 53 Ant Claw, Gold Carapace, Binded Jaw Weak to Ice; Resists Cut, Stab, Bash, and Fire
Leukocyte 665 61 44 White Crystal, Shrunken Cell Resists all physical
Red Corpuscle 663 70 51 Red Crystal, Shrunken Cell Resists all elemental
Spiked Roller 65576 58 Roller Tail, Roller Spike Resists all physical
Storm Clone16,000 84 59 Dragon Core, Dragon Horn Weak to Fire; Resists Volt

B29F decides to throw you another excellent warping puzzle. ... *vomits*

In the entrance room are three warps. Use the one in the southwest corner. Then the next room's northwest warp, then go east in the hall to another warp. On the other side of it, go west and you'll find a chest with a Divine Gift inside. Now use the only warp in the room, the one in the northeast corner. That takes you back to a previous area; go south and through the warp there.

In this room, go use the southeastern warp, then the southeast warp in the next room as well. In the hall you pop out at, go west and north to the next warp. On the other side, go east and grab the Lucky Scarab from the chest, then use the northwest warp return to the start.

Back at the start, use the northeast warp, then repeat that in the next room. In the hall you pop into, go south and through a warp, then south and through another warp, then north and through a warp, and then north and through one more warp. On the other side, go west and open the chest for a Hunting Horn, then use the warp in the southeast corner, then the one due north of its output to return to the start.

Once at the start, go through the northeast warp, then the northeast one in the next room, then south to another, south to another, north to another, and now east (not north) to another. On the other side, a Bane Lizard will be circling around to the north. From that square hall are four offshoots (you came from the south). To the west, you can find a Mine Point; to the north, you can find a Take Point; and, to the east, you can find a Chop Point.

Go west of the square hall and south of the Mine point to a warp. On the other side, go north and press A at the end of the path to find a White Crystal if you're persistent enough in trying to get one. Go south to where the warp dumped you out and go into the hall to the west. There are two Bane Lizards going throught it, so it's not recommended to fight them whatsoever. Go south at both forks you reach and into the warp at the end of the path. Then use the warp to the north of where you're spilled out.

This puts you in the area just around the swastika-shaped area in the center. In front of you is a square hall rounding it with four Bane Lizards within, and some warps as well. You want to go into the square and east and north and west to B4 where you can go off to the north and west into a warp found in B3. On the other side, defeat the Storm Clone and open the chest for a Four-Leaf Clover, then use the southwest warp.

On the other side of this warp, go south and along the first path west into a warp. Go east to another and you'll return to the swastika-shaped hall. Again, exit via the western warp, then go west and south at the two forks in the Bane Lizards' hall to another warp. Then go north into another to get outside of the swastika-shaped hall.

This time around, you want to go west and north to C3, which is where you can veer off to the west and south and into a warp. On the other side, you'll see the stairs in front of you. Ignore them for the moment and go west to activate the two-way shortcut, then use the stairs.



~ Yggdrasil Labyrinth: B30F ~

ITEM POINT DETAILS
Point Type Number Possible Items
Chop Point 0 N/A
Mine Point 0 N/A
Take Point 0 N/A

LOCAL ENEMY BESTIARY
Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Bane Lizard18,504 90 62 Blue Sternum, Blue Blood, Stone Heart Resists all physical
Depth Dancer14,20088 55 Sinister Beak, Stiff Wing Weak to Stab; Resists all elemental
Dragon Clone20,00090 62 Dragon Core, Wyrm Head Weak to Ice; Resists Fire
Hazefly 835 65 46 Wing Scale, Haze Wing Weak to Stab; Resists Volt
Huge Ant 2,826 83 53 Ant Claw, Gold Carapace, Binded Jaw Weak to Ice; Resists Cut, Stab, Bash, and Fire
Iron Crab 1,580 83 58 Gray Shell, Gray Pincer Resists Cut, Stab, Fire, and Ice
Nether Tortoise16,4008763 Millennial Shell, Tempered Shell Resists everything but Ice
Red Corpuscle 663 70 51 Red Crystal, Shrunken Cell Resists all elemental

NOTE

Given the stuff implied by the game when you Continued your previous game's file, I am not sure whether the shortcut used to beat the boss the first time in Story Mode is available during your Classic Mode journey. While I played on Story Mode, my return here allowed me to reuse the shortcut. However, the game's text implies otherwise. Fair warning. Or something. >_>


And so, we come to the final battle. Almost. Unlike our first journey here, you cannot simply go north and through the shortcuts. Nah, why would it be that easy? Instead, we have a lengthy journey in a huge hall where Depth Dancer F.O.E.'s spawn at random along all of the walls. ... Grr...

Despite this, the walkthrough itself is easy: navigation is not hard due to the sheer size of the hall. Okay, then, exit this room to the northwest. Go north, west, and south along the path for a while. As you reach southeastern F3, go through the two doors. On the other side, go east and north. As you progress into F6 or F7, right on their southern border near where the Nether Tortoise spawns, go west. One tile to the north will be a shortcut in the wall to the west; go through and deal with the Dragon Clone on the other side. Go north, west, and south to find a chest containing 100,000 en!

Go to the southwest corner of the room and go back along the path some, this time going north past the shortcut. You'll soon find a Bane Lizard to hopefully dodge around (unless you're quite daring); either way, go west and south from there to find a door. On the other side, on the south-central tile of the room, you can find the shortcut you used last time you were here. I highly recommend escaping the dungeon now to return to Etria and heal: there are sufficient shortcuts throughout the dungeon to make sure you can get back safely:


  • B26F: Due west of the Geomagnetic Pole is a shortcut. Use it, then the northeast warp, and go south and downstairs.
  • B27F: Go north along the western wall towards the B28F stairs. Then, from next to those stairs, go south, east, south, east twice, and north to find the shortcut. Use it to go find some stairs to go down.
  • B28F: Simple enough. Use the healing spring and continue on down.
  • B29F: Use the northeastern warp, then the northeast warp again. Face east to find the shortcut; go east, south, and downstairs.
  • B30F: Go north and through the shortcut, then, like before, through the doors. Where you fought the boss before, examine the wall due north of you to encounter the boss again.

FINAL BOSS: Yggdrasil Core

STAT YGGDRASIL CORE
Max HP 90,000
Attack 99
Defense 75
Item Drops True Demon Core
Elemental Weaknesses Fire, Ice, Volt
Elemental Resistances N/A

Unlike the first time you fought this boss, there is no external aid from the Yggdra Virus or Kupala - you have to remove all 90,000 HP by yourself. It is ideal to come with some sort of preparation from your guild house and with plenty of items: 90,000 HP is more than four times the highest you've likely deal with insofar, and it's by no means any cakewalk to get through. The ability to cure HP and revive KO'ed allies beyond those of Simon and Raquna will also be extremely helpful.

That said, my previous strategy for this boss was far inferior to what I really should've done, especially given the difficulty of this boss. I'll hand it over Thard Verad for now. =P I'll simply quote the aesthetically-altered strategy he sent via e-mail.




This fight is no joke. Nothing you have faced on the way here has remotely prepared you for what you're about to face. Remember, the ancient civilization was ready to NUKE THE ENTIRE LABYRINTH to protect the rest of the continent from the Core. Yeah.

I'll outline his attacks first:


  • Demonic Rush: Deals 3-8(?) hits to random party members. Front Guard recommended to counteract this.
  • Land Slash: Deals four hits to one member. Front Guard recommended to counteract this. Even Raquna takes 400+ damage! If he targets the back row, have Nectar II or Revive on standby.
  • Root Cyclone: Party-wide attack. Parry to counteract this. Raquna can see over 600 damage from this one. Back row should guard if they're below 80% HP.
  • Explode, Freezing, Thunderstorm: Death disguised as elemental attacks. Be sure you have all three [Element] Wall skills.
  • Necrosis: Party-wide instant death attack. Not likely to wipe you out, but you may lose one or two people.
  • Tangling Ray: Party-wide full bind. It really sucks to have Raquna's arms or Simon's head get bound.
  • Ancient Pollen: Party-wide random ailments. Remember this from Alarune?
  • Activate: Increases the Core's ailment success rate. Finally, a use for Metapons! (Though it will dispel any debuffs you've set. Still, when Necrosis comes, you'll be thankful for it.)
  • Cell Membrane: Blocks and counters all attacks for one turn. The Blizzard King had a similar move. Be careful.
  • Segment: Heals the Core's HP. Used when its health falls to certain levels.
  • King's Resolve: Dispells all buffs on your party. Only used if he senses too many buffs on your characters.
  • Armageddon: Massive TEC-based untyped damage to the entire party. Only used after King's Resolve.

I think that's all of them. You see those last two, King's Resolve and Armageddon? These attacks form a dangerous one-two combo that can easily wipe you out, but he only does it if you have multiple buffs active. For this reason, I suggest using DEBUFFS instead of buffs as your primary means of reducing damage. Sapping Curse or the enemy skill Forest Breach are good choices. If you feel you just HAVE to buff, keeping it to just one at a time won't trigger the combo. On offense, I used the Highlander's Delayed Charge/Cross Charge combo, Arthur's Fire and Thor Formulae, and Ricky's Charged Ice. Just use your best attacks to keep up the pressure while Raquna and Simon do their thing.

Now on to the boss' strategy! The battle against the Yggdrasil Core can be broken down into four sections, each with their own attack routine. The Core will follow this script and attack in more-or-less the same order each turn. Once you cause enough damage, he'll use Segment to heal, and move on to the next script. Unfortunately, things get a little more nebulous in the final script, so you'll probably still lose a few times.


  • Section 1 - Full HP to about 85% - Here we have a four-turn cycle, with the core changing elements for each go-around. No risk of King's Resolve/Armageddon until the first Segment is used.
    • Necrosis
    • Explode
    • Demonic Rush or Land Slash
    • Land Slash or Demonic Rush
    • Root Cyclone
    • Freezing
    • ... and so on. Thunderstorm is on turn 10, and if you still haven't seen Segment by turn 14, it's Explode again.

  • Section 2 - First Segment usage to about 65% HP - Once you get to this stage, hold back on the buffs because he'll use King's Resolve and Armageddon now. Try to get through this stage quickly because of all the status attacks.
    • Segment (Heals 9999 HP)
    • Activate
    • Tangling Ray
    • Land Slash or Demonic Rush
    • Cell Membrane
    • Ancient Pollen
    • Explode
    • Activate
    • Necrosis
    • Land Slash or Demonic Rush
    • Cell Membrane
    • Tangling Ray
    • Freezing
    • Activate
    • Ancient Pollen
    • Land Slash or Demonic Rush
    • Cell Membrane
    • Necrosis
    • Thunderstorm
    • ... I've never taken longer than this. But it probably repeats.

  • Section 3 - Second Segment to about 40% HP - The core cuts back on the status moves here, but I've seen two different patterns and even been surprised by a change in attack order. To see which pattern he is on, use Ice Wall. Freezing is FAR more dangerous than Land Slash or Demonic Rush.
    • Pattern #1:
      • Segment (Heals 9999 HP again)
      • Explode
      • Freezing
      • Land Slash or Demonic Rush
      • Root Cyclone
      • Thunderstorm
      • Explode
      • Land Slash or Demonic Rush
      • Root Cyclone
      • Freezing
      • Thunderstorm
      • ... (Repeat, unless you've done enough damage to prompt the final Segment)
    • Pattern #2:
      • Segment
      • Explode
      • Land Slash or Demonic Rush
      • Thunderstorm
      • Root Cyclone
      • Freezing
      • Land Slash or Demonic Rush
      • Explode
      • Root Cyclone
      • ... I think you see the pattern now, don't you?

  • Final section - Third Segment until one of you emerges victorious - This is where everything hits the fan. His script is a lot more randomized now, and I haven't been able to get a 100% foolproof prediction. All I can say is take notes, cross your fingers, and keep trying. The good news is that he won't use the same element twice in a row. That means you only have a 1-in-2 chance of guessing right instead of 1-in-3. Well, unless he switches the element attack with Root Cyclone....
    • Segment (Heals 24,000 HP! That's right, his total HP after healing is now almost 134,000!)
    • Status Move (Tangling Ray, Ancient Pollen, or Necrosis)
    • Demon Rush or Land Slash
    • Element attack
    • A different Element attack, or Root Cyclone
    • Root Cyclone, or a different Element Attack
    • Activate or Cell Membrane
    • Status Move again (Lather, Rinse, Repeat)

Let me just say, when I finally FINALLY beat this nightmare, I was level 99 with the best gears I could get, the Gingerlife cordial, and still barely made it out.




Sixth Stratum Quest Cleanup


TREASURES CHECKLIST
[_] Storm Talisman x3 [_] Formaldehyde [_] 10,000 en [_] Hunting Horn [_] 10,000 en [_] Nectar II x3 [_] Medica IV x2 [_] Gold Armor
[_] Syrinx [_] Hunting Horn [_] Lucky Scarab x3 [_] Dagger of Mercy [_] Four-Leaf Clover [_] 25,000 en [_] 7,000 en ~ 35,000 en [_] 100,000 en
[_] 100,000 en [_] 50,000 en [_] 100,000 en

Time for the last quests of the game! If you've completed every other one thus far, completing these will append the Quest Complete medal to your Guild Card!

  • Chef's Latest Request: In this quest, you need to retrieve a single Cursed Root. Cursed Roots are a conditional drop from the Evilroots found on B28F and B29F of the sixth stratum. You can use a Formaldehyde to get them, or you can risk it by meeting the actual condition: Curse an Evilroot. Other than that, there's not a lot to say.

  • Official Business II: It seems that the elevator on B21F has stopped working for some reason. Approach the western one and try to pry it open to fight a Binding Stinger - basically an evolved Silkbinder. Repeat this with the elevator on the east side; it's the same thing except you fight two Binding Stingers, plus a Steel Web. Nothing special; once you're done fighting, you're done with this quest.

  • The Gold Enthusiast III: For this quest, you need to obtain a Gold Feather. If you know stuff about Iwaoropenelep, the Golden Plume conditional drop for it may come as the first idea - or, at least it did for me. While Iwaoropenelep is indeed the target of this mission, you by no means have to get the conditional drop. By now, he (like most of the other F.O.E.-type bosses) should have regenerated unless you've been rebattling them regularly. In any case, after defeating Iwaoropenelep by any means desired, a Gold Feather will be dropped that will suffice for this quest.

  • Song from the Depths: The song in question for this ... well, quest can be found on B25F. From B21F, use the west side's elevator to go to B23F, then go east, south, and along the path to another elevator. There, you can go to B25F. Press A in the northeast corner of the enclosure you enter to find the singing desired if you open the box.
 
  • The Legendary Bird: After accepting the quest, speak with the bard in the bar. After the tale, proceed to B27F. The moment you enter from B26F, go north, east to a wall, south, east until you step in F3, east one more step, north to the wall, west twice, north twice, and east once to find the place where the meat should be cooked. You have to navigate there completely in the dark (don't use the torches), and you have to arrive between 4 PM and 7 PM (sunset). Place the meat and you'll get the Magic Down to return to the pub with; give it to the bard, then get the reward from Valerie.

  • Emblem of Love: For need, you need to get three Tri-Colors. Tri-Colors are found at the Mine points of the sixth stratum. Most the "item" points in the sixth stratum are pretty tedious to get to, but here's the one I recommend: on B27F, the moment you walk in from the southwest stairs, go north and along the western wall to the second torch (central D1). Light it, then get on its south side. From there, walk south, east to a wall, north, east, north, east to a torch, south to a wall, and east into the hole: on the other side, you'll find a Mine, Chop, and Take point to plunder. Just set up an Auto-Walk path to mediate this each time you return. (Note: While the quest claims to only give you one Lucky Scarab, you actually get three.)

  • Gourmand's Request: You've got quite a shopping list here:
    • Wolf Fang: These are dropped by Forest Wolf F.O.E.'s on the first stratum. A few can usually be found on B4F.
    • Bird Limb: These are dropped by Giant Moa F.O.E.'s on the second stratum. Some can be found in western B7F.
    • Fossil Nest: These are dropped by the Servitor Ant F.O.E.'s of the third stratum, which can be found prolifically throughout B11F and B12F. This is a conditional drop, met through Petrifying the enemy.
    • Red String: These are dropped by the Cruella F.O.E.'s of the fourth stratum. A few can usually be found in the second room of B19F if you come straight from B20F to avoid the warping puzzle.
    • Curse Tusk: These are dropped by the Arboreal Hulk F.O.E.'s of the fifth stratum. A fair few are in the passageway between the two elevators on B24F, as well as throughout the southern portion of the floor.

  • Remnants of an Age Past: In this quest, you are to find the Ankhs on B24F of the fifth stratum. There are five in all:
    • From the stairs in A1, go east at the next fork to the south and press A at the end.
    • In A2 is a healing spring. Approach to the door to the south, then go due east through the shortcut you should've activated last time, then south to the end and press A.
    • From the stairs in F7, go into the room to the north and leave it to the southwest, then go west at the fork in F5 and press A at the end.
    • Coming from the western elevator (C1), go south, then go east and west at the forks and press A at the end of the path.
    • Coming from the eastern elevator (C7), leave to the northwest and go northwest at the fork to find the Ankh at the end.

  • Proof of Heroism: After accepting the quest, speak with the drunkard in the bar. After, head to B16F and into the westernmost of the six doors. Ride the sides to the southwest corner and face south there to use the shortcut. Run south and east through the area and the door to find the stairs; deal with the Medusa Trees as you will. On B15F, go north, west, and through the door. Go along the path on the other side, going north, east, through a door, south, along the path, through some doors, and you should get into A7. Go north on the other side of the door and along to a fork; go south, through the door, then south at the fork and along to a chest with a Four-Leaf Clover within. Go back to the fork in A5 and go west through the door. Go north on the other side and along the path towards A2 where you can find a Formaldehyde. Go back through the last two doors you used and go south at the fork in west A5, then along the path southward through two more doors. At the next fork you reach (D4), go south, then north, then east and north to find a chest with a Divine Gift inside. Backtrack to B3, just southeast of where the Formaldehyde was, then go west through the doors and north through another. In northern portions of the room, press A to find a Frozen Arm, then return to the pub. (Note: It will be easier for you in the next quest, The Azure Colossus, if you activate a certain shortcut. Basically go south of the room with the Frozen Arm and you should find a lilypad to ride. On the other side, face the west at the southwest corner to find a spot you could've visited last time.)

  • Official Business III: In this quest, you need to go to B27F/B28F of the Labyrinth. While there, there are up to five (you need just one) artifacts to obtain. For each one earned, you will earn 7,000 en, up to 35,000 en for all five. And, gods be with ye, for they are not in the hole-filled area~! Starting this quest, I'll assume you're near the shortcut in the northwestern part of B27F, the stairs that go to the healing spring and to B29F thereafter.
    • Go east and downstairs. In the hall, go south, west, and into the first offshoot you find and press A at the end.
    • Return to the previous floor and use the easternmost offshoot you can. Press A at the end there.
    • Return to the previous floor and go into the next stairwell to the west. Then go into the second one to the east and press A at the end.
    • Return to the previous floor and use the easternmost staircase. Use the next stairs to the east (third overall) and press A at the end.
    • Return to the previous floor, then use the next stairs to the east, then again the next stairs to the east. Press A at the end. That should get you all five artifacts.

  • Awakening the Serpent: This should be available after finishing Remnants of an Age Past. Apparently, we can now activate a device - with the Ankh Motor - on B21F. Dunno how they connected this logically to an elevator, but whatever. Anyway, the point in question is the panel you used to activate the elevators on B21F: go into the room opposite the west elevator and a shortcut you should've activated should be to the south. Use it, then head southwest and into the room and to the point in question. After pressing the button, head down to B25F: it's in the same room as the stairs to B26F. There, you will fight the Storm Emperor. It's not that difficult, really; just now it's weak to Fire and resists Volt. (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)

  • The Azure Colossus: After finishing Proof of Heroism, this quest should pop up. Basically, we need to now defeat the Blizzard King. Head to B15F and go through the door north of the southwest corner, then face east at where the walls meet to use the shortcut. Ride the lilypad and generally go north back to where you found the Frozen Arm to fight the Blizzard King. He's really not that difficult, especially compared to some of the F.O.E.'s you've fought on the sixth stratum already, though be sure to remember he's weak to Volt, not Fire, for some unexplicable reason. Also, do not attack on turns that are multiples of 4 (4, 8, 12, etc.) because the oft-used Mirror Shield induces immensely damaging counterattacks... (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)

  • Call of the Wyvern: For this quest, you need to head down to B8F, where the Wyvern once was. Approach and battle it (this is easiest if you come from the northern B9F stairs, since you don't have to dodge the lightning breath). The once-fearsome enemy is probably a bit easier by now; it has 22,500 HP and is weak to Ice while resisting Fire and Volt. It's actually pretty easy, since it doesn't have many notable attacks. In any case, after receiving the Hollow Fang, return to the pub to report the results.

  • The Dread Wyrm: A result of completing Call of the Wyvern is the appearance of this quest. Return to B8F again and, this time, you'll find a Great Dragon where the Wyvern was. You'll have to fight this enemy - definitely tougher than the Wyvern! - to complete this mission. It's pretty difficult, too... In any case, the main things to note are that it is weak to Ice and resists Fire, and you obviously will want to heal every turn: it's very powerful, after all, and has 45,000 HP. If you can manage that much, it will be much easier. After finishing, go to the pub for your reward. (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)




Optional Quests

Introduction

Soon after your first trip into Gladsheim, you can go to the pub in Etria and accept some quests, similar to the system presented in another Atlus 3DS release, Shin Megami Tensei IV. These quests are typically optional, so you pretty much have no reason to do them - except for one thing: the rewards! Many quests offer a reward of some kind, sometimes even lots of money or rare equipment! The purpose of this section is to list off those optional quests - also integrated within the Walkthrough - so you can complete them. Good luck!



Quick-Jump

There are a fair few quests, after all! Rather than simply listing them one by one and cluttering up the Table of Contents, I opted for a table right here that links to the quests, found in the Quest List section below.


QUICK JUMP
A Certain Shop's Request Missing Detective
A Favor to Shilleka I Mystery of the Labyrinth
A Favor to Shilleka II Observing Adventurers I
A Favor to Shilleka III Observing Adventurers II
A Sister's Parting Gift Official Business I
Adorable Plants Official Business II
Awakening the Serpent Official Business III
Call of the Wyvern Orphans of the Forest
Chef's Demand Pest Control
Chef's Latest Request Phantom of the Forest
Chef's Odd Request Prayer to the Stars
Chef's Request I Proof of Heroism
Chef's Request II Remembering the Fallen
Collect Nectar Ingredients! Remembrance of a Friend
Crab Catchers Remnants of an Age Past
Emblem of Love Request from the Inn I
End of a Story Request from the Inn II
Explorers Guild Job I Request from the Pub I
Explorers Guild Job II Request from the Pub II
Explorers Guild Trial Reversal of the Poles
Fashionista I Scavenging for Ian I
Fashionista II Scavenging for Ian II
Find the Detective Sealed Monster
Fishing Contest Shadow in the Grove
Get Rich Quick I Song from the Depths
Get Rich Quick III Subduing the Woodflies
[[Get Rick Quick II]] The Azure Colossus
Gourmand's Request The Bandit's Treasure
[[Gratitiude for a Beast]] The Crystal Maiden
Hidden Treasure The Diamond Charm
Horticulture The Dread Wyrm
I Refuse Thee, Death The Foreign Seeker
Ivory Princess' Dream I The Fossil Charm
Ivory Princess' Dream II The Gold Enthusiast I
Looking for Memories The Gold Enthusiast II
Lost Item The Gold Enthusiast III
Lost Pet; Reward Offered The Leathersmith's Favor
Love, Cast in Silver The Legendary Bird
Love's Uncertain Promise The Lucky Coin
Medicine Woman I To Taste It Once More...
Medicine Woman II Under Construction
Medicine Woman III Work Stoppage


Quest List



A Certain Shop's Request



  • Reward: Theriaca A x3
  • Details: For this quest, you need one Hardwood item. Hardwood can typically be found from Chop points in the first floor of the Labyrinth. As I recall, one can also be found as a plain set item (preferable to the randomness of Chop points) - see Adventurer's Initiation for that.



A Favor to Shilleka I



  • Reward: Bone Armor
  • Details: After accepting the quest, go speak with Shilleka to go talk about getting the Bone Armor made. ... To be honest, I had already unlocked it at that point, so I don't really know what materials were needed. >_> Reporting the quest as successful still earns a you a free Bone Armor, though, so it's not all bad.



A Favor to Shilleka II



  • Reward: Skarn Barrette
  • Details: Similarly to A Favor to Shilleka I, you need to go talk with Shilleka about getting a Skarn Barrette made. ... And, yet again, this was another accessory I already had, and therefore do not know the precise materials one would need to obtain this: I'm pretty sure Andradite, a rare item from the B3F Mine points (see [[Get Rick Quick III]] for a map). >_> Well, a free Skarn Barrette is something.



A Favor to Shilleka III



  • Reward: Bone Flail
  • Details: Another quest type you ought to be familiar with, it involves you going to Shilleka and then gathering the ingredients she needs to make a Bone Flail. And, as with the previous two quests of this type, I've no clue as to what a Bone Flail is made out of: I already had made it myself by this point. Oh well. Free Bone Flail! =P



A Sister's Parting Gift



  • Reward: Metopon x2
  • Details: In this quest, you need to get five Angel Wings. Angel Wings are found at random by defeating Divine Bees, found on B21F, B22F, and B25F of the fifth stratum. Since the Bees and items are found at random, there's little else to say but grind.



Adorable Plants



  • Reward: Axcela x3
  • Details: Speak with Johan the botanist in the pub after accepting the quest: he basically wants you to find out where the Petaloids live in the Primitive Jungle. The place is in A4 of B7F: it's on the map below. Simply visit the spot and return to the pub to report its location to specifically point it out. (As a note, the man ends up throwing in two more Axcela to bring the overall reward to three Axcela.)




Awakening the Serpent



  • Reward: 100,000 en, Level Cap +10
  • Details: This should be available after finishing Remnants of an Age Past. Apparently, we can now activate a device - with the Ankh Motor - on B21F. Dunno how they connected this logically to an elevator, but whatever. Anyway, the point in question is the panel you used to activate the elevators on B21F: go into the room opposite the west elevator and a shortcut you should've activated should be to the south. Use it, then head southwest and into the room and to the point in question. After pressing the button, head down to B25F: it's in the same room as the stairs to B26F. There, you will fight the Storm Emperor. It's not that difficult, really; just now it's weak to Fire and resists Volt. (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)



Call of the Wyvern



  • Reward: 50,000 en
  • Details: For this quest, you need to head down to B8F, where the Wyvern once was. Approach and battle it (this is easiest if you come from the northern B9F stairs, since you don't have to dodge the lightning breath). The once-fearsome enemy is probably a bit easier by now; it has 22,500 HP and is weak to Ice while resisting Fire and Volt. It's actually pretty easy, since it doesn't have many notable attacks. In any case, after receiving the Hollow Fang, return to the pub to report the results.



Chef's Demand



  • Reward: Spark Mist x2
  • Details: You've got a list of ingredients to grab for Jackson this time, and it's no basic shopping list. One item is the Fish Scale, a random drop by Swordfish, which are found on B14F and B15F. Another is the Glow Beak, a random drop from the Glowbird found at random mostly on B9F. The third is the Dried Peachtree, found at the Chop points of the Fourth Stratum. The easiest one is near the B17F stairs on B16F: go north through the shortcut, leave that room to the west, and you should see the shiny spot: grab 'em and return as needed.



Chef's Latest Request



  • Reward: Nectar II x3
  • Details: In this quest, you need to retrieve a single Cursed Root. Cursed Roots are a conditional drop from the Evilroots found on B28F and B29F of the sixth stratum. You can use a Formaldehyde to get them, or you can risk it by meeting the actual condition: Curse an Evilroot. Other than that, there's not a lot to say.



Chef's Odd Request



  • Reward: Fire Ring
  • Details: For this quest, you need to find some Carminite. Carminite is a rare item, found by defeating Firebirds in a particular way: through fire itself! (That means Fire and Inferno Formulas for Arthur, and Fire Rounds for Frederica.) Firebirds can be found on B8F, B9F, and B10F pretty often. You just need one.



Chef's Request I



  • Reward: Confuse Gas x2
  • Details: For this quest, you need to get some Bug Nests, three in all. Bug Nests are a random drop by Dragonflies. As Valerie mentions, they can be found on B13F, and B14F as well. Since they're a random drop, it's mostly grinding for the moment.



Chef's Request II



  • Reward: Luring Bell x2
  • Details: This basic mission is one wherein you need to find two Sandfish Eyes. Sandfish Eyes, as you could expect, are random item drops from Sandfish. Sandfish can be found on B17F, B18F, and B19F of the Labyrinth, so go smash some up.



Collect Nectar Ingredients!






Crab Catchers



  • Reward: Steel Gage
  • Details: You know those Aquatic Butchers in the water on B13F? Basically, the client for this quest wants a "sample" of one of them, which means a Giant Crab Shell. If you come down from B12F, go north at the fork and when you see the Chop point across the river in C2, face south and use the hopefully-already-activated shortcut. Go west and along that path to a fork: go north at it and east at the next to find the Giant Crab Shell at the end of the path.



Emblem of Love



  • Reward: Lucky Scarab x3
  • Details: For need, you need to get three Tri-Colors. Tri-Colors are found at the Mine points of the sixth stratum. Most the "item" points in the sixth stratum are pretty tedious to get to, but here's the one I recommend: on B27F, the moment you walk in from the southwest stairs, go north and along the western wall to the second torch (central D1). Light it, then get on its south side. From there, walk south, east to a wall, north, east, north, east to a torch, south to a wall, and east into the hole: on the other side, you'll find a Mine, Chop, and Take point to plunder. Just set up an Auto-Walk path to mediate this each time you return. (Note: While the quest claims to only give you one Lucky Scarab, you actually get three.)



End of a Story



  • Reward: Hakenbuechse, 300 en
  • Details: This appeared sometime after finishing Get Rich Quick III. Looks like that portly merchant got what was coming to him. In any case, he went mining on B3F and lost his money when he was attacked by what sounds like two Reaping Shades. The room is marked on your map: it the room encompassing the majority of A3, A4, A5, B3, B4, and B5 on the map: basically, the second room from the entrance where two Reaping Shades lie. Head to the "!" mark on the map and press A to find a sack o' stuff. Leave and return to the pub to receive a Hakenbuechse (different from what the mission specified). The barkeep also adds another 200 en to his reward so that you get 300 en when reporting the mission's success.



Explorers Guild Job I



  • Reward: Green Boot
  • Details: After accepting the quest, head down to the Explorers Guild: the dude there wants three Crabapples, items you can Take from areas on B2F and B5F. B2F is easier, and Get Rich Quick II even shows a map, so go for the map there.



Explorers Guild Job II



  • Reward: Flash Bomb x2, Sonic Bomb x2
  • Details: Once accepted, head again to the Explorers Guild and speak with the guy there. This time, he wishes for you to Take something from the Second Stratum, three Mint Leaves. We haven't quite yet gone to B6F at this point in the walkthrough, but it's also not too far in there. After getting on B6F, go north and past the room to a fork. Go east and south and west at the next forks to find one Take point. The other Take point is in square A6 of that same floor, but due to the lengthy travel to it, I'd recommend just waiting until we cover it later in the walkthrough.



Explorers Guild Trial



  • Reward: Nectar II
  • Details: Well, this is just great. The Guild has at random decided to issue a trial in which you stay on B8F for five days. Get there between 7 AM and 10 AM on a given day (the time is in the top-left: if you don't want to wait around, stay at the inn until morning, which is 7 AM). Time passes as you move around, and it does so automatically: and slowly. I mean, I map out the whole friggin' thing and I rarely spend more than 12 in-game hours on a single floor. One hour will pass with every 30 steps, which means 720 per day and 3,600 total. However, this is a pretty easy trick to this. In the Wyvern's room, you cannot encounter enemies at random (other than the Wyvern itself, which is non-random). If you set yourself up a looping Auto-Walk path there, you won't encounter a random enemy and can simply wait out the five days! If you want to avoid the Wyvern's electric breath, look at the map near the end of Retrieve the Dragon's Egg. In any case, each hour should pass in about 10 seconds, which means a day every four minutes and the whole quest in about ten. (There are breaks for ~12 hours starting at 7 PM.)



Fashionista I



  • Reward: Lucky Scarab
  • Details: The client in this quest requires five Insect Eyes. Insect Eyes are a pretty tough item to get, at least early on, especially if you don't know how to get them. Firstly, they are indeed dropped by the Woodflies proliferating on the top floor of the Labyrinth. However, you need to defeat them in a certain way to get the Eyes: specifically, do not do a physical attack on them. In other words, basically have most of your party Defend and make Arthur throw an Inferno Formula or something for a couple of battles.



Fashionista II



  • Reward: Lucky Scarab x2
  • Details: For this particular quest, we'll find that Ms. Meryl now requires a Sharp Stinger. The Sharp Stinger is an item found at random by defeating Army Wasps. These particular enemies are found pretty rarely, located on B6F, B7F, and B10F, though B6F and B7F have a higher concentration to some slight extent. You need three Sharp Stingers total.



Find the Detective



  • Reward: Warding Bell x3, Amrita
  • Details:
    "Once property of man, now belonging to the insects who dwell below.
    The light of the ore becomes the sun. The shadow points to the four doors.
    From under the sun, south two steps and one, west one step, and again south two steps and one.
    There, below. The honey shall become an orb and regain its shine."
    Such is the poem having been left to you by Austin, and for you to interpret its meaning. The sun refers to a Mine point, and the four doors can only be found near each other on B10F and B11F, but only the latter has a Mine point near, too. From the Mine point in D4 of B11F - use the stairs to B12F, go north three steps, use the shortcut to the cut, then go south and west - you will find four doors off to the south. From the Mine point itself, go south three spaces, west one, then south through the second of the doors and into the hole beyond. After having fallen, go north a tile and press A to find and speak with the man. If you tell him that the note was used, keep in mind that the sun was a Mine point. In any case, you'll soon fight some Toxic Worms - not unlike their Mad-/Meltworm counterparts, they are weak to Cut and Fire. In any case, after the fight and scene, return to the pub. (Note: Sometime later, when you speak with Austin at the pub, he'll yield up an Amrita for you as payment for helping him in addition to the client of the quest.)



Fishing Contest



  • Reward: Amrita II x4
  • Details: Head to B14F to start this quest. There, you can opt to join the fishing competition where you have 8 hours (~240 steps) to find as many fish as possible. There are eight in all. On the map below, the flowery things mark the lilypads you can float on (with the arrow marking the direction in which you move) and the red circles are the fishing spots: there are other spots you can try, but they sometimes yield monsters. These together should help you well enough to finish the quest quickly. After eight hours, return to the pub to check on the results. Your reward will likely vary by place, but I know first place yields four Amrita II!




Get Rich Quick I



  • Reward: Fire Talisman x3
  • Details: In this quest, you need to speak with a resident of the pub regarding the location of a Chop point - the person is the portly merchant. Speak with him a second time - since I'll point out the chop point's location to you. See the map below - you should be able to figure out what's what.




Get Rich Quick II



  • Reward: Chill Mist
  • Details: This appears sometime after [[Get Rick Quick I]] - I found it literally before making any further progress through B3F. In any case, the same portly merchant requests to know where some Take points are on B2F. Yet again, I'm decent enough to provide a map.




Get Rich Quick III



  • Reward: Amrita
  • Details: Yet again, you must speak with the portly merchant for this quest. This time, he wishes to find some places on B3F where you can mine: that is to say, he wants to find some Mine points. Once more, you need to tap the spot on the map where one is after speaking with him. And, once more, here's a map:




Gourmand's Request



  • Reward: Dagger of Mercy
  • Details: You've got quite a shopping list here:
    • Wolf Fang: These are dropped by Forest Wolf F.O.E.'s on the first stratum. A few can usually be found on B4F.
    • Bird Limb: These are dropped by Giant Moa F.O.E.'s on the second stratum. Some can be found in western B7F.
    • Fossil Nest: These are dropped by the Servitor Ant F.O.E.'s of the third stratum, which can be found prolifically throughout B11F and B12F. This is a conditional drop, met through Petrifying the enemy.
    • Red String: These are dropped by the Cruella F.O.E.'s of the fourth stratum. A few can usually be found in the second room of B19F if you come straight from B20F to avoid the warping puzzle.
    • Curse Tusk: These are dropped by the Arboreal Hulk F.O.E.'s of the fifth stratum. A fair few are in the passageway between the two elevators on B24F, as well as throughout the southern portion of the floor.



Gratitude for a Beast



  • Reward: 200 en
  • Details: For this quest, you need to return to the point on B3F where you found a bear from whom you could steal. The spot you need to go to is easy to find. From the staircase that goes down to B4F, go east and two tiles and face north to use the shortcut. Go east, south, and east past the fork to find the bear at the end of the path. Leave the gift outside and return to Etria for your reward.



Hidden Treasure



  • Reward: 14,000 en
  • Details: I will say it now: this quest will be an extreme pain for you, especially if you do not have the Mine skill on everyone (don't neglect your Grimoire Stones!), and don't have it maxed. In this quest, you need to retrieve a Glacier Ootheca. This is a truly special item found at the Chop points on the fifth stratum, and only those on B22F. As you may have experienced on your journey through there, some Chop points did not yield Death Stems, Shiny Vines, or Gummy Wires - just Severed Plants by a large majority. Whenever an Ice Claws F.O.E. stands on one, it effectively "ruins" the Chop point, turning any reward there into Severed Plants. On very rare occasions, you can find a Glacier Ootheca among these Severed Plants: basically, the eggs of the Ice Claws. So, basically, your goal is to go to B22F and plunder the Chop points the Ice Claws have laid on. There are four in all: basically, coming from the northwest, northeast, and southeast staircases, the first room you come across are the ones with the Ice Claws, so navigation is not a problem. It's the rarity - if you don't get one on your first try (and seriously try all four or more points), you have to spend quite a while until they appear again, so spend a few weeks or so (seriously) at the inn. All my yammering aside, once you get one, speak with the treasure hunter in the pub, then report the results. (Note: You will actually get to keep the Glacier Ootheca you find! It's very valuable, able to be sold for 15,000 en by itself! That's just 1,000 en more than you get for finishing, too.)



Horticulture



  • Reward: 700 en
  • Details: This quest involves the wish of a dying man who had quite the green thumb. (Hopefully it's not what he died of.) On B7F of the Labyrinth was a place where a plant could grow that it would nowhere else. When you arrive on the floor from B6F, go west to C3, then go south to the shortcut near there. Cross it and go west into the large room with the many damaging tiles. If you go north from the very center of D2, you should be able to reach a small alcove: go to its northeast corner to plant the Gold Seed. You'll have to fight some Pollen Bees before leaving, though: they're pretty easy to beat, though, especially due to their Stab and Volt weaknesses.



I Refuse Thee, Death



  • Reward: 50 en, Old Shield
  • Details: After accepting the quest, speak with the Pure Maiden in the bar. For the remedy, she requests a Mugwort, Death Stem, and Red Blood - one of each. Mugworts can be found from Take points in the fifth stratum: due to time issues (all being a little time-consuming to get to), I would recommend the southwestern one on B23F. Come in from the stairs in F1, go along the path to the clearing, then exit it to the northwest to find the Take point. Warp out, rest at the inn, and return as needed. Next, the Death Stem: these can be found at Chop points in the fifth stratum. If you come in from the southeastern staircases (doesn't matter which) on B22F, you can go out into a room with four Chop points within (and two Ice Claws, but they're pretty easy to beat). And, finally, the Red Blood: it can be dropped by Dire Wolves, which are random encounters from B22F, B23F, and B25F. It's a bit to grab, but completely manageable. Once you've managed to get all of the materials needed, speak with the Pure Maiden again, then report the results of the quest. (Note: In addition to the 50 en proposed by the client, you will also earn an Old Shield for completing the quest.)



Ivory Princess' Dream I



  • Reward: Divine Gift
  • Details: After accepting the quest, speak with the lone butler in the pub: he basically will state that you need some with a skill (such as [[Torpor]] or Anaesthetic) that can put enemies to sleep. After speaking with him, speak with the "Pure Maiden" in the pub, too. She can make you a sufficient sleeping potion if you get five Pure Roots (found by beating Hexroots, found from B16F to B18F). Either way (via a skill or via the potion) should suffice, although all I tested was the potion. Once you manage to get something to work, simply report the results to Valerie.



Ivory Princess' Dream II



  • Reward: Sonic Dagger
  • Details: Perhaps in a cruel bout of irony, this quest demands you go to the first floor of the Labyrinth to get rid of the monsters inducing the Ivory Princess's nightmares. And, as you go forward into the Labyrinth, you'll find them. There are four Cutter F.O.E.'s to start with - you're definitely familiar with these weaklings. Beyond them is the Nightmare Beast, basically a stronger version of them. So ... not a lot to say. The Nightmare Beast is a bit difficult to engage with. You probably recall that shortcut in the southwest corner of the Chop point clearing in D2/D3, right? Once you approach the Nightmare Beast, it'll run away, and then later head to the floor entrance (which is bad) - you need to leap out of the shortcut and intercept it to engage in battle with it. That's the only hard part of this mission, though - you could probably win the battle via Auto-Battle.



Looking for Memories



  • Reward: Bravant
  • Details: This takes place on B2F of the Labyrinth. You need to head into the room where you found the second F.O.E. (which was forced); in general, just head to D1 on the map. Head as far south in that enclosure as possible, then go to the far east. At the end of that small dead-end, you should be able to find a lost basket that satisfies the quest.



Lost Item



  • Reward: Corundum, 2,000 en
  • Details: After the rather creepy introduction to the quest post-acceptance, you need to head down to B11F. In the northeastern corner of the map, there is a Mine point: if you've already mapped the floor (as you should have, since it was required), you should know at least that I'm talking about A6 - heck, it gets put on the friggin' map, how can you miss it? One step before the Mine point (at the "!" point), you go ahead and return the item in question. (Note: In addition to your reward at the pub (2,000 en), you also receive one Corundum from the survivalist whose item is missing.)



Lost Pet; Reward Offered



  • Reward: 5 en
  • Details: So ... this is pretty odd. The guy at the inn lost his pet Tree Rat (among the weakest of the Yggdrasil Labyrinth's enemies). Frankly, since the thing has a habit of going deep into the forest, I'd just call her dead, but whatever. Amazingly enough, she is alive - waaay down on B25F, of all places! She's actually in the same place where you found that mouse that scared Frederica, if you paid attention when you were down here. When you arrive via the elevator, go to the southwest corner and due west through the two shortcuts you should have activated. In the clearing on the other side, go south and southwest through the two doors. On the other side of the second one, go north and into the clearing, then west to the one with the Chop point. Exit said clearing to the southeast and go along to the end of the path to find Latche.



Love, Cast in Silver



  • Reward: Soma x3
  • Details: In this quest, you need to get a single Corundum, found (albeit rarely) on the third stratum's Mine points. There are two that are easy enough to get to on B11F. There's the one in D4: from the B12F stairs, go north three tiles, face west, use the shortcut, then go south. Head west, west, and north at the forks to find it. The other Mine point is in the very northeastern corner of the map, in A6: you'll have to walk there manually, but you should know where it is due to having to map the floor to proceed. Grabbing both, then returning to the inn and resting for a day before returning should suffice. (Note: completing the quest Lost Item will also yield a free Corundum during the course of its completion, much easier than simply hunting for it at Mine points, but it's a one-time-only deal.)



Love's Uncertain Promise



  • Reward: 5,000 en
  • Details: This one is done on B16F of the labyrinth. From the Pole, go into the second door to the west. After the current ride, go due north for another, then another. Go east and ride the next southbound sand current, then ride the eastbound current next to the wall. After disembarking, go north and ride that one. After getting off, go east and south to the end of the non-sand path to find the missing dude.



Medicine Woman I



  • Reward: Hamao
  • Details: This quest is pretty easy: all you need to do is get a Bird Tendon and bring it back to the pub. Bird Tendons are a random drop from the Huge Moas, which are found on B17F, B18F, and B19F. Go fry some chicken.



Medicine Woman II



  • Reward: Somaprime
  • Details: After finishing Medicine Woman I, this should obviously pop up. This some, you need to find some Cordyceps. It's a rare item you can find via the Take points in the fourth stratum, and I mean rare, but at least you need just one. The easiest Take points are in B3 and F7 of B18F: y'know, that big, wide room? Navigation is definitely easy there. =P



Medicine Woman III



  • Reward: Axcela x3
  • Details: After accepting this quest, you need to get a member of your party petrified: an annoying task, but nonetheless possible. The Faeries you can find on B19F have the ability to petrify your allies. The Medusa Tree F.O.E.'s also can do this (if you're not finding any, F.O.E.'s regenerate every few days or so). When battling them, defeat all other enemies (since they tend to just chip away at your HP) and then have everyone Defend for a while until someone is petrified. Ideally, you'll get Rosa to make you some Regenurtica to heal your HP automatically while this goes on (since you will be attacked), or abilities like Cover Fire that heal you when defending. If need be, you can also have someone use Party Cure or Salve every now and then to keep you out of KO. In any case, once someone is petrified, do not heal them and return outside (preferably through Floor Jump, for obvious reasons). (Note: The potion you test out will not end up working. It does result in the success of this quest, but keep in mind you'll want to visit the clinic at the inn, use a status-healing skill like Refresh, or use a Theriaca B after the quest to heal the petrification.)



Missing Detective



  • Reward: Paralyze
  • Details: This time, it looks like Austin may have really gone missing. All we know is that his room in the inn was broken into, with a note left behind: "Belief for ultimate return to eventual equilibrium necessitates failure. Such easy comfort only reinforces naivete. Escape relief. Has existential laziness prevented mental exercise?" The puzzle is to look at the first letter of each word: it reads (once the numbers are put in the right place) "B14F SE CORNER HELP ME", or to look in the southeast corner of B14F. Come into B14F from the B15F stairs: ride the lilypad eastward, then two more in that direction. Press A on the southeast corner of this island. During the scene, you'll have to deal with some monsters in several rather big battles: still, the monsters themselves are nothing different than what you'd find on B14F. After winning and the scene thereafter, you can return to the pub.



Mystery of the Labyrinth



  • Reward: Axecla
  • Details: For this quest, you need to head to B10F. ... To be honest, I'm not 100% sure on how I managed to do it. Anyways, in the entrance room from B9F, there are four doors: use the southeast door and go due east in the next area to find a shortcut. I suppose you are supposed to enter-and-exit this shortcut for a while: I set myself up an auto-walk path on the map to suffice and did it for about four in-game hours while I idly did other stuff. Eventually, I gave up (on the east side) and the first battle I ran into (which occurred literally at the dead-end) was the World Sprout, a VERY weak enemy that is the object of the quest.



Observing Adventurers I



  • Reward: Blaze Oil x3
  • Details: Well, it looks like Shilleka wants to go on some adventure! Head to B1F of the Labyrinth. She'll want you to take her to B2F - Floor Jump suffices, so go ahead. ... Oh, Lord, I hate self-references to a game. x_x Anyhow, she wants to see the monsters living on the stratum: specifically a Ragelope, Boulder Boar, and Reaping Shade. These are all F.O.E.'s easily encountered on B2F and B3F: if you need help finding some, follow the walkthrough from the last half of Exploration of the Yggdrasil Labyrinth and the first bits of The Terror of Fenrir. You don't have to fight them, though, just see them (unless you want items to sell to Shilleka later or somethin').



Observing Adventurers II



  • Reward: Slumber Knife; Shilleka's SP Potion x3 (revisit the shop after; also becomes for sale)
  • Details: Guess what? Shilleka wants to go through the Labyrinth with you again, this time on the second stratum. Specifically, she wants to go to the healing spring. After some of the previous quests (and your main journey through the area), you should be familiar enough with B8F to get there. If not, from the main floor entrance, go north at both the forks you soon reach. After the scene there, you simply need to return back to Etria. (Although she justs decides to use an Ariadne Thread when you leave the stratum ... and she doesn't even offer to take you. Jerk.)



Official Business I



  • Reward: Stonard x4
  • Details: For this quest, you need to first head to B7 on the B10F map. This is the room east of the violet crystal door we covered in the section Unlocking the Violet Crystal Doors. Once there, go into the center of the room and press A to put down the incense you should have received on the way here. As a result, you'll fight a Murder Vine, a more powerful Fanged Vine, still weak to Cut and Fire. That's it, too - just return to the pub when you're done. (Note: The reward offered gets boosted by an additional two Stonards versus what the quest specifies.)



Official Business II



  • Reward: Medica IV x2
  • Details: It seems that the elevator on B21F has stopped working for some reason. Approach the western one and try to pry it open to fight a Binding Stinger - basically an evolved Silkbinder. Repeat this with the elevator on the east side; it's the same thing except you fight two Binding Stingers, plus a Steel Web. Nothing special; once you're done fighting, you're done with this quest.



Official Business III



  • Reward: 7,000 en, 14,000 en, 21,000 en, 28,000 en, or 35,000 en
  • Details: In this quest, you need to go to B27F/B28F of the Labyrinth. While there, there are up to five (you need just one) artifacts to obtain. For each one earned, you will earn 7,000 en, up to 35,000 en for all five. And, gods be with ye, for they are not in the hole-filled area~! Starting this quest, I'll assume you're near the shortcut in the northwestern part of B27F, the stairs that go to the healing spring and to B29F thereafter.
    • Go east and downstairs. In the hall, go south, west, and into the first offshoot you find and press A at the end.
    • Return to the previous floor and use the easternmost offshoot you can. Press A at the end there.
    • Return to the previous floor and go into the next stairwell to the west. Then go into the second one to the east and press A at the end.
    • Return to the previous floor and use the easternmost staircase. Use the next stairs to the east (third overall) and press A at the end.
    • Return to the previous floor, then use the next stairs to the east, then again the next stairs to the east. Press A at the end. That should get you all five artifacts.



Orphans of the Forest



  • Reward: 3,000 en
  • Details: For some reason on B12F, the ants are becoming rather antagonized, attacking many adventurers. For this, you need to go to B12F. From the B11F stairs, go north to the fork, then west, south, south, west, and west at the forks. This should bring you to the westernmost of those numerous dead-ends you looked at the last time you were here. (Or the first. Whatever.) You will find quite a few ant enemies on the way, though you can bypass some if you use the stairs going down to B13F first, or all if you properly use the holes mirrored above on B11F. Once you examine that spot at the end of the path, return to the pub.



Pest Control



  • Reward: Medica III x2
  • Details: Once accepted, you need to head to that room on B10F that was immediately noted by being bug-infested upon entrance. When you enter the floor from B9F, use the northwestern of the four exits to head to northern E1 and there you'll find it. You'll begin by fighting Toxinflies, which are weak to Volt (Thor Formula, anyone?). After several straight battles, you'll be able to return to the pub.



Phantom of the Forest



  • Reward: 50,000 en
  • Details: For this quest, you must be able to unlock the violet-crystalled door on B11F. If you need details on how, see Unlocking the Violet Crystal Doors for more. In this quest, you need to head along to B7F via the path there: if you've already gone, there should be a shortcut in southeastern B4 of B7F you can use to make it shorter, but you had to activate it from the other side. A door to a room is in B6, past the damaging tiles. (It'll be best to heal right outside the door.) Beyond, you'll find Alraune to fight. She is pretty strong (able to do about 50 damage per hit) and can use multi-target attacks, but is by no means worthy of the title "boss". Simply keep everyone that you can on a Fire-centered offensive while Raquna throws up Defenders, Ice Walls, and Party Cures.



Prayer to the Stars



  • Reward: Amrita x2
  • Details: This is a pretty simple quest: find a Starseed (just one) and return it to the pub. The Starseed is an item dropped by Cannon Palms, found pretty much only on B10F. It's a random drop, so there's not a lot to say except grind as needed.



Proof of Heroism



  • Reward: 25,000 en
  • Details: After accepting the quest, speak with the drunkard in the bar. After, head to B16F and into the westernmost of the six doors. Ride the sides to the southwest corner and face south there to use the shortcut. Run south and east through the area and the door to find the stairs; deal with the Medusa Trees as you will. On B15F, go north, west, and through the door. Go along the path on the other side, going north, east, through a door, south, along the path, through some doors, and you should get into A7. Go north on the other side of the door and along to a fork; go south, through the door, then south at the fork and along to a chest with a Four-Leaf Clover within. Go back to the fork in A5 and go west through the door. Go north on the other side and along the path towards A2 where you can find a Formaldehyde. Go back through the last two doors you used and go south at the fork in west A5, then along the path southward through two more doors. At the next fork you reach (D4), go south, then north, then east and north to find a chest with a Divine Gift inside. Backtrack to B3, just southeast of where the Formaldehyde was, then go west through the doors and north through another. In northern portions of the room, press A to find a Frozen Arm, then return to the pub. (Note: It will be easier for you in the next quest, The Azure Colossus, if you activate a certain shortcut. Basically go south of the room with the Frozen Arm and you should find a lilypad to ride. On the other side, face the west at the southwest corner to find a spot you could've visited last time.)



Remembrance of a Friend



  • Reward: Unihorn x2, Rune Glove, Flame Boot, Circlet
  • Details: This quest, oddly enough, requires you to bring an offering to an explorer who died within the Labyrinth, and is now buried on B1F. The grave is in the northwest corner of the first clearing you get to if you come from the entrance. Suggested offerings from throughout the town include a Tiny Petal, Crabapple, Sap Wine, Hard Shard, Targe, Pipe Tobacco, Herb Wreath, and Prayer Flute. The latter three items can be gotten from your guildkeepers, and the Targe from the Shop. Tiny Petals and Crabapples are Taken from the first stratum; see Get Rich Quick II for some locales. (You should be fine enough to deal with just that info, strength-wise.) Sap Wine is also Taken, from the points on B18F (mostly): go to southwest B3 and northern F7 on that large floor's map to find them easily enough. Finally, Hard Shards are Mined for on the fourth stratum; one easy location is south, west, and north of the stairs to B18F there. I'm not entirely sure if how many offerings you give influences the overall result in any way: you can complete it with just one, after all, but I went ahead and left all eight. After doing so, I was able to speak with the sad-looking adventurer in the pub and earn a Rune Glove, Flame Boot, and Circlet.



Remembering the Fallen



  • Reward: Kotegiri
  • Details: This quest, even though we'll cover it before completing the third stratum per our walkthrough tradition, is still able to be completed: just riskier. There are three spots on B11F to investigate regarding certain items lost by the client's now-dead comrades. They are on the map below.




Remnants of an Age Past



  • Reward: Four-Leaf Clover
  • Details: In this quest, you are to find the Ankhs on B24F of the fifth stratum. There are five in all:
    • From the stairs in A1, go east at the next fork to the south and press A at the end.
    • In A2 is a healing spring. Approach to the door to the south, then go due east through the shortcut you should've activated last time, then south to the end and press A.
    • From the stairs in F7, go into the room to the north and leave it to the southwest, then go west at the fork in F5 and press A at the end.
    • Coming from the western elevator (C1), go south, then go east and west at the forks and press A at the end of the path.
    • Coming from the eastern elevator (C7), leave to the northwest and go northwest at the fork to find the Ankh at the end.



Request from the Inn I



  • Reward: Analysis Lenses x2
  • Details: For this, you need to speak with the Rooster Inn's innkeep. There, he'll tell you he needs three Small Fangs. Small Fangs are mostly earned from the killing of enemies. Mostly, beating Tree Rats on B1F of the Labyrinth will suffice.



Request from the Inn II



  • Reward: Chill Mist
  • Details: For this one, you need to head to the inn. The innkeep requests you get him the materials to knit a quilt: specifically, he wants a Wolf Pelt. All you need is one. They are the primary F.O.E.'s you find on B5F, and they're pretty easy to beat: just stick to Fire-based attacks and you won't have a problem.



Request from the Pub I



  • Reward: Dismemberer
  • Details: You need to get three Tiny Petals for this quest. They are found randomly in the Take points on B2F of the Yggdrasil Labyrinth. See Exploration of the Yggdrasil Labyrinth for more.



Request from the Pub II



  • Reward: Nectar x3
  • Details: The owner of the pub this time requires four Iron Shells. Iron Shells are found sometimes when you defeat the Death Scorpions of the second stratum, specifically found on B7F, B8F, and B9F. Due to the variety of monsters living there, B7F boasts the best chance of finding them: four random monster varieties including the Death Scorpion means a 25% chance of encountering one.



Reversal of the Poles



  • Reward: Formaldehyde
  • Details: Erm... Okay, what Valerie says is confusing. In any case, when you arrive here, keep aware that stepping off of a certain invisible path will return you to the stairs. The path is actually very simple: all you have to do is go in certain directions until you bump into something - not just the wall, but literally anything. So, go due north, then due west, then due south, then due east, then due north, then due west to the point on the map. As you turn west for the second time, you will encounter a Diabolix, but they're weak compared to the enemies you've already faced on the fifth stratum, so not much to mention: just remember to go north to that little pole that blocks you before turning west!



Scavenging for Ian I



  • Reward: Hunting Horn
  • Details: For this quest, you need to get one of every "Mine"-able item from the second stratum. There are only three items for this: Scrap Iron, Laterite, and Smashed Fossils, each found at random from each Mine point once daily. There are Mine points on B9F (very southwest E6, southwest E2) and B10F (alcove in southeast E4) that are almost impossible to miss, so check 'em all. It'll help to boost the level of your Mine skills if you're having trouble.



Scavenging for Ian II



  • Reward: Hunting Horn x2
  • Details: For this quest, you need to bring back one of every item yielded from Chop points on the third stratum: to wit, a Rock Coral, a Sea Branch, and a Narcissus. The Chop points on B13F are quite a bit easier to get to than the lone one on B14F. In any case, there are two: one at the southern part of C2, and one in western C7. I recommend grabbing the C7 one first (there's a shortcut near the "hidden path" stairs from B14F we covered in the Unlocking the Violet Crystal Doors section), then going along the path from before to the other Chop point. Then just Floor Jump to B1F, rest a day at the inn, and repeat as needed. Boosting your Chop skills' levels can help dramatically, if just to get you a crapload of stuff to sell to Shilleka.



Sealed Monster



  • Reward: 50,000 en
  • Details: After finishing Reversal of the Poles, you can start this. Apparently, the pole you put the stone back into on B18F was sealed away a powerful monster: it's now on B17F. Once you accept the quest, head to B16F and get next to the Geomagnetic Pole, then go due east and through the hidden shortcut. On B17F, go northwest and to the door. Before going through, be sure to go due west and activate the two-way shorcut, then retur nand go through the door. Beyond, you'll find a bunch of Medusa Trees to deal with, and the Manticore boss is further ahead, through the northern door. Despite its fearsome appearance, it's pretty easy to deal with: for the most part, you'll be fine if Raquna boosts your defenses with Walls and Defenders while Simon heals what Curses and Poisonings appear.



Shadow in the Grove



  • Reward: Guard Sole x2
  • Details: In this quest, you are to go to B5F of the Labyrinth, where some adventurers claimed to have found unusually strong monsters. The enemies in question are Longisquamas. They're not nearly as "super-powerful" as you might expect: they're barely more powerful than most of the normal B5F enemies. The main thing to be aware of is that they resist all elemental damage, so try to stick to physical attacks where reasonable, and that they are found in the field at random. You will have to fight around nine or ten battles before you can leave and report your success.



Song from the Depths



  • Reward: Syrinx
  • Details: The song in question for this ... well, quest can be found on B25F. From B21F, use the west side's elevator to go to B23F, then go east, south, and along the path to another elevator. There, you can go to B25F. Press A in the northeast corner of the enclosure you enter to find the singing desired if you open the box.



Subduing the Woodflies



  • Reward: Medica II x3
  • Details: If you properly mapped and did stuff in B2F, you should be good for this quest. From the entrance going down to B3F, go west a bit. In the path between the two rooms, there is a small path off to the north. Go there and press A to find the herbs for the quest, after a simple battle with Woodflies.



The Azure Colossus



  • Reward: 100,000 en, Level Cap +10
  • Details: After finishing Proof of Heroism, this quest should pop up. Basically, we need to now defeat the Blizzard King. Head to B15F and go through the door north of the southwest corner, then face east at where the walls meet to use the shortcut. Ride the lilypad and generally go north back to where you found the Frozen Arm to fight the Blizzard King. He's really not that difficult, especially compared to some of the F.O.E.'s you've fought on the sixth stratum already, though be sure to remember he's weak to Volt, not Fire, for some unexplicable reason. Also, do not attack on turns that are multiples of 4 (4, 8, 12, etc.) because the oft-used Mirror Shield induces immensely damaging counterattacks... (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)



The Bandit's Treasure



  • Reward: 10,000 en
  • Details: This is definitely a difficult quest: come along with the White Key item and plenty of ways to heal HP/TP, revive, and do elemental damage. It involves something behind a crystal door on B5F. We already covered most of this path, so look at Unlocking the White Crystal Doors for most of it. This section ends on the note of a shortcut. To the east of the room containing said shortcut, you will encounter a Golem monster, but only during this quest. It is very strong, easily able to deal 30+ damage in a single attack, so set Raquna to Guards and Simon to healing early on. You'll want the main character to focus on elemental attacks if possible (or Black Sabbath), and definitely elemental for Arthur and Frederica as the boss resists physical attacks. Come in with lots of TP-restorers: this will be a long fight, easily able to exceed 30~40 turns, and you will LOVE elemental attacks. After, you'll fail to find any treasure (just press A on any three tiles in the room), so return to the pub to report the quest's success. Worry not, though; the problem resolves itself.



The Crystal Maiden



  • Reward: All Mist
  • Details: To satisfy the client in this quest, you need three Shiny Vines. They can be easily found from the Chop points in the fifth stratum. There are a total of nine on B22F alone. I recommend coming in from the southeasternmost of the staircases (either will do) and enter the room to the north, which has four Chop points (and two easy Ice Claw F.O.E.'s) within.



The Diamond Charm



  • Reward: Adamas
  • Details: In this quest, we need a Cullinan. We just need one, but we can't find it outside of the fourth stratum's Mine points - out of sync with where we are in the Walkthrough. Still, we only need one. If you've gotten the Floor Jump for B17F, this is easy. On the entrance B17F stairs, use them, then go north, west, and south to the end of the path, west through that shortcut, then go south to the end of that path and north through that shortcut to reach one Mine Point. You can also use it on the stairs that go to B18F, then ignore them and head south, west, and north to one Mine point. Grabbing both, then returning to the inn and resting for a day before returning should suffice.



The Dread Wyrm



  • Reward: 100,000 en, Level Cap +10
  • Details: A result of completing Call of the Wyvern is the appearance of this quest. Return to B8F again and, this time, you'll find a Great Dragon where the Wyvern was. You'll have to fight this enemy - definitely tougher than the Wyvern! - to complete this mission. It's pretty difficult, too... In any case, the main things to note are that it is weak to Ice and resists Fire, and you obviously will want to heal every turn: it's very powerful, after all, and has 45,000 HP. If you can manage that much, it will be much easier. After finishing, go to the pub for your reward. (Note: Completing this mission, in addition to netting you a whopping 100,000 en, will raise the level cap up ten levels!)



The Foreign Seeker



  • Reward: Kayanohime Crown
  • Details: After accepting this quest, you have to speak with the well-dressed man in the pub. Accept his own request (in addition to this one about the turtle shell): he wants some turtle meat. He'll hand you some Turtle Feed to help bring out the turtles you need to find. Head to B13F now and go to the "secret" part: remember, the northern portion where you went along the path from B14F to find the Violet Key? It's covered in Lurker in the Rainforest's B14F walkthrough... In any case, when you get to the stairs there, go along to a fork in B5: go west and to the end of the path to place the feed. Put it on the ground, then back up as far as possible and get around the corner so you cannot see the food anymore: a F.O.E. should pop up on the map where you put the feed. Rush 'im! The Lure Tortoise is not particularly difficult, just resilient to all but Fire and Volt (its weaknesses). After winning, return to the pub.



The Fossil Charm



  • Reward: Tusk Charm
  • Details: In this quest, you need to find Smashed Fossils from the Mine points in the second stratum: as always, it is a random find, but you can do it once daily per the three points. There are Mine points on B9F (very southwest E6, southwest E2) and B10F (alcove in southeast E4) that are almost impossible to miss, so check 'em all. It'll help to boost the level of your Mine skills if you're having trouble. Once you've gotten some Smashed Fossils, you need to sell them at Shilleka's until you can buy the Old Choker accessory. Then simply return it to the pub.



The Gold Enthusiast I



  • Reward: Gold Shoe
  • Details: For this, you'll need to find five Gold Antlers. Gold Antlers are found as a random item drop from defeating Golden Deer, which are found on B16F, B17F, and B18F of the Labyrinth. Not much to say other than to grind against them.



The Gold Enthusiast II



  • Reward: Gold Helmet
  • Details: In this quest, we need to get ten pieces of Gold Fur, the highest number of something demanded by any quest insofar. Gold Fur is typically dropped by the Gullinbursti enemies found on the fifth stratum, specifically B22F to B24F. That's about all that can be said since its a grind - it'll probably be best to have high Scavenge skill levels for this one, unless you intend to simultaneously grind for EXP.



The Gold Enthusiast III



  • Reward: Gold Armor
  • Details: For this quest, you need to obtain a Gold Feather. If you know stuff about Iwaoropenelep, the Golden Plume conditional drop for it may come as the first idea - or, at least it did for me. While Iwaoropenelep is indeed the target of this mission, you by no means have to get the conditional drop. By now, he (like most of the other F.O.E.-type bosses) should have regenerated unless you've been rebattling them regularly. In any case, after defeating Iwaoropenelep by any means desired, a Gold Feather will be dropped that will suffice for this quest.



The Leathersmith's Favor



  • Reward: Jerkin
  • Details: The goal of this quest to obtain three Soft Hides. Soft Hides are primarily an enemy drop you need to battle for. Enemies that drop this item include the Clawed Mole on the first stratum of the Labyrinth, for the most part - fitting, given how early this quest is unlocked.



The Legendary Bird



  • Reward: Hunting Horn
  • Details: After accepting the quest, speak with the bard in the bar. After the tale, proceed to B27F. The moment you enter from B26F, go north, east to a wall, south, east until you step in F3, east one more step, north to the wall, west twice, north twice, and east once to find the place where the meat should be cooked. You have to navigate there completely in the dark (don't use the torches), and you have to arrive between 4 PM and 7 PM (sunset). Place the meat and you'll get the Magic Down to return to the pub with; give it to the bard, then get the reward from Valerie.



The Lucky Coin



  • Reward: 1,500 en
  • Details: In this quest, you need to head to B8F, in the northeastern portion of D5. Specifically, from the main entrance in F4, go north and east at the fork, and at the next, then go to the end of the path. There, when you try to pick up the coin, you'll fight a Fire-Eater: a more powerful Firebird, still weak to Ice.



To Taste It Once More...



  • Reward: Medica x5
  • Details: For this, you need some Holy Water. On B1F of the Labyrinth, head to the long north/south path on the east side that you mapped out earlier. Go to the southern end of it (northeast E4) and at the end you can go forward and press A for the Holy Water.



Work Stoppage



  • Reward: Nectar II x3
  • Details: To first start up this quest, you need to speak with the carpenter in the pub and he'll mention a need for timber. You can help him out by telling him where to find some on B17F. The loci are on the map below in blue circles. After having done this, he'll put up a request at the pub under the above name. Accept it and speak with the carpenter in the pub. At the spots labeled on the map below - not just the one you chose earlier, but all three - you need to defeat some Medusa Trees, nothin' special. Return to the pub when done.




Under Construction



  • Reward: Cranial Hammer
  • Details: For this quest, you need to find three Hard Shards and five Steel Chips. Both items can be found at Mine points on B17F and B19F. For B17F, one Mine point is near the B18F stairs: just go south, west, and north. The other point, from the B16F stairs, can be found by going to the end of the path to the west, using the shortcut, then using the shortcut to the north at the end of that path. The one on B19F is a bit tedious to get to, so I wouldn't really bother with it for time-based reasons. If you need some more, return to Etria and just spend some time at the inn and return.




Guild Card Medals

When you view your Guild Card - either in the guild base or the "Book" part of the main menu - you get to see several things. On the left is your current party and level, with an attached character for StreetPass at the right. On the Touch Screen, you can see their Grimoire's skills. You can also see various stats about your overall playthrough of this game, including bestiary completion percentage, days played, the amount of Ental that's gone through your hands, and so on.

One of the more attractive features, perhaps, is in the lower-left corner of the top screen. There are fifteen slots there for medals. These medals mark various achievements you've met in the game, whether it be game progress or general completionism. In this section, I will describe the medals and how to get them. Note that some medals will replace others as you achieve greater things in a certain category.


  • Top Row, Medal #1 - "Primitive Jungle":
    • Description: For this medal, you simply need to reach the Primitive Jungle layer of the Labyrinth, beginning on B6F.

  • Top Row, Medal #2 - "Azure Rainforest":
    • Description: For this medal, you simply need to reach the Azure Rainforest layer of the Labyrinth, beginning on B11F.

  • Top Row, Medal #3 - "Sandy Barrens":
    • Description: For this medal, you simply need to reach the Sandy Barrens layer of the Labyrinth, beginning on B16F.

  • Top Row, Medal #4 - "Lost Shinjuku":
    • Description: For this medal, you simply need to reach the Lost Shinjuku layer of the Labyrinth, beginning on B21F.

  • Top Row, Medal #5 - "Claret Hollows":
    • Description: For this medal, you simply need to reach the Claret Hollows layer of the Labyrinth, beginning on B26F. You'll find it on Story Mode on B30F, since you skip there.

  • Middle Row, Medal #1 - "Story Mode Complete":
    • Description: For this medal, you need to complete the game in Story Mode.

  • Middle Row, Medal #2 - "Classic Mode Complete":
    • Description: For this medal, you need to complete the game in Classic Mode.

  • Middle Row, Medal #3 - "Yggdrasil Core Destroyed":
    • Description: It seems, for this medal, you need to defeat the "true" Yggdrasil Core on the Expert difficulty. By "true", I refer to the one you can beat in the post-game. In Story Mode, that means you have to travel through the newly unlocked sixth stratum to beat it. Said Yggdrasil Core will not be weakened by the Yggdra Virus or Kupala's sacrifice, making it much more difficult to beat, especially due to it being on Expert.

  • Middle Row, Medal #4 - "Seven Kings' Grimoires":
    • Description: The game is a bit vague on this if you've yet to get it, saying to only create the ultimate Grimoire Stone. There are seven particular bosses in this game capable of dropping a Grimoire Stone with special skills on them: the bosses being Fenrir, Cernunnos, Queen Ant, Corotrangul, Iwaoropenelep, Alraune, and the Manticore. The Stone is dropped regardless of a Grimoire Chance actually occurring; it's moreso a shot at the RNG with the main influence being some parts of your Guild Card. In regards to that, I speak of the stats in the lower-left Touch Screen: when the rightmost digits all line up, you have a ~30% chance of getting the Grimoire Stone. After that, you need to do some synthesizing with the stones. You need to get a semi-rare 7-slot stone and mix it and one of the special Grimoires, being sure to put the latter's skills on the 7-slot stone. Then keep synthing it up, using the 7-slot one and one of the special ones from the bosses, each time filling up another slot on the 7-slot stone until all seven are full. That should get you this medal. If I get a QR Code you could scan for this, I'll be sure to mention it here, since it's mostly an exercise in tedium.

  • Middle Row, Medal #5 - Treasure-Hunting Medals:
    • Cache Novice: Open some of the chests in the Labyrinth, around 10%
    • Cache Seeker: Open half of the chests in the Labyrinth
    • Cache Hoarder: Open all of the chests in the Labyrinth

  • Bottom Row, Medal #1 - Quest Completion Medals:
    • Etrian Gofer: Complete some of the quests from the Golden Deer Pub, around 10%
    • Etrian Fixer: Complete half of the quests from the Golden Deer Pub
    • Quest Complete: Complete all of the quests from the Golden Deer Pub

  • Bottom Row, Medal #2 - Rare Breed-Killing Medals:
    • Rare Breed Killer: Kill one rare breed of monster (which means the tutorial on B2F gets you this)
    • Dogged Killer: Kill many rare breeds of monster (exact number unknown, presumed at 50)
    • Lustre Chaser: Kill 100 rare breeds of monster

  • Bottom Row, Medal #3 - Monstrous Codex Medals:
    • Beginning Hunter: Log some of the monsters in the Labyrinth, around 10%
    • Veteran Hunter: Log half of the monsters in the Labyrinth
    • Yggdrasil's Hunter: Log all of the monsters in the Labyrinth (this doesn't apply to some monsters exclusive to certain modes, like the Bloody One-Arm in Classic)

  • Bottom Row, Medal #4 - Item Collection Medals:
    • Novice Scavenger: Log some of the materials found in the Labyrinth, around 10%
    • Devoted Scavenger: Log half of the materials found in the Labyrinth
    • Yggdrasil's Bounty: Log all of the materials found in the Labyrinth

  • Bottom Row, Medal #5 - Map Completion Medals:
    • Beginning Surveyor: Complete one Labyrinth map
    • Etria's Guide: Complete half of the Labyrinth maps, which means 15 of 30
    • Yggdrasil's Artisan: Complete all of the Labyrinth maps




Enemy Bestiary

Enemy Name Max HPATK DEF Item Drops Elemental Affinities
Alraune 22,000 70 52 Royal Vine, Velvet Weak to Fire; Resists Ice and Volt
Aquatic Butcher3,38537 36 Red Blade, Volt Shell Weak to Volt; Resists all Physical
Arboreal Hulk9,40063 48 Curse Tusk, Hex Tusk N/A
Army Wasp 135 16 10 Sharp Stinger, Amber Lump Weak to Stab and Volt
Babirusa 1,990 59 48 Obsidian Fang, Scarlet Mane Resists all elemental
Bane Lizard18,504 90 62 Blue Sternum, Blue Blood, Stone Heart Resists all physical
Barbed Tiger 300 21 16 Tiger Fur, Tiger Fang Weak to Ice; Resists Volt
Beetle Lord 660 49 38 Gold Shell Resists all physical
Binding Stinger1,63463 44 N/A N/A
Black Boar 598 35 30 Savage Tusk, Pressed Fur N/A
Bladefish 971 70 48 Blue Crystal, Blade Spirtal Weak to Volt; Resists Cut and Ice
Blizzard Clone18,0008663 Dragon Core, Drake Eye Weak to Volt; Resists Ice
Blizzard King35,00090 65 Drake Wing, Ice Scale, Frozen Wing Weak to Volt; Resists Ice
Blood Ant 1,586 33 28 Black Carapace Weak to Ice; Resists Stab and Fire
Blue Patroller2,18828 25 Pink Wing Weak to Stab and Volt
Bone Lizard16,280 61 35 Sternum, Dragon Tail, Torn Heart Resists Volt; Weak to all else
Burst Ooze 655 47 38 Gem Core Weak to Ice; Resists all else
Calamity Crab3,260 48 44 Unknown Shell Resists all physical
Cannon Palm 472 22 21 Palm Bark, Starseed Weak to Fire; Resists Volt
Cernunnos 6,880 30 20 Sharp Horn, Cursed Arm Weak to Volt; Resists Fire
Chopper Hare 425 39 32 Tiny Tooth, Demon Fur Resists all elemental
Claw Beetle 135 11 9 Beetle Whisker Weak to Fire, Ice, and Volt; resist all physical
Clawed Mole 93 8 7 Soft Hide, Beast Bone Weak to Ice
Coeurl 2,980 21 16 Black Stinger Weak to Ice; Resists Volt
Corotrangul 9,260 43 33 Huge Fin, Venom Spine Weak to Fire; Resists Ice and Volt
Creeping Death4,50038 34 Gator Skin Weak to Ice; Resists Stab
Cruella 4,300 42 32 Red String, Vine Strand N/A
Cutter 2,320 26 19 Bear Fur, Bound Arm N/A
Death Mantis 920 40 33 Nyx Scythe, Pearl Carapace N/A
Death Scorpion258 18 18 Venom Barb, Iron Shell Weak to Bash and Volt
Depth Dancer14,20088 55 Sinister Beak, Stiff Wing Weak to Stab; Resists all elemental
Desouler 7,190 59 46 Judge Claw, Burnt Blood N/A
Diabolix 4,300 42 32 Purple Thread, Rose Whip N/A
Dire Wolf 706 48 33 Red Fur, Red Blood Weak to Ice; Resists Fire
Divine Bee 476 51 39 Angel Wing, Venomous Gel, Amber Lump Weak to Stab and Volt
Doom Bison 558 22 21 Vermillion Horn, Vermillion Hair N/A
Dragon Clone20,00090 62 Dragon Core, Wyrm Head Weak to Ice; Resists Fire
Dragonfly 558 33 28 Rigid Thorax, Bug Nest, Paralyzed Leg Weak to Stab and Volt
Dragonhorse 283 26 20 Scale Plate, Ryuguu Pearl Weak to Fire; Resists Ice
Errant Camel 1,120 9 8 Camel Pelt Weak to Fire, Ice, and Volt
Essence Drainer9,5807249 Bat Skin, Venom Fang Weak to Stab and Volt
Etreant 22,000 65 48 Shroud Weak to Fire
Eviloid 422 32 27 Evil Flower Weak to Cut and Fire
Evilroot 635 71 47 Black Root, Cursed Root Weak to Cut and Fire; Resists Ice and Volt
Faerie 370 32 26 Faerie Wings, Faerie Pitch, Stone Dress Weak to Stab; Resists all elemental
Fanged Vine 224 17 13 Leafy Branch, Vivid Petal, Binded Vine Weak to Cut and Fire
Fenrir 3,372 19 15 Wolf King Mane, Wolf Tail Weak to Fire; Resists Ice
Firebird 282 16 15 Fire Feather, Broken Wing, Carminite Weak to Ice; Resist Fire and Volt
Fire-Eater 1,564 21 17 N/A Weak to Ice; Resists Fire and Volt
Flame Ooze 722 64 44 Blaze Mineral Weak to Ice; Resists Cut, Stab, Bash, and Fire
Flamerat 312 29 21 Flamerat Skull, Paralyzed TailWeak to Ice; Near-Immune to Fire
Flying Beetle 206 14 14 Thorn, Hard Shell Resist Cut and Stab; Weak to all elemental
Forest Bat 235 27 20 Bat Wing, Bat Ear, Iced Skin Weak to Ice and Volt
Forest Demon5,000 45 36 Evil Plume, Evil Leaf, Dread Crest Resists all elemental
Forest Druid 526 30 27 Sand Cloth, Magatama Weak to Cut; Resists Ice and Volt
Forest Hare 92 9 9 Rabbit Tooth Resists Ice
Forest Mystic 505 29 26 Sand Cloth Weak to Cut; Resists Ice and Volt
Forest Ogre 5,500 48 37 Evil Scale, Ogre Belt Resists all physical
Forest Soldier581 34 31 Hard Rock Weak to Bash and Fire; Resists Stab, Ice, and Volt
Forest Warrior614 36 32 Hard Rock, Damascus Ingot Weak to Bash and Fire; Resists Stab, Ice, and Volt
Forest Wolf 660 18 13 Wolf Fang Weak to Fire; Resists Ice
Gasser Tree 1,155 64 49 Throbbing Vine Weak to Fire
Giant Moa 2,041 26 18 Bird Limb N/A
Giant Sloth 424 18 13 Bent Claw Resist Fire; Weak to Ice
Giant Woodfly 448 14 12 N/A Weak to Stab and Volt
Gimle 14,000 50 46 Burnt Barrel Weak to Volt; Resists all else
Giraffa Beetle 327 14 12 Beetle Jaw Resist all physical; Weak to Ice
Glowbird 358 18 17 Glow Beak, Glow Talon Resist all elemental; Weak to Stab
Golden Deer 505 31 27 Gold Pelt, Gold Antler N/A
Golem 6,000 52 33 Statue Plate, Stone Arm Resists all physical
Great Dragon45,00095 64 Fire Fang, Fire Scale, Heat Horn Weak to Ice; Resists Fire
Guardian Ant 335 26 27 Bone Shard Weak to Ice; Resists Stab and Fire
Gudanna 9,494 41 33 Bull Horn Weak to Ice
Gullinbursti 730 48 35 Gold Tusk, Gold Fur N/A
Hazefly 835 65 46 Wing Scale, Haze Wing Weak to Stab; Resists Volt
Healing Roller340 18 22 N/A Resists all physical
Hell Angler 920 35 30 Developed Jaw, Glimmer Stone Weak to Fire; Resists Ice
Hellfly 735 58 41 Wing Scale, Ice Wing Weak to Stab; Resists Ice
Hexfrog 645 41 33 Crimson Eye, Hex Throat, Ice Sweat Weak to Bash and Ice
Hexroot 303 27 22 Sap Vine, Pure Root Weak to Cut and Fire
Honey Ant 220 25 22 Honey Crystal, Iron Exoskeleton, Amber Lump Weak to Ice; Resists Stab and Fire
Huge Ant 2,826 83 53 Ant Claw, Gold Carapace, Binded Jaw Weak to Ice; Resists Cut, Stab, Bash, and Fire
Huge Moa 885 38 30 Bird Tendon, Bound Feet Weak to Stab and Volt
Ice Claws 6,220 58 50 Frost Scythe Weak to Fire; Resists Cut, Stab, Bash, and Ice
Iron Crab 1,580 83 58 Gray Shell, Gray Pincer Resists Cut, Stab, Fire, and Ice
Iron Turtle 2,885 71 54 Century Shell, Scratched Shell Weak to Volt; Resists all physical
Iwaoropenelep14,44048 40 Steel Claw, Golden Plume Weak to Ice; Resists Fire and Volt
Jungle Killer2,01729 25 Toxic Barb Resist Cut and Stab; Weak to Volt
Killer Ant 225 26 23 Steel Chitin Weak to Ice; Resists Fire and Stab
King Dragonfly925 54 46 Space Claw, Giant Wing, Chaos Eyes Weak to Stab and Volt
King Frog 605 37 31 Frog Skin, Ice Sweat Weak to Bash and Ice
Leukocyte 665 61 44 White Crystal, Shrunken Cell Resists all physical
Longisquama 236 17 14 Stretchy Feather, Cut Feather Resist all elemental
Lure Tortoise2,56037 33 N/A Weak to Fire and Volt; Resists all else
M.I.K.E. 21,480 61 54 Machine Plate Weak to Volt
Madworm 386 27 22 Elastic Skin, Sleepy Eyeball Weak to Cut and Fire; Resists Volt
Mandrake 102 11 10 Mandrake Root, Vine Weak to Cut and Fire; resist Ice and Volt
Manticore 13,000 52 40 Toxic Paw, Beast Eye Resists all elemental
Mauler Mole 250 20 16 Curved Claw Weak to Fire
Medusa Tree 3,857 41 32 Hard Bark, Tree Eye, Poison Pith Weak to Fire
Meltworm 616 40 29 Stretchy Skin Weak to Cut and Fire; Resists Volt
Murder Vine 1,880 30 26 N/A Weak to Cut and Fire
Muskoid 402 43 30 Thorn Stem, Doom Petal Weak to Cut and Fire
Nether Tortoise16,4008763 Millennial Shell, Tempered Shell Resists everything but Ice
Nightmare Beast6,6505742 N/A Weak to Ice; Resists Fire
Noble Bee 1,288 24 20 Pink Wing Weak to Stab and Volt
Petaloid 191 17 15 Flex Vine Weak to Cut and Fire
Pixie 359 30 25 Faerie Wings, Faerie Hair, Amber Lump Weak to Stab; Resists all elemental
Plated Roller 480 49 44 Space Husk, Cursed Leg Weak to all elemental; Resists all physical
Pollen Bee 164 17 12 N/A Weak to Volt and Stab
Pond Horror 1,950 22 23 N/A Weak to Volt; Resists Cut and Stab
Pylon Crab 368 42 33 Artificial Hermit, Navy Fluid Resists all physical
Queen Ant 6,965 38 27 Death Claw, Ant's Jaws Weak to Ice; Resists Fire
Queen Bee 3,888 32 25 Furcasternum Weak to Fire
Ragelope 1,055 17 13 Deer Antler Weak to Volt
Raging Camel 1,858 20 15 Split Tail Weak to all elemental
Reaping Shade 1,378 18 13 Scythe, Tied Scythe N/A
Red Corpuscle 663 70 51 Red Crystal, Shrunken Cell Resists all elemental
Redclaw 832 33 28 Bloodbear Claw, Red Hide Weak to Ice; Resists Fire
Ren 8,500 56 36 Ronin Armor Weak to Fire; Resists Cut, Stab, Bash, and Ice
Roller 100 10 11 Gum Hide N/A
Sabretooth 288 20 15 White Fang Weak to Fire; Resists Ice
Sandfish 552 32 30 Sandfish Crystal, Sandfish Eye Weak to Bash and Ice; Resists Fire and Volt
Sawfish 815 62 42 Sawfish Scale, Saw Fin Weak to Volt; Resists Cut and Ice
Scissor Crab 542 35 31 Carapace, Crab Leg Weak to Volt; Resists all Physical
Servitor Ant2,186 31 31 Red Carapace, Fossil Nest Weak to Ice; Resists Fire and Stab
Silkbinder 384 41 30 Strong Web, Slumber Web N/A
Skoll 859 16 14 Wolf Pelt Weak to Fire; Resists Ice
Slavering Vine415 30 26 Squeezing Ivy Weak to Cut and Fire
Sleeper Ooze 193 15 16 Sticky Goo, Scarlet Ore Resist all physical; Weak to Ice
Songbird 14,400 86 57 Crystal Plume, Ruffled Feather Resists Volt
Spiked Roller 65576 58 Roller Tail, Roller Spike Resists all physical
Steel Barb 858 68 48 Shiver Stinger, Severed Stinger Near-Immune to all but Volt
Steel Web 2,200 60 40 N/A N/A
Storm Clone16,000 84 59 Dragon Core, Dragon Horn Weak to Fire; Resists Volt
Storm Emperor22,00085 58 Barbel, Volt Scale, Thunder Eye Weak to Fire; Resists Volt
Swordfish 400 30 22 Fish Scale Weak to Fire; Resists Cut and Ice
Tlachtga 7,000 49 35 Hex Chain Weak to all physical; Resists all elemental
Towering Ooze 467 17 21 Rainbow Gel, Clear Core Resist all physical; Weak to Ice
Toxic Worm 468 30 26 N/A Weak to Cut and Fire; Resists Volt
Toxinfly 211 24 17 N/A Weak to Volt
Tree Rat 69 7 6 Small Fang Weak to Fire
Treefrog 396 27 21 Ice Sweat, Gum Throat Weak to Bash and Volt
Tusked Ruin 3,390 29 20 Great Tusk, Iced Ivory N/A
Vampire Bat 165 16 12 Bat Skin Weak to Stab and Volt
Venom Ooze 205 15 17 Sticky Goo, Violet Ore, Condensed Mucus Resist all physical; Weak to Ice
Venom Spider 155 15 12 Spinnerette N/A
Venomfly 81 8 7 Poison Wing, Enamel Leg, Insect EyeWeak to Stab and Volt
Voracious King3,28536 32 Royal Hide Resists Stab
War Bison 330 15 11 Metal Horn, Penetrated Hide N/A
Woodfly 66 6 6 Steel Snout, Bug Scale, Insect Eye Weak to Stab and Volt
World Bud 200 10 10 Magic Leaf Weak to literally everything
World Sprout 100 10 10 Sprout Leaf N/A
Wyvern 22,500 80 55 Tough Wing, Restrained Leg Weak to Ice; Resists Fire and Volt
Yggdrasil Core90,00099 75 Demon Core, True Demon Core Weak to Fire, Ice, and Volt
Zebratherium 240 13 8 Monkey Bone N/A




Job Classes

Some Notes

So, what is the purpose of this section? This section is used to detail info about each of the 11 job classes of the game. This includes, primarily, good ways to develop your characters, when and how skills are learned, and the effects of said skills. Like in all such games (Final Fantasy III, V, and Tactics come strongly to mind), job classes provide a lot of flexibility and customization to a game. They allow you to cover your personal weaknesses, and fit strategies to how you want to fight, instead of rigidly giving you a command set and let you be "free". I suppose I'm a sucker for games with job systems, huh? =P

When you level-up by earning EXP., you'll earn one Skill Point. Skill Points can be put towards the learning of new abilities. Abilities have to be learned in sequence: for example, on the Highlander class, you have to learn Spear Mastery before Long Thrust, then that before Draining Thrust and so on: this helps the game to limit the most powerful abilities for last. After all, would you really see it reasonable to allow high-power curative spells or damaging attacks for the first dungeon? The skills themselves are detailed in the Skill Descriptions section, although I have charts and links in each job's section.

So, next we'll cover how to read the skill charts in each job section. Basically, it's a bulleted form of the chart you normally receive. For example, here's an excerpt for the Highlander chart...



This implies that, once you devote 1 Skill Point to the ability Spear Mastery, you can begin to work on Long Thrust. With two Skill Points to it, you can work on both Draining Thrust and Legion Thrust at your own whim. If you want Draining Burst or Legion Burst, you need to raise the skills above them to the level next to them (Draining Thrust to Level 5 for Draining Burst, for example) before you can work on them. (Stars in the game are actually Level 10, or 10 Skill Points, by the by. If there is no level named, simply throw in Skill Points to activate it when the previous ability is active.) 

Basically, if it connects to it in the game, then you need to upgrade the one further above or to the left; in this chart, continue upgrading the one above. Of course, this is about the only way Formatted FAQs let you display such a complex chart, so repetitions will occur if an ability can come from two or more (i.e. Bloodlust in the Highlander chart) - if you see this in a chart, it means both conditions must be satisfied to learn the ability. Another Highlander example:



You must learn Bloody Offense Lv. 3 AND Turning Tide Lv. 3 to get Bloodlust, not simply one or the other. These types of abilities are noted by the phrase "(multiple abilities must be leveled-up for this one)", but just so you know. There are some cases where such abilities by themselves end up spawning new abilities (such as Endorphins in the Survivalist abilityset), and those are not noted for this reason. In other words, if it has that tag next to it, the ability above it must be leveled up in all cases where the ability and that tag appear.

Finally, a lot of the skills have some sort of reference to element or type. Most attacks have a sort of element, like below.


  • Melee (ML): These attacks deal 100% damage to the front enemy row and 50% to the back row. Damage is halved if the user is in the back row. There are three main kinds of melee - also "physical" - attacks: Cut, Stab, and Bash. Outside of the realm of skills, these are also applied to weaponry and can be used against enemies to abuse weaknesses. Note that I said "main kinds": even Fire, etc., attacks can be melee.

  • Ranged (RN): These attacks deal the normal amount of damage, no matter where the user or target is on the field. This is typically applied to magical (Fire-, Ice-, and Volt-based) attacks, though some weapons (such as bows) and skills (like Boomerang Axe) are also ranged.

  • Physical: If you really want the outright definition of the class including Cut, Bash, and Stab, this is it. That's independent of them being ranged or melee.

  • Elemental: Independent of ranged or melee, this is applied to any attack that is Fire-, Ice-, or Volt-based in nature.

Hopefully, you got it, because it's a little difficult to put into words. >_> Without further ado, here's career day.


Landsknecht

Description: Landsknechts are basically your general physical fighters, with a wide variety of physical moves to supplement their strength, with the main variance being a multitargeting ability. It's a pretty good class to have, although its skill learning is not very straightforward, which can make procuring a variety of skills early on a bit difficult, especially for the stronger ones. That said, if you don't want to spend money on expensive Ronin equipment, or don't want a Grimoire for Double Strike, or stuff, this can be a good class. The main thing is the multi-target skills; I can't really emphasize that enough.







  • Mine (this one is alone)


Survivalist

Description: The Survivalist class is not a very impressive one to me. It does have some useful abilities like Multi-Shot and Efficiency and the various gathering skills, but these are things some Grimoires could easily facilitate: in my playthroughs, I just pawned them off to my other characters. That said, the Survivalist class is mostly a defensive class whose intent is efficiency and avoidance. For example, the firing of multiple shots, increasing turn speed, or raising evasion all are things this class can do. And, mostly, I don't see much use in it. However, you can always use the Survivalist class as a way to really gang up on those gathering points in dungeons: they're the only class to have all three gathering skills, which is hard to get on just one person with all maxed through Grimoires alone. If you can plunder a Point five times each time, you can easily grind up lots of supplies and money but, beyond that and some decent skills for Grimoires, I see little point in this class.





  • TP Up (this one is alone)

  • Take (this also is alone)

  • Chop (this, too, is alone)

  • Mine (this is alone as well)


Protector

Description: In their own little way, Protectors are white mages in the some ways as white mages like Medics, although they mirror more of the older Final Fantasies' model where they were not just for healing, but for a general protection (like Protect and Shell). One of the earliest abilities to grab is Defender for the sake of boosting Defense across the party, a pivotal elemental in some battles. You could also couple that with Shield Rush - even against those single-monster bosses, this helps to lower their offensive powerful, and these two combined can almost quarter the damage you take! En Garde might be a nice supplement to the party overall due to the random covering rating, though this may mean some DEF Up and HP Up for you. Party Cure and Prayer are also quite useful to grab; Party Cure can supplement a Medic's Salve while Prayer is good for long dungeon treks or grinding against weaker enemies for items or something. Overall, this is a class you want to have.




  • TP Up (this one is alone)

  • Mine (also is alone)


Dark Hunter

Description: When it comes to the Dark Hunter, it kind of reminds me of Mog from Final Fantasy VI: it's the kind of job where you have to pick a path and go with it instead of aiming for a balance. Look at the chart below: there are a lot of status-based abilities there (a good thing, trust me), but so many require the learning of other abilities ahead of time, more than the other classes, more than some combined. That said, it's a good job: a lot of its skills rely on you statusing the enemy while simultaneously damaging them, allowing you to do battle on multiple planes. Then there are skills like Ecstasy and Soul Liberator that allow you to remove those ailments in return for extreme amounts of damage. I wholly recommend this class for you, but the main thing to deal with in this class is to pick a path and go with it. Yes, initially drop a few Skill Points in the Whip and Sword Masteries for a fair number of useful, statusing abilities early on, but then pound on the points to individual abilities - I like to go for Soul Liberator first - so you can truly put those ailments to use.

Also, there is a thing you'll want to note regarding the "ultimate" abilities for this job; that is, Climax (end of the Whip Mastery segment) and Catastrophe (end of the Sword Mastery segment). Essentially, it would be best to level up the Viper and Drain Bite abilities first, at least in regards to Skill Point distribution, before maxing out your Mastery Skills. This way, you can more speedily unlock the Climan and Catastrophe skills; remember, they also need Viper and Drain Bite respectively to be learned before they themselves can be learned by boosting the Mastery. This isn't that much of a problem until you end up bothering with class changing, resting, and the like and need to redistribute Skill Points.


  • Whip Mastery
    • Lv. 1: Gag
      • Lv. 7: Ecstasy (multiple abilities must be leveled-up for this one)
    • Lv. 1: Shackles
      • Lv. 7: Ecstasy (multiple abilities must be leveled-up for this one)
    • Lv. 1: Cuffs
      • Lv. 7: Ecstasy (multiple abilities must be leveled-up for this one)
    • Lv. 5: Viper
      • Lv. 3: Climax (multiple abilities must be leveled-up for this one)
    • Lv. 10: Climax (multiple abilities must be leveled-up for this one)





  • Take (this also is alone)


Medic

Description: Medics fill in a pretty standard "white mage" role when it comes to this game, and you definitely need to have one on your team! Early on, Salve and Revive need to be some prioritized targets to learn for obvious reasons: party-wide healing and revival without Nectars. (Nectars/Nectar II's tend to become annoying to get in the end-game due to their ingredients' rarity, and you need those ingredients to buy them.) Refresh is also a good idea to grab, and Immunize helps when the Medic has nothing to do. He also has a variety of status skills (Poison, Paralyze, Sleep) to help with battles and rare item farming. There's also Clear Strike if you prefer your Medic to get into the fray. 'Course, if you're going to use this job, you better be prepared to level up TP Up pretty quickly, since healing is needed a lot in late-game bosses - mostly due to length, not difficulty.





  • Chop (this is alone)


Alchemist

Description: When I think Alchemist, I tend to think of a black mage, and alchemists fit that role pretty well. One of their main features are the elemental formulae, which tend to be pretty powerful towards the end-game: I've seen an Inferno Formula do nearly 10,000 damage to the final boss just at Level 70. (Then again, it was critical.) Then again, beyond that, there is little use for an alchemist. You can max out the Scavenge and Alchemy skills for some grinding, but I see little other use. You might want to stick with the alchemist just out of familiarity, but some other classes come to mind for elemental damage, like the Gunner.



  • Chop (this is alone)


Troubadour

Description: The Troubadour is perhaps the most TP-expensive class in the game, so much so that some equipment is included specifically for it to boost TP by 100 points at times! Like you could expect, its abilities mirror those of early Final Fantasy bards and red mages - the main point is to boost the allies. However, this job also throws in some elemental stuff and some curative magic so it can play on a number of fields at once, and it always has something worth doing, be it boosting attack or defense, healing allies, or the like. It can even imbue elements onto allies weaponry to help them abuse weaknesses they otherwise couldn't! Perhaps the ability most will lust after is Holy Gift to boost EXP. earnings! ^_^ In any case, while the Troubadour is not a truly combative class, it is a great one to have nonetheless to raise your party as a whole ... just be sure to level up your TP Up!



  • TP Up (this one is alone)

  • Take (this one is alone)


Ronin

Description: The Ronin is perhaps the most powerful class in the game, at least equipment-wise, being able to achieve some of the strongest equipment long before the others. Skill-wise, it would look to be perfect: completely straightforward, no need to delay other skills by learning others like, say, the Dark Hunter. In its own way, though, it's a two-edged class: it also tends to have a bit lower Defense. Additionally, the ability to use most of its effective skills requires the waiting of at least a turn for a Stance to take effect. If you plan on using this class, then your first priority needs to get the Peerless Stance ability, since it allows you to use the Stance-needed skills without needing the Stance itself: I mean, it's the same as using a Stance, but it's a Stance that allows any of the Stance-based moves to be used, allowing more flexibility if you want to swap from one move to another. Then again, Slantwise Cut is also good, although the Stance-based skill used after doesn't gain stat benefits that it would. You can probably aid this with some ATK Up and Crit Up. Maybe the most appealing ability is Severing Slash, which can kill some or all enemies, and it's pretty useful down deep in the Labyrinth, especially for grinders.





  • Mine (this one is alone)


Hexer

Description: The main intent of the Hexer class is the absolute depletion of power from the enemy. Sometimes this comes in the obvious way of lowering stats. This can also come about through the induction of ailments onto the enemy party. When you throw a Hexer into a heavily combative party, you have a real force to reckon with due to the continual buffs and debuffs they can and should be doing regularly. That said, I don't really use Hexers all that much since I tend to be fine with a Dark Hunter and Troubadour for statusing and (de)buffing. They do have a shining use to me, though: the ability to induce status ailments is a common requirement for conditional enemy drops, and this class gets to use pretty much all of them. I don't use this for true battle as much since the ailment rate tends to be low in general (not to mention the attempt to max even one skill on this class basically immediately detracts from other skills due to the sheer number of them), but buffing/debuffing and status ailments are the prime uses for this class.



  • HP Up (this one is alone)

  • Chop (this one is alone)


Highlander

Description: The Highlander class is, in effect, a self-sacrifical class: many of its best abilities rely on the sacrifice of the user's HP or that of the party. That said, it is one of the more straightforward classes of the game, making it relatively easy to get a variety of skills early on. It's personally one of the keystone classes in my party, in no small part due to the countering Bloodlust, the HP-absorbing Black Sabbath, and the stat-boosting Bloody Offense. The combo of Allied Bonds and the Draining Thrust/Burst also work really well together. Overall, the Highlander class is a great one, especially if you're looking to hit multiple targets at once and are willing to neglect a little HP (and, even then, HP Up and Black Sabbath kinda help that out, too!). For the most part, I would early on aim to get Draining Burst and Black Sabbath, later turning to Bloodlust and Allied Bonds before just spreading out the Skill Points.





  • Mine (this one's alone)


Gunner

Description: The Gunner class is not really anything special to some extent: other than the Story Mode exclusiveness, it could be easy to skip Frederica over for something that could use the more nostalgic bows. =P Then again, there are several abilities that make the Gunner class one worth having, especially for bosses. For example, Action Boost allows you to get several turns instead of one; then there's the multi-hit Ricochet - if you combine those, you can easily pound on the enemy with well over a dozen shots in a single turn! Looking for something else? Double Strike lets normal attacks hit twice for no TP cost (while Ricochet is 30 TP when maxed). High Caliber boosts the critical-hit rate. Shell Shock lowers many of the enemy's stats. Medic Bullet is also somewhat useful, although I'd rather have a Medic in my party than rely on this too heavily. While the Gunner class isn't impressive on a general level, you can make good use of Frederica for bosses at the least, and you probably should pawn off skills like Penetrator, Action Boost, Shell Shock, High Caliber, and Double Strike early on since they don't discriminate on weaponry.




  • Take (this one's alone)


Skill Descriptions


Abdomen Curse


  • Type: Curse Skill
  • Effects: May bind an enemy's arms.



Act First


  • Type: Passive Skill
  • Effects: Despite the user's Speed, they may sometimes automatically act first.



Action Boost


  • Type: Battle Skill
  • Effects: There is a chance of acting twice on a single turn. Actions have to be to the same target each time, and ANY extra use uses TP.



Aegis


  • Type: Passive Skill
  • Effects: The user may be able to survive a hit with 1 HP remaining if the hit would otherwise KO.



AGI Up


  • Type: Stat Up
  • Effects: Increases the user's Agility, and thusly their speed and evasion rates.



Alchemy


  • Type: Passive Skill
  • Effects: If you discard resource, you can get Ental - "en", which is the unit of money in this game.



Allied Bonds


  • Type: Passive Skill
  • Effects: When a skill lowers the user's HP, his allies in his line recover HP at the end of the turn.



Anaesthetic


  • Type: Battle Skill
  • Effects: May make an enemy fall asleep.



Analysis


  • Type: Buff Skill
  • Effects: Hitting an enemy's weakness - for example, a Tree Rat with a Fire-based attack like Fire Formula - will lower its Defense for three turns. Improvements make the effect last longer.



Arm Snipe


  • Type: Gun Skill
  • Effects: Stab attack to an enemy. May bind the arms.



Arm Strike


  • Type: Clear Skill
  • Effects: Attacks an enemy, and may bind its arms. Clear Stance only.



ATK Up


  • Type: Stat Up
  • Effects: Raises your physical attack.



Awareness


  • Type: Passive Skill
  • Effects: Can stop the enemy from blindsiding you. This doesn't work on some F.O.E.'s, primarily moving ones that can attack you from behind in the field and thusly blindside you.



Axe Mastery


  • Type: Mastery Skill
  • Effects: Allows Axe Skills and ups the damage dealt from axes.



Bait


  • Type: Sword Skill, Whip Skill
  • Effects: Allies adjacent to the user will repel physical attacks back to their users. This initially lasts for up to three attacks (no Turn-based limit) and can be increased as the ability improves.



Barbaric March


  • Type: Song Skill
  • Effects: Raises the maximum HP of all allies for three turns. Improvements will make the effect last longer.



Battle Instinct


  • Type: Passive Skill
  • Effects: For the first five turns of battle, your allies may be immune to ailments. This is negated after one blocked ailment.



Beheading Cut


  • Type: Drawing Skill
  • Effects: A melee attack to one enemy that may cause instant death. Drawing Stance only.



Bind Heart


  • Type: Debuff Skill
  • Effects: Lower's the enemy's Turn speed. Basically, it goes later than it would normally for a certain number of turns (it lasts for more turns the more the ability is improved).



Black Sabbath


  • Type: Battle Skill
  • Effects: Some HP is drained from all enemies, which is used to recover the HP of your party. However, your party will also gain the ailments of the enemies, so it's best to do it closer to the start or just whenever there are no ailments on the enemies. Of course, HP will not go beyond its maximum. =P



Blinding Curse


  • Type: Curse Skill
  • Effects: Can blind a whole line of enemies.



Blinding Slap


  • Type: Sword Skill
  • Effects: This melee cut attack can go two ways. If it hits, it's simply a melee cut attack to one of the enemies. If it misses, all enemies are blinded. Only one of these can take effect.



Blood Fortune


  • Type: Buff Skill
  • Effects: Lowers the party's HP to raise the chance of ailments hitting the enemy successfully. Improvements make it last longer.



Bloodlust


  • Type: Passive Skill
  • Effects: Consider it a type of counterattack; when you lose some HP, you could perform a normal attack in return.



Bloody Offense


  • Type: Buff Skill
  • Effects: The user's HP is lowered to raise a line's physical and elemental attack for three turns. Improvements increase duration.



Boomerang Axe


  • Type: Axe Skill
  • Effects: Ranged Bash attack to a single enemy. Its turn speed increases at Level 5 and Level 10.



Boost Up


  • Type: Passive Skill
  • Effects: The Boost Gauge fills up faster.



Bow Mastery


  • Type: Mastery Skill
  • Effects: Allows Bow Skills and increases the damage dealt by bows.



Bravery's Gift


  • Type: Guard Skill
  • Effects: Raises the maximum HP of the user for this turn. The user will also take all damage for allies this turn (until KO'ed if applicable).



Breath


  • Type: Healing Skill
  • Effects: Heals the HP of the user and adjacent allies.



Caduceus


  • Type: Staff Skill
  • Effects: Melee Bashing attack to a single enemy that may stun.



Catastrophe


  • Type: Sword Skill
  • Effects: Melee Cut attack to a single enemy. May induce petrification. If it does not cause petrification, then that effect is more likely to occur on the next turn and the next and so on.



Chain Dance


  • Type: Buff Skill
  • Effects: This increases the evasion of an ally as well as their chance of being targeted by enemies for three turns. Improvements increase the duration of this effect. (Since the evasion rate is also boosted, this basically means you divert the enemy attacks into possibly doing nothing, but it's a double-edged sword, especially at lower character/ability levels.)



Charged Fire


  • Type: Gun Skill
  • Effects: Stab- and Fire-based attack to a single enemy. User's Defense is lowered until used.



Charged Ice


  • Type: Gun Skill
  • Effects: Stab- and Ice-based attack to a single enemy. User's Defense is lowered until used.



Charged Shot


  • Type: Gun Skill
  • Effects: Ranged Stab attack to one enemy. User's Defense is lowered until used.



Charged Volt


  • Type: Gun Skill
  • Effects: Stab- and Volt-based attack to a single enemy. User's Defense is lowered until used.



Charging Slash


  • Type: Drawing Skill
  • Effects: A powerful melee attack to a single enemy. Drawing Stance only.



Chop


  • Type: Field Skill
  • Effects: The user can find more resources when chopping in certain places.



Clear Stance


  • Type: Katana Skill
  • Effects: Raises physical attack and defense for three turns. Improvements increase duration.



Clear Strike


  • Type: Staff Skill
  • Effects: Melee Bash attack to an enemy. This attack also takes TEC into account: the higher the user's TEC, the more damage is dealt.



Climax


  • Type: Whip Skill
  • Effects: A melee Cut attack to a single enemy that will heal the user proportionately to the amount of damage dealt. Enemies with under ~40% HP may be instantly killed.



Cocytus Formula


  • Type: Alchemy Skill
  • Effects: Ranged Ice attack to all enemies.



Conflict Word


  • Type: Curse Skill
  • Effects: Enemies in fear will attack each other, or itself if there is only one enemy.



Corrupt Curse


  • Type: Curse Skill
  • Effects: Can curse an enemy, putting them in a hexed state.



Cover Fire


  • Type: Passive Skill
  • Effects: If the user is on the back line and guards, those on the front line recover HP.



CPR


  • Type: Guard Skill
  • Effects: The party can survive attacks that would otherwise KO them. They'll live with 1 HP, and the effect lasts three turns (improvements make it longer). However, once activated, the effect is nulled.



Cranial Curse


  • Type: Curse Skill
  • Effects: May bind an enemy's head.



Crit Up


  • Type: Passive Skill
  • Effects: Raises the critical-hit rate.



Cross Charge


  • Type: Spear Skill
  • Effects: Lowers the user's HP for a melee Stab. If you use it on the same target as Delayed Charge, Delayed Charge activates immediately and Cross Charge is more powerful.



Cuffs


  • Type: Whip Skill
  • Effects: Melee Cut attack to one enemy. May bind the arms.



Curare


  • Type: Battle Skill
  • Effects: Can paralyze an enemy.



Cure


  • Type: Healing Skill
  • Effects: Restores some HP to an ally.



Curse Mastery


  • Type: Mastery Skill
  • Effects: Enables Curse skills and raises the chance of ailments hitting allies.



Dark Curse


  • Type: Battle Skill
  • Effects: May Curse all enemies.



Deceit Curse


  • Type: Curse Skill
  • Effects: Lower the accuracy of all enemies for four turns. Improve to increase duration.



DEF Up


  • Type: Stat Up
  • Effects: Increases physical defense.



Defender


  • Type: Buff Skill
  • Effects: Raises the defense for the whole party for three turns. Improve to increase duration.



Delayed Charge


  • Type: Spear Skill
  • Effects: Lowers the user's HP to induce a ranged Stab 2 turns later. This attack is raised in power, but cannot be used multiple times, and is negated if the user dies.



Delayed Heal


  • Type: Healing Skill
  • Effects: Restores the party's HP at the start of the next turn. This is not able to be used consecutively nor will it take effect is the user dies in the interim. This is strategically best to use early in boss battles if you have reason to believe a party-wide attack will be used and you want to circumvent the threat early.



Diagnosis


  • Type: Buff Skill
  • Effects: One line of the party will have their critical-hit rate boosted temporarily. Improvements increase duration.



Dilution


  • Type: Debuff Skill
  • Effects: Lowers the elemental defense of all enemies for three turns. Improvements increase duration.



Disabling Shot


  • Type: Bow Skill
  • Effects: Ranged Stab attack to a single enemy. May bind the legs.



Double Strike


  • Type: Passive Skill
  • Effects: Normal attacks could hit twice!



Drain Bite


  • Type: Sword Skill
  • Effects: A melee Cut attack to a single enemy. The user regains HP proportionate to the amount of damage caused.



Draining Thrust


  • Type: Spear Skill
  • Effects: The user's HP goes down to raise the power of a strike to the enemy's front line.



Draining Burst


  • Type: Spear Skill
  • Effects: The user's HP goes down to raise the power of a strike to all enemies.



Drawing Stance


  • Type: Katana Skill
  • Effects: Raises speed, accuracy, and evasion for four turns. Improvements will increase duration.



Echoing Rondo


  • Type: Song Skill
  • Effects: If an ally (the target) recovers some HP, all other allies recover some HP once per turn for three turns. The duration will increase with improvements to this ability.



Ecstasy


  • Type: Whip Skill
  • Effects: Melee Cut attack to one enemy. More damage is dealt per bind on the enemy. Thusly, it is ideal to compound this attack with the already-learned Gag, Shackles, and Cuffs abilities, or other suitable ailments dealt out by your allies. Food for thought.



Eerie Chorus


  • Type: Song Skill
  • Effects: Removes any positive effects aiding any enemy. Initially only works for one effect, but improvements to this skill increase the number removed.



Efficiency


  • Type: Passive Skill
  • Effects: Makes HP/TP recovery items more effective in battle.



Endorphins


  • Type: Passive Skill
  • Effects: Whenever the user dodges an attack, they recover some TP.



En Garde


  • Type: Passive Skill
  • Effects: Occasionally reduces damage taken.



Evil Eye


  • Type: Curse skill
  • Effects: Can induce fear in a line of enemies.



Falcon Slash


  • Type: Sword Skill
  • Effects: A melee Cut attack to multiple enemies, chosen at random, though each can only be hit once.



Fire Chaser


  • Type: Sword Skill, Axe Skill
  • Effects: If an enemy is hit with a Fire-based attack, the user will attack to follow-up with a Fire-based attack (plus whatever other elements his/her weapon has). Initially can use up to three follow-up strikes, and more with improvements: however, the chance of activation is lowered each successive time it is activated. Still, strategically, it is ideal to have multiple characters use attacks of this element to cause a lot of additional attacks.



Fire Formula


  • Type: Alchemy Skill
  • Effects: Ranged Fire-based attack to an enemy.



Firelight


  • Type: Alchemy Skill
  • Effects: At the end of the turn, a ranged Fire attack will hit enemies affected by the Light Formula or Pain Formula.



Fire Prelude


  • Type: Song Skill
  • Effects: Attacks on the target become Fire-elemental for three turns. Improvements to this ability increase its duration.



Fire Rounds


  • Type: Gun Skill
  • Effects: Stab- and Fire-based attack to one enemy.



Fire Wall


  • Type: Shield Skill
  • Effects: Nullifies one Fire-based attack against your allies this turn.



Flame Fantasia


  • Type: Song Skill
  • Effects: All enemies will take more damage from Fire-based attacks and your allies take less from it. This effect lasts for three turns, and for longer with improvements to this ability.



Flame Formula


  • Type: Alchemy Skill
  • Effects: Ranged Fire-based attack that hits enemies around the target.



Flame Grater


  • Type: Upper Skill
  • Effects: Use a Fire-based attack on the enemy line. Upper Stance only.



Flee


  • Type: Escape Skill
  • Effects: Lowers the party's HP to escape from battle to the floor entrance. (Failures do not consume HP. Always fails in boss battles or other unfleeable battles.)



Focus


  • Type: Battle Skill
  • Effects: If the user's HP is full at the end of a turn, he/she will recover some TP.



Fortify


  • Type: Buff Skill
  • Effects: The Defense of the user is raised for three turns. Improve to increase duration.



Formula Mastery


  • Type: Mastery Skill
  • Effects: Enables Alchemy skills and raises elemental damage dealt by the user.



Fraility Curse


  • Type: Curse Skill
  • Effects: Lowers the physical and elemental Defense of all enemies for three turns. Improve to increase duration.



Freeze Formula


  • Type: Alchemy Skill
  • Effects: Ranged Ice-based attack that pierces enemy lines.



Frigid Slash


  • Type: Drawing Skill
  • Effects: An Ice-elemental attack to all enemies. Drawing Stance only.



Frightful Yawl


  • Type: Field Skill
  • Effects: You'll encounter less enemies for a certain number of steps. (It is initially 30, but improvements to this skill increase the duration.)



Front Guard


  • Type: Shield Skill
  • Effects: Lowers all physical damage against the front line for one turn.



Frost Fantasia


  • Type: Song Skill
  • Effects: Enemies take more damage from Ice-based attacks and your allies will take less damage from them. This effect lasts for three turns, and this increases with improvements to this ability.



Gag


  • Type: Whip Skill
  • Effects: Melee Cut attack to a single enemy. May bind the head.



Gun Mastery


  • Type: Mastery Skill
  • Effects: Enables Gun Skills and ups Gun-based damage.



Hasten


  • Type: Buff Skill
  • Effects: Raises the turn speed of an ally for two turns, letting them move earlier. Improvements to this ability increases the duration of the effect.



Head Bash


  • Type: Axe Skill
  • Effects: Melee Bash attack to a single enemy. May cause binding.



Head Pierce


  • Type: Spear Skill
  • Effects: Stabs one enemy's head, causing an instant kill or a bind on the enemy's head sometimes.



Head Snipe


  • Type: Gun Skill
  • Effects: Stab attack to a single enemy; may bind the head.



Heal


  • Type: Healing Skill
  • Effects: Greatly restores an ally's HP, moreso than Cure.



Healing Lullaby


  • Type: Song Skill
  • Effects: For three turns, all allies have their HP healed at the end of the turn. Improvements will increase the duration.



Heal Mastery


  • Type: Mastery Skill
  • Effects: Enables Healing Skills and increases HP restoration by the user.



High Caliber


  • Type: Passive Skill
  • Effects: Raises the damage dealt out by critical hits.



Holy Gift


  • Type: Passive Skill
  • Effects: Increases the EXP. earned after battles!



Horse Slash


  • Type: Upper Skill
  • Effects: A melee attack to one enemy. Upper Stance only.



HP Up


  • Type: Stat Up
  • Effects: Increases max HP.



Hypno Bite


  • Type: Sword Skill
  • Effects: Melee Cut attack to one enemy. May induce sleep.



Ice Chaser


  • Type: Sword Skill, Axe Skill
  • Effects: If an enemy is hit with an Ice-based attack, the user will attack to follow-up with an Ice-based attack (plus whatever other elements his/her weapon has). Initially can use up to three follow-up strikes, and more with improvements: however, the chance of activation is lowered each successive time it is activated. Still, strategically, it is ideal to have multiple characters use attacks of this element to cause a lot of additional attacks.



Ice Formula


  • Type: Alchemy Skill
  • Effects: Ranged Ice attack to an enemy.



Ice Prelude


  • Type: Song Skill
  • Effects: The target's attacks become Ice-elemental for three turns. Improvements to this ability increase its duration.



Ice Rounds


  • Type: Gun Skill
  • Effects: Ranged Ice- and Stab-based attack to a single enemy.



Ice Wall


  • Type: Shield Skill
  • Effects: Nullifies one Ice-based attack against your allies this turn.



Immobile Curse


  • Type: Curse Skill
  • Effects: May bind an enemy's legs.



Immunize


  • Type: Guard Skill
  • Effects: Raises the elemental defense of the party for three turns. Improvements increase duration.



Indomitable Cry


  • Type: Battle Skill
  • Effects: Could induce fear in all enemies.



Inferno Formula


  • Type: Alchemy Skill
  • Effects: Ranged Fire-based attack to all enemies.



Insight Melody


  • Type: Song Skill
  • Effects: The hit rate for all allies is increased for three turns. Improvements to this ability increase the effect's duration.



Katana Mastery


  • Type: Mastery Skill
  • Effects: Enables Katana skills; increases Katana-based damage.



Leaden Curse


  • Type: Curse Skill
  • Effects: Lowers the Speed of all enemies for four turns. Improve to increase duration.



Legion Burst


  • Type: Spear Skill
  • Effects: The party's HP goes down to strike all enemies.



Leg Snipe


  • Type: Gun Skill
  • Effects: Stab attack to an enemy. May bind the legs.



Legion Thrust


  • Type: Spear Skill
  • Effects: The party's HP goes down to strike the enemy's front line more powerfully.



Lightning Stab


  • Type: Clear Skill
  • Effects: Use a lightning-quick attack to Stab through enemies to pierce enemy lines. Clear Stance only.



Light Formula


  • Type: Alchemy Skill
  • Effects: This nullifies physical attacks against the user for the turn. Consecutive use lowers the success rate.



Light Tincture


  • Type: Alchemy Skill
  • Effects: This nullifies elemental attacks against the user for the turn. Consecutive use lowers the success rate.



Limitless


  • Type: Battle Skill
  • Effects: The user charges up, dealing increased damage with his next action. This ignores the limits of equipment.



Long Thrust


  • Type: Spear Skill
  • Effects: It is a ranged Stab attack to one enemy.



Luring Whisper


  • Type: Field Skill
  • Effects: Raises the encounter rate for 20 steps.



Madness Curse


  • Type: Curse Skill
  • Effects: Can cause panic in a line of enemies.



Medic Bullet


  • Type: Gun Skill
  • Effects: Target an ally to heal their status ailments and some HP.



Mirage Bite


  • Type: Sword Skill
  • Effects: Melee Cut attack to one enemy. May induce panicking.



Mine


  • Type: Field Skill
  • Effects: The user can find more stuff when mining in certain places.



Multi-Shot


  • Type: Bow Skill
  • Effects: Two ranged Stab attacks to all enemies.



Muting Word


  • Type: Curse Skill
  • Effects: Enemies in fear will not move during this turn, and their Defense are also lowered!



Nerve Bite


  • Type: Sword Skill
  • Effects: Melee Cut attack to one enemy. May induce paralysis.



Owl Eye


  • Type: Field Skills
  • Effects: Reveals all F.O.E.'s within a certain number of steps of you: it starts at 16 steps and increases as this ability is improved.



Pain Formula


  • Type: Alchemy Skill
  • Effects: A melee Bashing attack to one enemy. You can only use it from the front line, and it only affects the front line of the enemy.



Parry


  • Type: Guard Skill
  • Effects: Repel all attacks against the user's line for the turn. Repeated use lowers success rate.



Party Cure


  • Type: Healing Skill
  • Effects: Restores some HP to the whole party.



Peace Ballad


  • Type: Song Skill
  • Effects: Restores some TP to all allies at the end of the next three turns. (This lasts longer with improvements to the ability.)



Peerless Stance


  • Type: Stance Skill
  • Effects: You can use this during the Clear, Drawing, or Upper Stances only. For three turns after the use of this, any stance's skill (Clear Skill, Drawing Skill, Upper Skill) can be used. You cannot go into this from Slantwise Cut, and improvements strengthen stat benefits. Multiple uses do not increase duration.



Penetrator


  • Type: Gun Skill
  • Effects: Normal attacks can possibly cross to the lines behind the front. If your attack is not ranged, the further-back attacks deal less damage.



Perfect Chaser


  • Type: Stance Skill
  • Effects: Follow all allies' attacks on this turn with one of your own. It activates less and less as it becomes more activated.



Power Crush


  • Type: Axe Skill
  • Effects: Melee Bash attack that pierces enemy lines.



Power Shot


  • Type: Bow Skill
  • Effects: Ranged Stab attack to a single enemy.



Prayer


  • Type: Passive Skill
  • Effects: The party will heal some HP and TP after battle. Having multiple users with this ability will not induce extra healing. If multiple users do have it, the effect is based on the one with the highest skill level.



Predator


  • Type: Passive Skill
  • Effects: There is an increased chance of beginning battles with a pre-emptive strike wherein you get a free shot at the enemy(s). Some F.O.E.'s do not get affected by this (like Giant Moas) since pre-emptive strikes against them are based on certain conditions (in this case, running into them from behind).



Provoke


  • Type: Buff Skill
  • Effects: Makes enemies more likely to attack the user for three turns. Improvements increase duration. Keep in mind this is good to use to cover for weaker allies as well as when you have high Defense/HP. Also, those using this get a Defense bonus.



Quick Step


  • Type: Battle Skill
  • Effects: The target may get to go first on their next turn.



Raging Edge


  • Type: Sword Skill
  • Effects: A melee Cut attack to a single enemy.



Razor Dodge


  • Type: Clear Skill
  • Effects: Dodges enemy attacks, but fails more as it is used more. Clear Stance only.



Rear Guard


  • Type: Shield Skill
  • Effects: Lowers damage against the rear line for one turn.



Recharge


  • Type: Passive Skill
  • Effects: Can recover the TP used for a skill.



Recover


  • Type: Healing Skill
  • Effects: Removes the binds on the user and raises his/her maximum HP. (The in-game description was wrong on this ability: it only works for the user, not allies.) The HP increase is proportional to the number of binds removed, and more binds can be removed as the skill is improved.



Recovery Aria


  • Type: Song Skill
  • Effects: The duration of status ailments on your allies is decreased for three turns. (Not by three turns.) The duration of this ability's effect is increased with improvements.



Refresh


  • Type: Healing Skill
  • Effects: Removes ailments from an ally. Improve to increase the area of effect.



Regenerate


  • Type: Healing Skill
  • Effects: For three turns, the user is healed for some HP at the end of those turns.



Relapse Curse


  • Type: Curse Skill
  • Effects: Makes it tougher for enemies to recover from status ailments for three turns. Improvements will increase duration.



Restful Tune


  • Type: Healing Skill
  • Effects: Restores the HP of an ally. Only functions in the field.



Resuscitate


  • Type: Healing Skill
  • Effects: There is a slight chance of reviving KO'ed allies while in the field. It is initially 25% and increases as the ability improves.



Return Formula


  • Type: Field Skill
  • Effects: May let you return to town. Success rate is initially 50%.



Revenge Stance


  • Type: Battle Skill
  • Effects: An attack to a single enemy that is more powerful as the user's HP is lower. The damage is based on a percentage of the user's HP rather than the actual number: namely, current HP divided by max HP.



Revive


  • Type: Healing Skill
  • Effects: Revives an ally from KO.



Ricochet


  • Type: Gun Skill
  • Effects: Can cause multiple ranged Stab attacks to all enemies. Improvements can mean more attacks. Initially 2 or 3 hits.



Safe Passage


  • Type: Field Skill
  • Effects: Lowers the damage taken from hazard areas for 25 steps. Improvements will increase the number of steps.



Sagittarius Shot


  • Type: Bow Skill
  • Effects: A delayed attack: a ranged Stab attack to a single enemy, which occurs two turns after the use of this skill. You cannot have it in effect more than one time per character, and its effect is negated if the user dies in the interim.



Salve


  • Type: Healing Skill
  • Effects: Similar to Party Cure, it heals HP for the whole party.



Sapping Curse


  • Type: Curse Skill
  • Effects: Lowers the physical and elemental damage dealt by enemies for three turns. Improve to increase duration.



Savage Cry


  • Type: Buff Skill
  • Effects: The user draws the attacks of enemies for three turns while decreasing said enemies' Defense. Improvements will increase duration.



Scavenge


  • Type: Passive Skill
  • Effects: Enemies drop items more often.



Severing Slash


  • Type: Passive Skill
  • Effects: There is a chance of all enemies being killed right at the start of battle. The odds of this increase when the enemy's level is lower than your own.



Shackles


  • Type: Whip Skill
  • Effects: Melee Cut attack to one enemy. May bind the legs.



Shadow Veil


  • Type: Buff Skill
  • Effects: Lowers the chance of the user being targeted for attacks for three turns.



Shell Shock


  • Type: Battle Skill
  • Effects: This attack lowers the Attack, Defense, accuracy, and evasion of the back enemy line, and may even stun them!



Shelter Song


  • Type: Song Skill
  • Effects: The damage received by all allies is reduced for three turns. The duration of this effect increases when the ability is improved.



Shield Mastery


  • Type: Mastery Skill
  • Effects: Enables Shield Skills and increases the Defense earned from equipping shields.



Shield Rush


  • Type: Shield Skill
  • Effects: Melee Bashing attack to all enemies. Lowers the targets' physical attacking power.



Shield Smite


  • Type: Shield Skill
  • Effects: Melee Bashing attack to a single enemy. May bind the arms.



Shock Fantasia


  • Type: Song Formula
  • Effects: Makes enemies take more damage from Volt-based attacks and your allies take less damage from them. This effect lasts for three turns, and longer if the ability is improved.



Sight Formula


  • Type: Field Skill
  • Effects: Displays the location of all set encounters in the area.



Skanda Song


  • Type: Song Skill
  • Effects: The speed of all allies is increased for three turns. Improvements to this ability increase the effect's duration.



Slantwise Cut


  • Type: Katana Skill
  • Effects: Attacks one enemy, allowing you to use skills requiring a stance afterward. (Stances' stat boosts will not apply.)



Song Mastery


  • Type: Mastery Skill
  • Effects: Enables Song Skills. Also makes the user go earlier on turns when using Song Skills.



Soul Liberator


  • Type: Sword Skill
  • Effects: A melee Cut attack to a single enemy with a double-edged effect. If the enemy has no status ailments, then the damage dealt is lessened; yet if there are ailments, they are removed and the damage dealt rises. How these ailments arrive is irrelevant (though it could be ideal to set up combos by using the previously-learned Hypno Bite, Nerve Bite, and Mirage Bite skills), but definitely status the enemy first.



Spark Formula


  • Type: Alchemy Skill
  • Effects: Ranged Volt-based attack to an enemy line.



Spear Assist


  • Type: Spear Skill
  • Effects: A Stab attack to a single enemy, with an element based on the skill that activates it.



Spear Mastery


  • Type: Mastery Skill
  • Effects: Enables Spear Skills and increases Spear-based damage.



Spirit Shield


  • Type: Buff Skill
  • Effects: Lowers the user's HP to raise one line's elemental defense for three turns; improvements increase duration.



Staggering Word


  • Type: Passive Skill
  • Effects: At the start of the battle, all enemies could be stunned.



Stalker


  • Type: Field Skill
  • Effects: Makes it less likely to encounter enemies for a certain number of steps. It initially works for 30 steps and increases as the ability is improved.



Stigmata


  • Type: Battle Skill
  • Effects: This could bind an enemy and the user. The main benefit is that the user's ailments could be passed to the target, so it's moreso for strategy than direct offense.



Stoning Curse


  • Type: Curse Skill
  • Effects: Can petrify can enemy.



Strike Chaser


  • Type: Battle Skill
  • Effects: The allies of the user - who use the same type of attack - may attack the same target as the user. The damage of those attacks will be increased if they "follow" the user.



Stunning Smash


  • Type: Axe Skill
  • Effects: Melee Bash attack to a single enemy. Can stun the enemy. Its turn speed increases at Level 5 and Level 10.



Suicide Word


  • Type: Curse Skill
  • Effects: An improvement upon Conflict Word, really. Enemies in fear still will attack themselves, but multiple times; improvements upon this skill increase the number of times the enemies are hit.



Sure Shot


  • Type: Buff Skill
  • Effects: Raises the accuracy of one line of allies for three turns. Improvements to this ability increase the duration of the effect.



Swallow Strike


  • Type: Upper Skill
  • Effects: Attacks a single enemy twice. Upper Stance only.



Sword Mastery


  • Type: Mastery Skill
  • Effects: Enables Sword Skills and damage dealt via swords.



Taboo Rondo


  • Type: Song Skill
  • Effects: The duration of any ability that provides a limited turn-based effect on either enemies or allies will last longer. This initially adds one more turn to their effects, with improvements to this ability increasing it further.



Take


  • Type: Field Skill
  • Effects: Certain spots in the field can have items earned only through this ability.



Thor Formula


  • Type: Alchemy Skill
  • Effects: Ranged Volt-based attack to all enemies.



Tornado


  • Type: Sword Skill
  • Effects: A melee Cut attack that hits adjacent enemies of the same line. The main target earns the normal damage amount and those adjacent take 50% of that.



Torpor Curse


  • Type: Curse Skill
  • Effects: Can cause a line of enemies to fall asleep.



Toxin Injection


  • Type: Battle Skill
  • Effects: Could poison an enemy.



Trickery


  • Type: Debuff Skill
  • Effects: Lowers the accuracy of all enemies for three turns. Improvements to this ability increase the duration of its effect.



Triple Charge


  • Type: Battle Skill
  • Effects: On the next turn, the user's damage output, accuracy, and ailment-success rate all increase.



TP Up


  • Type: Stat Up
  • Effects: Increases max TP.



Turning Tide


  • Type: Passive Skill
  • Effects: Recovers HP for all allies if the user kills an enemy.



Unbind


  • Type: Healing Skill
  • Effects: Cures bind ailments on an ally. Improve to increase the number removed from the initial "1".



Upper Stance


  • Type: Katana Skill
  • Effects: Raises Attack and Defense for three turns. Increased duration comes with improvements.



Viper


  • Type: Whip Skill
  • Effects: Melee Cut attack to one enemy. May induce poisoning.



Volt Chaser


  • Type: Sword Skill, Axe Skill
  • Effects: If an enemy is hit with a Volt-based attack, the user will attack to follow-up with a Volt-based attack (plus whatever other elements his/her weapon has). Initially can use up to three follow-up strikes, and more with improvements: however, the chance of activation is lowered each successive time it is activated. Still, strategically, it is ideal to have multiple characters use attacks of this element to cause a lot of additional attacks.



Volt Formula


  • Type: Alchemy Skill
  • Effects: Ranged Volt-based attack to an enemy.



Volt Prelude


  • Type: Song Skill
  • Effects: The target's attacks become Volt-elemental for three turns. Improvements to this ability increase its duration.



Volt Rounds


  • Type: Gun Skill
  • Effects: Ranged Volt- and Stab-based attack to a single enemy.



Volt Wall


  • Type: Shield Skill
  • Effects: Nullifies one Volt-based attack against your allies this turn.



Vulcan Stance


  • Type: Buff Skill
  • Effects: Attacks from the user are more powerful and hit all enemies. The effect lasts for three turns, but can be lengthened with improvements.



War Cry


  • Type: Buff Skill
  • Effects: The allies on the user's line will have their Attack raised and Defense lowered for three turns at the cost of some of their HP. Improvements increase duration.



Warrior Song


  • Type: Song Skill
  • Effects: The damage output of all allies is boosted for three turns. Improve this ability to increase the effect's duration.



Whip Mastery


  • Type: Mastery Skill
  • Effects: Enables Whip skills and increases Whip-based damage.



Wrath's Might


  • Type: Battle Skill
  • Effects: When the user's HP falls below a certain limit, their Attack is boosted. This limit starts at 30% and slowly increases as the ability is improved.






Item Details

Abbreviations

To keep the listings somewhat compact, the following abbreviations are used. You'll mostly see these in use with the equipment - [[Weaponry]], [[Armor]], and Accessories.


  • Stats:
    • ATK = Attack
    • DEF = Defense
    • HP = (Max) HP
    • TP = (Max) TP
    • STR = Strength
    • TEC = Tech
    • VIT = Vitality
    • AGI = Agility
    • LUC = Luck



Consumable Items

Item Name Effects
Amrita Restores 50 TP to one ally.
Amrita II Restores 100 TP to one ally.
Ariadne Thread This allows instant escape from the Yggdrasil Labyrinth.
Guard Sole Use in the field to help protect against damaging floors.
Hamao Restores 100 HP and 20 TP to one ally.
Hamaoprime Restores 200 HP and 40 TP to one ally.
Luring Bell Increases the random-encounter rate temporarily.
Medica Restores 50 HP to one ally.
Medica II Restores 100 HP to one ally.
Medica III Restores 200 HP to one ally.
Medica IV Restores one ally's HP completely, no matter how much.
Nectar Revives a KO'ed party member; will have low HP (~20 HP).
Nectar II Revives a KO'ed party memer with all of their HP, no matter how much.
Shilleka's SP Potion Restores 50 HP and 10 TP to one ally.
Soma Restores 100 HP to the party.
Somaprime Restores 160 HP to the party.
Theriaca A Cures binding status ailments from one ally.
Theriaca B Cures all status ailments (except KO) from one ally.
Warding Bell Lessens the random encounter rate temporarily.


Battle Items

Item Name Effects
All Mist Lessens the damage taken from any elemental attack for five turns.
Analysis Lenses The data of an enemy is added to the Monstrous Codex.
Axcela Fills up the Boost gauge slightly.
Blaze Oil Makes the target's weapon Fire-elemental for five turns.
Blind Gas Blinds all enemies.
Bravant Increases Attack for five turns.
Chill Mist Lessens the damage taken from Ice-elemental attacks for five turns.
Confuse Gas May cause all enemies to Panic.
Curse Gas May Curse all enemies.
Divine Gift Increases EXP. earnings by 40% (x1.4) over the norm. Rare breeds result in a combined seven-times-more EXP.
Fire Talisman Fire-elemental attack at a single enemy.
Flame Talisman Fire-elemental attack to all enemies.
Flash Bomb Stops F.O.E.'s from joining battles mid-battle for a turn.
Formaldehyde When used, all enemies slain that turn are guaranteed to drop all materials: even the conditional ones!
Four-Leaf Clover Grimoires made on the turn when this is used via a Grimoire Chance could be better than normal.
Freeze Oil Makes the target's weapon Ice-elemental for five turns.
Frost Talisman Ice-elemental attack to all enemies.
Ice Talisman Ice-elemental attack at a single enemy.
Heat Mist Lessens the damage taken from Fire-elemental attacks for five turns.
Hunting Horn Makes it possible for you to get a Grimoire, even without a Grimoire Chance.
Lucky Scarab Its use during a Grimoire Chance guarantees that you get a Grimoire Stone.
Metopon Removes all status buffs and debuffs from an enemy.
Nerve Gas Paralyzes all enemies.
Poison Gas Poisons all enemies.
Shock Oil Makes the target's weapon Volt-elemental for five turns.
Sleep Gas Makes all enemies fall asleep.
Sonic Bomb Prevents Forest Wolves from calling allies, or to generally prevent charging up of attacks.
Spark Mist Lessens the damage taken from Volt-elemental attacks for five turns.
Stonard Increases the Defense of the target for five turns.
Storm Talisman Volt-elemental attack to all enemies.
Tangler: Arm Binds the arms of all enemies.
Tangler: Head Binds the heads of all enemies.
Tangler: Leg Binds the legs of all enemies.
Unihorn Removes all status buffs and debuffs from the party.
Volt Talisman Volt-elemental attack at a single enemy.


Constructive Items & Locations

The item list below primarily consists of items you can find in dungeons or those dropped by enemies. Their main purpose is simply to sell to Shilleka to make more items availabile. You can also get an Alchemist to learn the Alchemy skill to allow discarding these to earn you money.

Below, you'll find the list of items and general ideas of their locations, most of which are from enemies. Note that practically every single item in this list is assumably random: even the conditional drops (for which you must meet certain conditions for the item to even be able to drop) are random. Don't complain to me when you start having trouble finding items on your first or second try; just boost your Scavenge skill levels if you're so lazy. If you have legitimate concern over a mistake here, e-mail me in the Legalities section.

And, finally, note that some enemies cannot be found in Story Mode, and some cannot be found in Classic Mode. For example, the Bloody One-Arm is in a Classic Mode-exclusive quest, and Gladsheim-exclusive enemies generally are not in Classic Mode.


Item Name Where/How to Find Item
Amber Lump 1st Stratum Take points - random, rare find
Random, rare drop by Army Wasp, Honey Ant, Pixie, Divine Bee
Ambrosia 6th Stratum Take points - random, common find
Andradite 1st Stratum Mine points - random, rare find
Angel Wing Random drop by Divine Bee
Ant Claw Random drop by Huge Ant
Ant's Jaws Conditional drop by Queen Ant - defeat it when it is in a Head Bind
Armroot 6th Stratum Chop points - random, rare find
Artificial Hermit Random drop by Pylon Crab
Barbel Random drop by Storm Emperor
Bat Ear Random drop by Forest Bat
Bat Skin Random drop by Vampire Bat, Forest Bat, and Essence Drainer
Bat Wing Random drop by Forest Bat
Bear Fut Random drop by Cutter
Beast Bone Random drop by Clawed Mole
Beast Eye Conditional drop by Manticore - kill it while it is Blinded
Beetle Jaw Random drop by Giraffa Beetle
Beetle Whisker Random drop by Claw Beetle
Bent Claw Random drop by Giant Sloth
Binded Jaw Conditional drop by Huge Ant - kill it when it is in a Head Bind
Binded Vine Conditional drop by Fanged Vine - kill it when it is in an Arm Bind
Bird Limb Random drop by Giant Moa
Bird Tendon Random drop by Huge Moa
Black Carapace Random drop by Blood Ant
Black Root Random drop by Evilroot
Black Stinger Random drop by Coeurl
Blade Spiral Random drop by Bladefish
Blaze Mineral Random drop by Flame Ooze
Bloodbear Claw Random drop by Redclaw
Blood Plate Random drop by Bloody One-Arm; Classic Mode only
Blue Blood Random drop by Bane Lizard
Blue Crystal Random drop by Bladefish
Blue Sternum Random drop by Bane Lizard
Bone Shard Random drop by Guardian Ant
Bound Arm Conditional drop by Cutter - kill it while it is in an Arm Bind
Bound Feet Conditional drop by Huge Moa - kill it while it is in a Leg Bind
Broken Tusk Random drop by Boulder Boar
Broken Wing Random drop by Firebird
Bronzite 1st Stratum Mine points - random, semi-common find
Bug Nest Random drop by Dragonfly
Bug Scale Random drop by Woodfly
Bull Horn Random drop by Gudanna
Burnt Barrel Random drop by Gimle
Burnt Blood Conditional drop by Desouler - kill with Fire-based damage
Calculus 6th Stratum Mine points - random, semi-common find
Camel Pelt Random drop by Errant Camel
Carapace Random drop by Scissor Crab
Carminite Conditional drop by Firebird - defeat with Fire-based damage
Century Shell Random drop by Iron Turtle
Chaos Eyes Conditional drop by King Dragonfly - defeat it while it is Confused
Clear Core Conditional drop by Towering Ooze - kill it while it is in a Head Bind
Condensed Mucus Conditional drop by Venom Ooze - defeat with Bash-based damage
Cordyceps 4th Stratum Take points - random, rare find
Corundum 3rd Stratum Mine points - random, rare find
Crab Leg Random drop by Scissor Crab
Crabapple 1st Stratum Take points - random, semi-common find
Crimson Eye Random drop by Hexfrog
Crinoid Leaf 3rd Stratum Take points - random, common find
Cross Seed 2nd Stratum Take points - random, rare find
Crystal Plume Random drop by Songbird
Crystal Wall 5th Stratum Mine points - random, semi-common find
Cullinan 4th Stratum Mine points - random, rare find
Curse Tusk Random drop by Arboreal Hulk
Cursed Arm Conditional drop by Cernunnos - let it kill itself while it is Cursed
Cursed Leg Conditional drop by Plated Roller - allow it to kill itself while it is Cursed
Cursed Root Conditional drop by Evilroot - kill it while it is Cursed
Curved Claw Random drop by Mauler Mole
Cut Feathers Conditional drop by Longisquama - kill it with a Cut-based attack
Damascus Ingot Random drop by Forest Warrior
Death Claw Random drop by Queen Ant
Death Stem 5th Stratum Chop points - random, common find where Ice Claws haven't been
Deer Antler Random drop by Ragelope
Demon Core Guaranteed drop by the Yggdrasil Core (the first fight, pre-credits Story Mode)
Demon Fur Random drop by Chopper Hare
Deposit Piece 3rd Stratum Mine points - random, semi-common find
Developed Jaw Random drop by Hell Angler
Doom Petal Conditional drop by Muskoid - kill it with an instant-death attack
Dragon Core Common drop by Dragon Clone, Blizzard Clone, and Storm Clone
Dragon Horn Conditional drop by Storm Clone - kill it with a Bash-based attack
Dragon Tail Random drop by Bone Lizard
Drake Eye Conditional drop by Blizzard Clone - kill it with Stab-based damage
Drake Wing Random drop by Blizzard King
Dread Crest Conditional drop by Forest Demon - kill it while it is in a state of Fear
Dried Peachtreee 4th Stratum Chop points - random, semi-common find
Drywall 5th Stratum Mine points - random, common find
Elastic Skin Random drop by Madworm
Enamel Leg Random drop by Venomfly
Entangling Ivy 2nd Stratum Chop points - random, semi-common find
Evil Flower Random drop by Eviloid
Evil Leaf Random drop by Forest Demon
Evil Plume Random drop by Forest Demon
Evil Scale Random drop by Forest Ogre
Faerie Hair Random drop by Pixie
Faerie Pitch Rare drop by Faerie
Faerie Wings Random drop by Pixie
Fire Fang Random drop by Great Dragon
Fire Feather Random drop by Firebird
Fire Scale Random drop by Great Dragon
Fish Scale Random drop by Swordfish
Flamerat Skull Random drop by Flamerat
Flex Vine Random drop by Petaloid
Fossil Nest Conditional drop by Servitor Ant - kill it by Petrifying it
Frog Skin Random drop by King Frog
Frost Scythe Random drop by Ice Claws
Frozen Wing Conditional drop by Blizzard King - kill it via a Ice-based attack
Furcasternum Random drop by Queen Bee
Gator Skin Random drop by Creeping Death
Gem Core Random drop by Burst Ooze
Giant Wing Random drop by King Dragonfly
Glacier Ootheca 5th Stratum (B22F) Chop points where Ice Claws sit; very rare find
Glimmer Stone Random drop by Hell Angler
Glow Beak Random drop by Glowbird
Glow Talon Random drop by Glowbird
Gold Antler Random drop by Golden Deer
Gold Carapace Random drop by Huge Ant
Gold Fur Random drop by Gullinbursti
Gold Pelt Random drop by Golden Deer
Gold Shell Random drop by Beetle Lord
Gold Tusk Random drop by Gullinbursti
Golden Plume Conditional drop by Iwaoropenelep - kill it while it is Paralyzed
Gray Pincer Random, rare drop by Iron Crab
Gray Shell Random drop by Iron Crab
Great Tusk Random drop by Tusked Ruin
Gum Hide Random drop by Roller
Gum Throat Random drop by Treefrog
Gummy Wire 5th Stratum Chop points - random, rare find where Ice Claws haven't been
Hard Bark Random drop by Medusa Tree
Hard Rock Random drop by Forest Soldier and by Forest Warrior
Hard Shard 4th Stratum Mine points - random, semi-common find
Hard Shell Random drop by Flying Beetle
Hardwood 1st Stratum Chop points - random, common find
Haze Wing Random drop by Hazefly
Headroot 6th Stratum Take points - random, rare find
Heat Horn Conditional drop by Great Dragon - kill it with a Fire-based attack
Hex Throat Random drop by Hexfrog
Hex Chain Random drop by Tlachtga
Hex Tusk Conditional drop by Arboreal Hulk - kill it while it is Cursed
Honey Crystal Random drop by Honey Ant
Huge Fin Random drop by Corotrangul
Ice Scale Random rare drop by Blizzard King
Ice Sweat Conditional drop by Treefrog, King Frog, and Hexfrog - defeat using an Ice-based attack
Ice Wing Random drop by Hellfly
Iced Ivory Conditional drop by Tusked Ruin - kill it with an Ice-based attack
Iced Skin Conditional drop by Forest Bat - defeat using an Ice-based attack
Insect Eye Conditional drop by Woodfly and Venomfly - don't use any physical attacks on it
Iron Exoskeleton Random drop by Honey Ant
Iron Shell Random drop by Death Scorpion
Jomon Oak 2nd Stratum Chop points - random, rare find
Judge Claw Random drop by Desouler
Lady Palm 6th Stratum Chop points - random, semi-common find
Lapis Strawberry 3rd Stratum Take points - random, rare find
Laterite 2nd Stratum Mine points - random, semi-common find
Leafy Branch Random drop by Fanged Vine
Legroot 6th Stratum Mine points - random, rare find
Light Wood 2nd Stratum Chop points - random, common find
Lucky Leaf Guaranteed drop by World Clover
Machine Plate Random drop by M.I.K.E.
Magatama Random drop by Forest Druid
Magic Leaf Guaranteed drop by World Bud
Mandrake Boot Random drop by Mandrake
Metal Horn Random drop by War Bison
Millennial Shell Random drop by Nether Tortoise
Mint Leaf 2nd Stratum Take points - random, common find
Monkey Bone Random drop by Zebratherium
Monotropastrum 6th Stratum Take points - random, semi-common find
Moschino 6th Stratum Chop points - random, common find
Mugwort 5th Stratum Take points - random, semi-common find
Narcissus 3rd Stratum Chop points - random, rare find
Navy Fluid Random drop by Pylon Crab
Nyx Scythe Random drop by Death Mantis
Obsidian Fang Random drop by Babirusa
Ogre Belt Conditional drop by Forest Ogre - kill it through an instant-death attack
Oleander 4th Stratum Take points - random, common find
Palm Bark Random drop by Cannon Palm
Paralyzed Leg Conditional drop by Dragonfly - defeat it while it is Paralyzed
Paralyzed Tail Conditional drop by Flamerat - defeat it while it is Paralyzed
Pearl Carapace Random drop by Death Mantis
Penetrated Hide Conditional drop by War Bison - defeat it with a Stab-based attack
Pink Wing Random drop by Blue Patroller
Poison Pith Conditional drop by Medusa Tree - kill it through Poison-based damage
Poison Wing Random drop by Venomfly
Pressed Fur Conditional drop by Black Boar - defeat it with a Bash-based attack
Pure Root Random drop by Hexroot
Purple Thread Random drop by Diabolix
Pyroxene 1st Stratum Mine points - random, common find
Rabbit Tooth Random drop by Forest Hare
Rainbow Gel Random drop by Towering Ooze
Red Blade Random drop by Aquatic Butcher
Red Blood Random drop by Dire Wolf
Red Carapace Random drop by Servitor Ant
Red Crystal Random drop by Red Corpuscle
Red Fruit 1st Stratum Chop points - random, rare find
Red Fur Random drop by Dire Wolf
Red Hide Random drop by Redclaw
Red String Random drop by Cruella
Redbird Plume Random drop by Carmine Beak
Restrained Leg Conditional drop by Wyvern - kill it while it is in a Leg Bind
Rigid Thorax Random drop by Dragonfly
Rock Coral 3rd Stratum Chop points - random, common find
Roller Spikes Random drop by Spiked Roller
Roller Tail Random drop by Spiked Roller
Rose Whip Conditional drop by Diabolix - defeat it while it is in a Head Bind, Leg Bind, and Arm Bind, all at once
Royal Hide Random drop by Voracious King
Ronin Armor Random drop by Ren
Royal Vine Random drop by Alraune
Ruffled Feather Conditional drop by Songbird - kill it while it is Confused
Ryuguu Pearl Random drop by Dragonhorse
Sand Cloth Random drop by Forest Mystic
Sand Twig 4th Stratum Chop points - random, common find
Sandfish Crystal Random drop by Sandfish
Sandfish Eye Random drop by Sandfish
Sap Lump 2nd Stratum Take points - random, semi-common find
Sap Vine Random drop by Hexroot
Sap Wine 4th Stratum Take points - random, semi-common find
Savage Tusk Random drop by Black Boar
Saw Fin Random drop by Sawfish
Sawfish Scale Random drop by Sawfish
Scale Plate Random drop by Dragonhorse
Scarlet Mane Random drop by Babirusa
Scarlet Ore Random drop by Sleeper Ooze
Scrap Iron 2nd Stratum Mine points - random, common find
Scratched Shell Conditional drop by Iron Turtle - defeat using a physical attack
Scythe Random drop by Reaping Shade
Sea Branch 3rd Stratum Chop points - random, semi-common find
Sea Pyroxene 3rd Stratum Mine points - random, common find
Severed Plant 5th Stratum (B22F) Chop points where Ice Claws sit; common find
Severed Stinger Conditional drop by Steel Barb - kill it via Cut-based damage
Sharp Horn Random drop by Cernunnos
Sharp Stinger Random drop by Army Wasp
Shiny Seed 5th Stratum Mine points - random, rare find
Shiny Vine 5th Stratum Chop points - random, semi-common find where Ice Claws haven't been
Shiver Stinger Random drop by Steel Barb
Shroud Random drop by Etreant
Shrunken Cell Conditional drop by Red Corpuscle - defeat it while it is in a state of Fear
Sinister Beak Random drop by Depth Dancer
Sleepy Eyeball Conditional drop by Madworm - kill it while it is Sleeping
Slumber Web Conditional drop by Silkbinder - kill it while it is Sleeping
Small Fang Random drop by Tree Rat
Smashed Fossil 2nd Stratum Mine points - random, rare find
Soft Hide Random drop by Clawed Mole
Space Claw Random drop by King Dragonfly
Space Husk Random drop by Plated Roller
Spinnerette Random drop by Venom Spider
Spiral Seed 5th Stratum Take points - random, rare find
Split Tail Random drop by Raging Camel
Sprout Leaf Guaranteed drop by World Sprout
Squeezing Ivy Random drop by Slavering Vine
Stab Shell 3rd Stratum Take points - random, semi-common find
Starseed Random drop by Cannon Palm
Statue Plate Random drop by Golem
Steel Chip 4th Stratum Mine points - random, common find
Steel Chitin Random drop by Killer Ant
Steel Claw Random drop by Iwaoropenelep
Steel Snout Random drop by Woodfly
Sternum Random drop by Bone Lizard
Sticky Goo Random drop by Sleeper Ooze
Stiff Wing Conditional drop by Depth Dancer - kill it while it is in a Head Bind, Arm Bind, and Leg Bind, all at once
Stone Arm Conditional drop by Golem - kill it while it is in an Arm Bind
Stone Dress Conditional drop by Faerie - kill it via Petrification
Stone Heart Conditional drop by Bane Lizard - kill it via Petrification
Strawberry 5th Stratum Take points - random, common find
Stretchy Feather Random drop by Longisquama
Stretchy Skin Random drop by Meltworm
Strong Web Random drop by Silkbinder
Temari Katahiba 4th Stratum Chop points - random, rare find
Tempered Shell Conditional drop by Nether Tortoise - defeat using a physical attack
Thorn Random drop by Flying Beetle
Thorn Stem Random drop by Muskoid
Throbbing Vine Random drop by Gasser Tree
Thunder Eye Conditional drop by Storm Emperor - defeat it with a Volt-based attack
Tied Scythe Conditional drop by Reaping Shade - defeat while it is in an Arm Bind
Tiger Fang Random drop by Barbed Tiger
Tiger Fur Random drop by Barbed Tiger
Tiny Petal 1st Stratum Take points - random, common find
Tiny Tooth Random drop by Chopper Hare
Torn Heart Conditional drop by Bone Lizard - kill it while it is Poisoned
Tough Wing Random drop by Wyvern
Toxic Barb Random drop by Jungle Killer
Toxic Paw Random drop by Manticore
Tree Eye Random drop by Medusa Tree
Tri-Color 6th Stratum Mine points - random, common find
True Demon Core Guaranteed drop by the Yggdrasil Core - defeat it in the post-credits game in Story Mode
Twining Ivy 1st Stratum Chop points - random, semi-common find
Unknown Shell Random drop by Calamity Crab
Velvet Conditional drop by Alraune - kill it while it is Sleeping
Venom Barb Random drop by Death Scorpion
Venom Fang Conditional drop by Essence Drainer - kill it through Poison damage
Venom Spine Conditional drop by Corotrangul - kill it through Poison damage
Venomous Gel Random drop by Divine Bee
Vermillion Hair Random drop by Doom Bison
Vermillion Horn Random drop by Doom Bison
Vine Random drop by Mandrake
Vine Strand Conditional drop by Cruella - defeat it while it is in a Head Bind, Leg Bind, and Arm Bind, all at once
Violet Ore Random drop by Venom Ooze
Vivid Petal Random drop by Fanged Vine
Volt Scale Random, rare drop by Storm Emperor
Volt Shell Conditional drop by Aquatic Butcher - defeat it with a Volt-based attack
White Crystal Random drop by Leukocyte
White Fang Random drop by Sabretooth
Wing Scale Random drop by Hellfly
Wolf Fang Random drop by Forest Wolf
Wolf King Mane Random drop by Fenrir
Wolf Pelt Random drop by Skoll
Wolf Tail Conditional drop by Fenrir - defeat it on the very first turn of battle
Wyrm Head Conditional drop by Dragon Clone - defeat it with a Cut-based attack


Weapons: Axes

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Axe of Shivers Axe +10 - - - - - - - - L May induce fear
Bardiche Axe +90 - +20 - - - - - - L N/A
Battle Axe Axe +70 - - - - - - - - L N/A
Bhuj Axe +148 - - - - - - - - L N/A
Biliomg Axe +77 - - - - - +2 - - L N/A
Bone Axe Axe +33 - - - - - - - - L N/A
Breaker Axe +123 - - - - - - - - L N/A
Broadaxe Axe +59 - - - - - - - - L N/A
Celtis Axe +51 - - - - - - - - L N/A
Corsesca Axe +178 - - - - - - - - L N/A
Earth Axe Axe +195 - - - - - - - - L N/A
Executioner Axe Axe +162 - +30 +10 - - - - - L N/A
Flame Axe Axe +229 - - +30 - - - - - L Fire-elemental
Francisca Axe +137 - - - - - - - - L N/A
Giant Axe Axe +166 - - - - - - - - L N/A
Great Axe Axe +95 - - - - - - - - L N/A
Halberd Axe +112 - - - - - - - - L N/A
Hand Axe Axe +44 - +10 - - - - - - L N/A
Hatchet Axe +26 - - - - - - - - L N/A
Labyris Axe +130 - - - - - +2 - - L N/A
Mantis Axe Axe +36 - - - - - +3 - - L N/A
Meteor Axe Axe +240 - +50 - - - +5 - - L N/A
Sekifu Axe +55 - - - - - +3 - - L N/A
Space Axe Axe +158 - - - - - +3 - - L N/A
Tabar Axe +84 - - - - - - - - L N/A


Weapons: Bows

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Aquael Bow +145 - - - - - - - - S, T N/A
Arbalest Bow +116 - - - - - - - - S, T N/A
Arc Drawer Bow +191 - - - - +3 +5 - - S, T N/A
Bat Bow Bow +65 - - - - - - - - S, T N/A
Beast Bow Bow +40 - - - - +1 - - - S, T N/A
Enamel Bow Bow +24 - - - - - - - - S, T N/A
Faerie Bow Bow +102 - - - - - - - +3 S, T N/A
Failnaught Bow +121 - - - - +2 - - - S, T N/A
Fin Bow Bow +74 - - - - - - - - S, T N/A
Gendawa Bow +145 - - - - - - - - S, T N/A
Hard Sling Bow +45 - - - - - - - - S, T N/A
Heaven Bow Bow +96 - - - - - - - - S, T N/A
Hereward's Bow Bow +58 - - - - - - +2 - S, T N/A
Hindi Bow +61 - - - - +2 - - - S, T N/A
Hunter Bow Bow +80 - - - - - +2 - - S, T N/A
Ichibal Bow +170 - +30 - - - - +4 - S, T N/A
Ill Wind Bow +82 - - +20 - - - +2 - S, T N/A
Long Bow Bow +54 - - - - - - - - S, T N/A
Panic Bow Bow +10 - - - - - - - - S, T Can Panic targets
Sarnga Bow +186 - - +30 - - - - - S, T N/A
Short Bow Bow +32 - - - - - - - - S, T N/A
Vine Bow Bow +87 - - - - - - - - S, T N/A
War Bow Bow +108 - - - - - - - - S, T N/A
Wood Bow Bow +19 - - - - - - - - S, T N/A
Zamiel Bow Bow +133 - - - - - - +4 - S, T N/A


Weapons: Guns

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Abaddon Gun +209 - - - - +5 - - - G N/A
Abyss Gun +76 - - - - - - +3 - G N/A
Arquebus Gun +132 - - - - +2 - - - G N/A
Butterfly Barrel Gun +30 - - - - - - - - G N/A
Culverin Gun +59 - +10 - - - - +2 - G N/A
Dark Saker Gun +141 - - - - - - - - G N/A
Fire Gun Gun +24 - - - - - - - - G N/A
Flechette Gun +174 - - - - - - - - G N/A
Godhunter Gun +79 - - - - - - - - G N/A
Hakenbuechse Gun +48 - - - - - - - - G N/A
Handcannon Gun +99 - - - - - - - - G N/A
Iron Saker Gun +116 - - - - - - - - G N/A
Kuni-kuzushi Gun +130 - - - - +4 - -3 - G N/A
Madfa Gun +56 - - - - - - +1 - G N/A
Megido Gun Gun +232 - - - - - - - - G Fire-elemental
Nalnari Gun +90 - - - - +1 - - - G N/A
Petronell Gun +107 - - - - - +2 - - G N/A
Roc's Maw Gun +73 - - - - - - +1 - G N/A
Rock Saker Gun +10 - - - - - - - - G May Petrify targets
Shotgun Gun +65 - - - - - - - - G N/A
Spider Muzzle Gun +52 - - - - - - - - G N/A
Steel Gun Gun +161 - - - - - - - - G N/A
Thunder Saker Gun +103 - - - - - - - - G Volt-elemental
Torador Gun +195 - - - - - - - - G N/A
Volcanic Gun +41 - - - - - - +1 - G N/A
Volt Gun Gun +153 - - - - - - +2 - G N/A
Wyrmhunter Gun +124 - - - - - - - - G N/A


Weapons: Katanas

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Ameno Habakiri Katana +255 - +80 - - - - - - R N/A
Doujigiri Katana +210 - - - - - - - - R N/A
Ganryu-jima Katana +79 - +20 +10 - - - - - R N/A
Hisamemaru Katana +242 - - - - - - - - R Ice-elemental
Iwa-otoshi Katana +102 - - - - - - - - R N/A
Juzumaru Katana +198 - - - - - - - - R N/A
Kamui Ranketam Katana +144 - - - - - - +10 - R N/A
Kijin Daiou Katana +170 - - - - - - - - R N/A
Kishido Blade Katana +120 - - - - - +2 - - R N/A
Kodachi Katana +47 - - - - - - - - R N/A
Kotegiri Katana +10 - - - - - - - - R May bind the target's arms
Kotsujiki Katana +181 - - - +3 - - - - R N/A
Kurodachi Katana +75 - - - - - - - - R N/A
Kuzunosada Katana +159 - - - - - - - - R N/A
Monohoshizao Katana +132 - - - - - - +3 - R N/A
Munechika Katana +221 - - +20 - - - - - R N/A
Nagawakizashi Katana +64 - - - - - - - - R N/A
Nikkari Katana +141 - - - - - - - - R N/A
Ochiba Katana +113 - - - - - - - - R N/A
Oodachi Katana +90 - - - - - - - - R N/A
Sasuga Katana +28 - - - - - - - - R N/A
Sensui Katana +84 - - - - - - - +2 R N/A
Wakizashi Katana +35 - - - - - - +1 - R N/A
Warabite Katana +57 - - - - - +1 - - R N/A
Zanmatou Katana +148 - - - - - - - - R N/A


Weapons: Spears

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Ahlspiess Spear +93 - - - - - - +2 - P, Hi N/A
Awl Pike Spear +136 - - - - +2 - - - P, Hi N/A
Black Beast Spear +101 - - - - - - - - P, Hi N/A
Black Guisarme Spear +51 - +10 - - - - - - P, Hi N/A
Dismemberer Spear +10 - - - - - - - - P, Hi Can bind legs
Flame Spear Spear +62 - - - - - - - - P, Hi Fire-elemental
Framea Spear +38 - - - - - - +1 - P, Hi N/A
Fuscina Spear +48 - - - - - - - - P, Hi N/A
Harpoon Spear +28 - - - - - - - - P, Hi N/A
Hasta Spear +45 - - - - - - - - P, Hi N/A
Hayakaze Spear +125 - - - - - - - - P, Hi N/A
Highlander Spear Spear +20 - - - - - - - - Hi N/A
Horn Spear Spear +73 - - - - - +2 +2 - P, Hi N/A
Ice Fang Spear +74 - - - - - - - - P, Hi Ice-elemental
King's Spear Spear +147 - - - - - - - - P, Hi N/A
Lance Spear +53 - - - - - +1 - - P, Hi N/A
Long Spear Spear +77 - - - - - - - - P, Hi N/A
Moon Spear Spear +185 - - - - - - - - P, Hi N/A
Oomiyari Spear +118 - - - - - +2 - - P, Hi N/A
Partizan Spear +167 - - - - - +2 - - P, Hi N/A
Pylon Spear Spear +151 - - +10 - - - - P, Hi N/A
Sarissa Spear +86 - - - - - - - - P, Hi N/A
Scorpion Spear +65 - - - - - - +3 - P, Hi N/A
Short Spear Spear +22 - - - - - - - - P, Hi N/A
Tepoztopilli Spear +110 - - - - - - - - P, Hi N/A
Tiger Lance Spear +71 - - - - +1 - - - P, Hi N/A
Tonbogiri Spear +151 - - - - +3 - +5 - P, Hi N/A
Winged Spear Spear +155 - - - - - - - - P, Hi N/A
Wyvern Spear Spear +218 - +40 +40 - - - - - Hi N/A


Weapons: Staves

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Amud Staff Staff +36 - - +20 - - - - - M, A, T, H N/A
Asclepius Staff +148 - - +140 - +6 - - - M, A, T, H N/A
Bone Flail Staff +56 - +20 - - - +2 - - M, A, T, H N/A
Bone Mace Staff +37 - +15 - - - +1 - - M, A, T, H N/A
Bone Staff Staff +21 - - +10 - +1 - - - M, A, T, H N/A
Camel Flail Staff +42 - +20 - - - - +3 - M, A, T, H N/A
Cranial Hammer Staff +10 - - - - - - - - M, A, T, H May bind the target's head
Down Staff Staff +40 - - +20 - +2 - - - M, A, T, H N/A
Dragonbone Staff Staff +143 - +60 +5 - - - - - M, A, T, H N/A
Gem Staff Staff +59 - - - - +3 - - - M, A, T, H N/A
Godendag Staff +111 - +50 - - +3 - - - M, A, T, H N/A
Gold Wand Staff +118 - - +80 - +4 - - - M, A, T, H N/A
Gridarvol Staff +101 - +40 - - - +3 - - M, A, T, H N/A
Hex Staff Staff +10 - - - - - - - - M, A, T, H May Curse targets
Luck Staff Staff +79 - - - - - - - +20 M, A, T, H N/A
Mirage Rod Staff +92 - - - - +3 - +5 - M, A, T, H N/A
Mystic Rod Staff +98 - - +50 - +4 - - - M, A, T, H N/A
Pearlescent Staff Staff +54 - - +30 - +15 - - - M, A, T, H N/A
Quest Rod Staff +127 - - +100 - +5 - - - M, A, T, H N/A
Rainbow Stick Staff +57 - - +40 - +2 - - - M, A, T, H N/A
Sage Wand Staff +170 - - +200 - +8 - - - M, A, T, H N/A
Staff Staff +16 - - +5 - +1 - - - M, A, T, H N/A
Staghorn Staff +31 - - +10 - +2 - - - M, A, T, H N/A
Wand Staff +12 - - - - - - - - M, A, T, H N/A
War Flail Staff +176 - +80 - - +5 - - - M, A, T, H N/A
War Hammer Staff +132 - +40 - - +4 - - - M, A, T, H N/A
War Mace Staff +72 - +30 +20 - - - - - M, A, T, H N/A


Weapons: Swords

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Baselard Sword +26 - - - - - - - - L, P, D, A, R N/A
Blazing Sword Sword +146 - - - - - - - - L, P, D, T, R Fire-elemental
Blinding Dagger Sword +10 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G May blind target
Boar Spear Sword +42 - - - - - - +1 - L, P, D, T, R
Bone Sword Sword +59 - - - - - - - - L, P, D, T, R N/A
Brave Sword Sword +81 - - - - - - +2 +2 L, P, D, T, R N/A
Broadsword Sword +49 - - - - - +1 - - L, P, D, T, R N/A
Dagger Sword +14 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Dagger of Mercy Sword +10 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G May instantly kill targets
Dainsleif Sword +158 - - - - - - - - L, P, D, T, R N/A
Damascus Blade Sword +106 - - - - - - - - L, P, D, T, R N/A
Damascus Sword Sword +113 - - - - +1 - - - L, P, D, T, R N/A
Executor Sword +90 - - - - - - - - L, P, D, T, R N/A
Golden Sword Sword +127 - - - - - - - - L, P, D, T, R N/A
Great Sword Sword +136 - - - - - - +3 - L, P, D, T, R N/A
Icy Almas Sword +142 - - - - - - - - L, P, D, T, R Ice-elemental
Ilwoon Sword +118 - - - - - - - - L, P, D, T, R N/A
Judgment Sword Sword +177 - - - - - - - - L, P, D, T, R N/A
Pattisa Sword +96 - - - - - - - - L, P, D, T, R N/A
Queen Saber Sword +79 - +20 +20 - - - - - L, P, D, T, R N/A
Scramasax Sword +21 - - - - - - - - L, P, D, T, R N/A
Shamshir Sword +71 - - - - - - - - L, P, D, T, R N/A
Shinryu Sword +210 +5 +5 +5 +5 +5 +5 +5 +5 L, S, P, D, M, A, T, R, H, Hi, G N/A
Short Sword Sword +35 - - - - - - - - L, P, D, A, R N/A
Shotel Sword +67 - - - - - - - - L, P, D, T, R N/A
Slumber Knife Sword +10 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G May put targets to Sleep
Sonic Dagger Sword +10 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Higher action speed
Stun Knife Sword +10 - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G May stun targets
Tiger Fang Sword +55 - +10 - - - +5 - - L, P, D, T, R N/A
Viking Sword +65 - - - - - +1 - - L, P, D, T, R N/A
Vorpal Sword +46 - +20 - - - - +3 - L, P, D, T, R N/A


Weapons: Whips

Weapon Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Antler Whip Whip +101 - - - - - - - - D N/A
Bullwhip Whip +34 - - - - - - - - D N/A
Comet Whip Whip +141 - - - - - - - - D N/A
Dominator Whip +177 - +30 - - - - - - D Boost Up x1
Evil Whip Whip +92 - - - - - - - - D N/A
Fang Whip Whip +25 - - - - - - - - D N/A
Gum Whip Whip +69 - - - - - - - - D N/A
Heaven to Hell Whip +200 - - - - +4 - +5 - D N/A
Insect Whip Whip +42 - - - - - +1 - - D N/A
Knout Whip +113 - - - - - - - - D N/A
Light Whip Whip +20 - - - - - - - - D N/A
Nail Whip Whip +47 - - - - - - - - D N/A
Nine Tails Whip +109 - - - - +2 - +2 - D N/A
Noir Queen Whip +154 - - - - - - - - D N/A
Paralyze Whip +10 - - - - - - - - D May Paralyze targets
Plant Whip Whip +56 - - - - - - - - D N/A
Rat Whip Whip +169 - - - - - - - - D N/A
Shred Whip Whip +78 - - - - - - - - D N/A
Tormentor Whip +131 - - - - +3 - - - D N/A
Toxic Whip Whip +63 - - - - +1 - - - D N/A
Vine Whip Whip +81 - +10 - - - - +3 - D N/A
Volt Whip Whip +185 - - - - - - - - D Volt-elemental
Whip of Grief Whip +122 - - - - - - - - D N/A
Wind Whip Whip +84 - - - - - +1 +1 - D N/A


Armor: Armgear

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Athanor Armgear - +40 - - - +4 - - - A N/A
Bear Glove Armgear - +13 - - +2 +1 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Blood Gage Armgear - +27 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Brave Gage Armgear - +46 - - +6 - - - - L N/A
Dispel Arm Armgear - +32 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Down Glove Armgear - +9 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Ebon Glove Armgear - +44 +20 - - - - +6 - D N/A
Fish Gage Armgear - +21 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
General Glove Armgear - +25 - - +2 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Gum Glove Armgear - +15 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hide Glove Armgear - +5 - - +1 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Iron Glove Armgear - +11 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Knit Glove Armgear - +2 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Lightning Gage Armgear - +41 - - +4 +2 - - - G N/A
Nail Glove Armgear - +7 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Ocean King Gage Armgear - +20 - - - +2 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Ruby Gage Armgear - +39 - - - +3 - +5 - R N/A
Rune Glove Armgear - +25 - - - +3 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Sand Glove Armgear - +23 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Steel Gage Armgear - +18 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Superior Gloves Armgear - +38 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Toxic Gage Armgear - +2 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Ailments' Resist up 1
Wolf Glove Armgear - +8 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Ice Resist up 1


Armor: Cloth Armor

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Angel Robe Cloth - +77 - +40 - - - +7 - M N/A
Azure Coat Cloth - +64 - - - - - +3 - S, D, M, A, T, R, H, G N/A
Cotehardie Cloth - +30 - - - - - - - S, D, M, A, T, R, H, G N/A
Dark Tunic Cloth - +40 - - - - - - - S, D, M, A, T, R, H, G N/A
Dragonery Cloth - +75 - +30 - - - - +15 G N/A
Fancy Coat Cloth - +26 +10 - - - - - - S, D, M, A, T, R, H, G N/A
Flower Dress Cloth - +33 - - - +1 - - - S, D, M, A, T, R, H, G N/A
Gold Coat Cloth - +36 - - - - - - - S, D, M, A, T, R, H, G N/A
Hex Mantle Cloth - +72 - +60 - +3 - - - H N/A
Hide Vest Cloth - +13 - - - - - - - S, D, M, A, T, R, H, Hi, G N/A
Kazak Cloth - +16 +20 - - - - - - S, D, M, A, T, R, H, G N/A
Leaf Coat Cloth - +9 - - - - - +1 - S, D, M, A, T, R, H, G N/A
Leaf Tunic Cloth - +22 - - - - - - - S, D, M, A, T, R, H, G N/A
Lord Tweed Cloth - +44 - - - - - +2 - S, D, M, A, T, R, H, G N/A
Mobius Alb Cloth - +74 - +30 - +2 - - - A N/A
Moss Coat Cloth - +49 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Elements' Resist up 2
Papillon Doublet Cloth - +56 - - - - - - - S, D, M, A, T, R, H, G N/A
Petal Coat Cloth - +18 - - - - - +1 - S, D, M, A, T, R, H, G N/A
Rune Tunic Cloth - +47 - +20 - - - - - S, D, M, A, T, R, H, G N/A
Tweed Cloth - +5 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A


Armor: Heavy Armor

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Adama Armor Heavy Armor - +50 - - - - - -3 - L, P All Physical Resist up 1
Alla Romana Heavy Armor - +61 - +5 - +1 - - - L, P N/A
Blood Mail Heavy Armor - +64 - - - - - - - L, P N/A
Bone Armor Heavy Armor - +13 - - - - - - - L, P N/A
Breastplate Heavy Armor - +15 +5 - - - - -1 - L, P N/A
Brunhild Heavy Armor - +35 - +10 - - - - - L, P N/A
Chain Mail Heavy Armor - +26 - - - - - - - L, P N/A
Composite Heavy Armor - +70 +30 - - - - -2 - L, P N/A
Ebon Plate Heavy Armor - +52 - - - - - - - L, P N/A
Field Armor Heavy Armor - +87 - - - - - - - L, P N/A
Fluted Armor Heavy Armor - +39 +10 - - - - - - L, P N/A
Freiturnier Heavy Armor - +95 - - - - - - - L, P N/A
Full Plate Heavy Armor - +90 +20 +10 - - - - - L, P N/A
Galvorn Armor Heavy Armor - +77 +60 - - - - - - L, P N/A
Gold Armor Heavy Armor - +1 - - - - - - - L, P Resist Poison up 4
Holy Armor Heavy Armor - +113 +40 - - - - - - P Resist Physical up 1
Jazeraint Heavy Armor - +57 +15 +5 - - - - - L, P N/A
Laced Mail Heavy Armor - +20 - - - - - - - L, P N/A
Plate Mail Heavy Armor - +44 - - - - - - - L, P N/A
Ring Mail Heavy Armor - +31 - - - +2 - -2 - L, P N/A


Armor: Helmets

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Akizuhire Helmet - +22 - +6 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Angel Helm Helmet - +55 - +30 - - - - - M N/A
Balaclava Helmet - +10 - - - +1 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Camel Hat Helmet - +5 - - - +1 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Circlet Helmet - +31 - +15 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Dragon Helm Helmet - +57 +20 +20 - - - - - Hi N/A
Duck Curl Helmet - +15 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Gold Helmet Helmet - +4 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Resist Blind up 4
Great Helm Helmet - +50 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hairband Helmet - +9 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hairpin Helmet - +3 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hide Hat Helmet - +6 - +4 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Morion Helmet - +24 +10 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Nightcap Helmet - +37 - +10 - +2 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Pixie Hat Helmet - +29 - - - +2 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Plumed Hat Helmet - +12 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Resist Fire up 1
Sandy Pin Helmet - +26 - +10 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Scale Helm Helmet - +18 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Spangen Helmet - +42 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Trojan Helm Helmet - +35 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Viking Helm Helmet - +16 - - +1 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A


Armor: Legwear

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Cactus Boot Legwear - +15 +15 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Ice Resist up 1
Chain Boot Legwear - +9 +20 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Cianontedae Legwear - +34 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Action Speed down 3
Combat Shoe M2 Legwear - +19 +30 - - - - +3 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Dyed Boot Legwear - +25 - - +3 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Exorcist Sock Legwear - +16 - - +4 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Faerie Boot Legwear - +18 - - - - - +5 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Flame Boot Legwear - +20 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Fire Resist up 1
Fur Boot Legwear - +22 - - - - - +4 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Gold Shoe Legwear - +1 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Resist Paralysis up 2
Green Boot Legwear - +5 - +5 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hide Boot Legwear - +3 - +10 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hunter Boot Legwear - +6 - - +1 - - +1 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Kilt Tassels Legwear - +17 - +20 - +3 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Leaf Boot Legwear - +1 - - - - - +1 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Moccasins Legwear - +12 - - +3 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Plume Boot Legwear - +7 - - - - - +2 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Scale Boot Legwear - +14 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Resist Cut up 1
Speed Boot Legwear - +37 - +30 - - - +5 - S N/A
War Boot Legwear - +31 +30 - +2 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A


Armor: Light Armor

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Aketon Light Armor - +38 - - - - - - - L, S, P, D, T, R, Hi N/A
Apocalypse Light Armor - +100 - - +4 +3 - - - Hi N/A
Bison Armor Light Armor - +29 +10 - - - - - - L, S, P, D, T, R, Hi N/A
Blood BreastplateLight Armor - +60 - - +1 - - - - L, S, P, D, T, R, Hi N/A
Blue Mail Light Armor - +82 - - - - - +10 - R N/A
Brigandine Light Armor - +43 - - - - - - - L, S, P, D, T, R, Hi N/A
Demon Coat Light Armor - +55 - - - - - - - L, S, P, D, T, R, H N/A
Demon Mail Light Armor - +100 +35 - +5 - - - - L N/A
Dino Plate Light Armor - +66 - - - - - - - L, S, P, D, T, R, Hi All Physical Resist up 1
Faerie Mail Light Armor - +90 - +30 - - - +5 - T N/A
General Leather Light Armor - +51 +20 - - - - - +2 L, S, P, D, T, R, Hi N/A
Ghost Vest Light Armor - +95 - - - +5 - - +9 D N/A
Hide Armor Light Armor - +16 - - - - - - - L, S, P, D, T, R, Hi N/A
Jerkin Light Armor - +11 - - - - - - - L, S, P, D, T, R, Hi N/A
Lacy Hide Light Armor - +49 - - +1 - - - - L, S, P, D, T, R, Hi N/A
Lamellar ArmorLight Armor - +23 +5 - - - - - - L, S, P, D, T, R, Hi N/A
Papillon Mail Light Armor - +71 - - - - - - - L, S, P, D, T, R, Hi N/A
Rat Armor Light Armor - +79 - - - - - - - L, S, P, D, T, R, Hi N/A
Ruby Mail Light Armor - +88 +50 - +4 - - - - R N/A
Stud Vest Light Armor - +34 - - +1 - - - - L, S, P, D, T, R, Hi N/A
Sylpheed Light Armor - +92 +30 +30 - - - - - S N/A
Tiger Coat Light Armor - +27 - - - - - - - L, S, P, D, T, R, Hi N/A
Wolf Armor Light Armor - +19 - - - - - - - L, S, P, D, T, R, Hi Ice Resist up 1
Wyvernmail Light Armor - +70 - - - - - - - L, S, P, D, T, R, Hi All Resists up 1


Armor: Shields

Armor Name Type ATK DEF HP TP STR TEC VIT AGI LUC Classes *Other Effects
Al Tarf Shield Shield - +27 - - - +1 - +3 - L, P, Hi N/A
Ancient Shield Shield - +64 +20 - - - - - - L, P, Hi N/A
Aspis Shield - +12 +5 - - - - - - L, P, Hi N/A
Body Aspis Shield - +28 +5 - - - - - - L, P, Hi Resist Ice up 1
Crab Shield Shield - +61 - - - - - - - L, P, Hi N/A
Crocodile Shield Shield - +30 +10 - - - - - - L, P, Hi N/A
Ebon Aspis Shield - +32 - - - - - - - L, P, Hi N/A
Gum Aspis Shield - +25 - - - - - - - L, P Volt Resist up 1
Halo Aspis Shield - +45 - - - - - - - L, P, Hi Instant-Death Resist up 3
Hide Aspis Shield - +8 - - - - - - - L, P, Hi N/A
Holy Aspis Shield - +73 - - - - - - - P All Binds' Resist up 1
Jelly Shield Shield - +20 - - - - - - - L, P, Hi Fire Resist up 1
King Aspis Shield - +41 - - - - - - - L, P, Hi N/A
Moon Aspis Shield - +35 - - - - - - - L, P, Hi N/A
Old Shield Shield - +33 - - - - - - - L, P, Hi All Ailments' Resist up 1
Pain Aspis Shield - +100 - - - - - - - L, P, Hi All Ailments' Resist down 4
Roggenwolf Shield - +10 - - - - - - - L, P, Hi Ice Resist up 1
Safeguard Shield - +52 - - - - - - - L, P, Hi N/A
Shoulder Shield Shield - +38 - - +5 - - - - L, P, Hi N/A
Spike Shield Shield - +17 - - +1 - - - - L, P, Hi N/A
Targe Shield - +4 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A


Accessories

Accessory Name ATK DEF HP TP STR TEC VIT AGI LUC Classes Other Effects
Adamas - +20 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Physical Resist up 1
Amber Ring - +10 - - - - +13 - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Angel Harp - - - +100 - - - - - T N/A
Angel Ring - - - +70 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Anklet - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Binds' Resist up 2
Aulos - - - +80 - - - - - T N/A
Blind Mask - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Blind Resist up 4
Blue Ring - +10 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Ice Resist up 2
Curse Gem - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Curse Resist up 4
Cut Charm - - +30 - +3 - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Evil Charm - +1 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Ailments' Resist up 1
Fear Earring - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Fear Resist up 4
Fire Ring - +10 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Fire Resist up 2
Flute - - - +60 - - - - - T N/A
Gem Ring - +3 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Volt Resist up 2
Gold Cape - - +80 - - - - - +11 L, S, P, D, M, A, T, R, H, Hi, G N/A
Hex Doll - - +100 +100 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hex Fang Amulet - - - - - +10 - - +5 H All Binds' Resists up 3
Hide Belt - - +20 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Hide Cape - - +60 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Stab Resist up 2
Hide Ring - +2 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Cut Resist up 2
Jewel Eye - +2 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Instant-Death Resist up 4
Kayanohime Crown - - +20 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Head Bind Resist up 4
Kithara - - - +70 - - - - - T N/A
Leaf Cape - +5 +40 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Lute - +50 - - - - - - - T N/A
Moss Band - - +100 - +7 - +7 - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Moss Brooch - - +60 +60 - - - - +10 L, S, P, D, M, A, T, R, H, Hi, G N/A
Moss Ring - - - +100 - +5 - +5 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Ocarina - - - +30 - - - - - T N/A
Old Choker - +7 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Arm Bind Resist up 4
Panic Guard - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Panic Resist up 4
Paralysis Ankh - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Paralysis Resist up 4
Petal Ring - - - - - +3 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Poison Charm - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Poison Resist up 4
Red Cape - +10 +60 - - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Red Charm - - - +20 - - - +3 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Rose Ring - - - - - - +7 +7 - L, S, P, D, M, A, T, R, H, Hi, G N/A
Royal Ring - - - +30 - +7 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Ruby - - - - +3 - - - - L, S, P, D, M, A, T, R, H, Hi, G Fire Resist up 3
Sapphire - - - - - - +5 - - L, S, P, D, M, A, T, R, H, Hi, G Ice Resist up 3
Sea Charm - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Leg Bind Resist up 4
Skarn Barrette - - - +10 - - +5 - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Sleep Guard - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Sleep Resist up 4
Squirming Harp - - +80 +80 - - - - - T All Ailments' Resist up 2
Star Charm - - - +40 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Stone Bangle - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Petrify Resist up 4
Stun Seal - - - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G Stun Resist up 4
Syrinx - - - +140 - - - - - T N/A
Topaz - - - - - +2 - - - L, S, P, D, M, A, T, R, H, Hi, G Volt Resist up 3
Toumaline - +20 - - - - - - - L, S, P, D, M, A, T, R, H, Hi, G All Elements' Resist up 1
Town Medal - - +200 +100 - - - - - L, S, P, D, M, A, T, R, H, Hi, G N/A
Tusk Charm - - - - - - +5 - - L, S, P, D, M, A, T, R, H, Hi, G Bash Resist up 2
Ward Gem - +2 - - - +11 - - - L, S, P, D, M, A, T, R, H, Hi, G N/A




Shop Listings

As a General Note...

To try and keep things as readable as possible, when it comes to equipment, their descriptions are generally shortened to a basic list of stat changes, rather than including a specific chart and the like. If you need to see the equipment's stat changes in a chart form - which makes comparisons easier - or the specific classes it allows, please refer to the [[Weaponry]] or [[Armor]] sections. Sorry - it gets more cramped than you think. =P Also note they are organized alphabetically: first by equipment type, then equipment name.

Also, the first listing - Shilleka's Goods - is for when you first unlock her store. The rest - Shilleka's Goods - Extras - is apparently based on the items you give her by selling. Specifics on the latter are mostly unknown, though I'd appreciate help!



Shilleka's Goods

WEAPONRY LISTINGS
Weapon Name Cost Type Stat Changes
Hatchet 130 en Axe ATK +26
Wood Bow 80 en Bow ATK +19
Fire Gun 120 en Gun ATK +24
Sasuga 150 en Katana ATK +28
Short Spear 110 en Spear ATK +22
Staff 60 en Staff ATK +16, TP +5, TEC +1
Wand 40 en Staff ATK +12
Dagger 50 en Sword ATK +14
Scramasax 100 en Sword ATK +21
Light Whip 90 en Whip ATK +20

ARMOR LISTINGS
Armor Name Cost Type Stat Changes
Knit Glove 30 en Arm DEF +2
Tweed 60 en Cloth DEF +5
Hairpin 40 en Helmet DEF +3
Leaf Boot 20 en Leg DEF +1, AGI +1
Targe 50 en Shield DEF +4

ACCESSORY LISTINGS
Accessory Name Cost Stat Changes
Hide Belt 200 en HP +20

ITEM LISTINGS
Item Name Cost Effects
Ariadne Thread * 100 en Instant escape from the Labyrinth.
Flash Bomb ** 20 en Stops F.O.E.'s from joining battles mid-battle for a turn.
Medica 20 en Restores 50 HP to one ally.
Shilleka's SP Potion *** 350 en Restores 50 HP and 10 TP to one ally.
Sonic Bomb ** 100 en Prevents Forest Wolves from calling allies, or to generally prevent charging up of attacks.

  • Note (*): This item is unlocked later in the game, after giving Shilleka the Radha Note.
  • Note (**): These are unlocked as you proceed through B4F/B5F, as Ren hands them to you.
  • Note (***): To earn this, finish the quest "Observing Adventurers II" and revisit the shop after reporting the results in the pub.


Shilleka's Goods - Extras

In case you weren't paying attention earlier, this is the section in which we document the items you unlock by selling items to Shilleka. For the most part, to circumvent many needless hours of tedium and complete uncertainty, exactly what needs to be sold to Shilleka is currently undocumented: still, it is general policy to sell most/all non-usable items to Shilleka, so you should end up with a majority of this list by the end.

So, anything extra to note?


  • Note (*): To earn this, you must sell the named item to Shilleka first.

WEAPONRY LISTINGS
Weapon Name Cost Type Stat Changes Other Effects
Axe of Shivers * 100 en Axe ATK +10 May induce fear
Bardiche 6,720 en Axe ATK +90, HP +20
Battle Axe 2,930 en Axe ATK +70
Bhuj 32,500 en Axe ATK +148
Biliomg 3,900 en Axe ATK +77, VIT +2
Bone Axe 200 en Axe ATK +33
Breaker 16,200 en Axe ATK +123
Broadaxe 1,950 en Axe ATK +59
Celtis 780 en Axe ATK +51
Corsesca 54,800 en Axe ATK +178
Earth Axe 62,600 en Axe ATK +195
Executioner Axe 44,800 en Axe ATK +162, HP +30, TP +10
Flame Axe 163,000 en Axe ATK +229, TP +30 Fire-elemental
Francisca 26,000 en Axe ATK +137
Giant Axe 47,020 en Axe ATK +166
Great Axe 7,510 en Axe ATK +95
Halbard 13,000 en Axe ATK +112
Hand Axe 490 en Axe ATK +44, HP +10
Labyris 19,500 en Axe ATK +130, VIT +2
Mantis Axe 300 en Axe ATK +36, AGI +3
Meteor Axe 260,000 en Axe ATK +240, HP +50, VIT +5
Sekifu 1,200 en Axe ATK +55, VIT +3
Space Axe 39,000 en Axe ATK +158, VIT +3
Tabar 5,870 en Axe ATK +84
Aquael 39,200 en Bow ATK +159
Arbalest 20,450 en Bow ATK +116
Arc Drawer 163,300 en Bow ATK +191, VIT +5, TEC +3
Bat Bow 3,680 en Bow ATK +65
Beast Bow 490 en Bow ATK +40, TEC +1
Enamel Bow 120 en Bow ATK +24
Faerie Bow 12,200 en Bow ATK +102, AGI +3
Failnaught 24,550 en Bow ATK +121, TEC +2
Fin Bow 4,700 en Bow ATK +74
Gendawa 34,380 en Bow ATK +145
Hard Sling 1,220 en Bow ATK +45
Heaven Bow 10,200 en Bow ATK +96
Hereward's Bow 2,140 en Bow ATK +58, AGI +2
Hindi 2,450 en Bow ATK +61, TEC +2
Hunter Bow 5,730 en Bow ATK +80, VIT +2
Ichibal 52,700 en Bow ATK +170, HP +30, AGI +4
Ill Wind 7,210 en Bow ATK +82, TP +20, AGI +2
Long Bow 1,840 en Bow ATK +54
Panic Bow * 100 en Bow ATK +10 Can Panic targets
Sarnga 122,000 en Bow ATK +186, TP +30
Short Bow 300 en Bow ATK +32
Vine Bow 8,180 en Bow ATK +87
War Bow 16,300 en Bow ATK +108
Zamiel Bow 29,400 en Bow ATK +133, AGI +4
Abaddon 79,700 en Gun ATK +209, TEC +2
Abyss 4,260 en Gun ATK +76, AGI +3
Arquebus 23,600 en Gun ATK +132, TEC +2
Butterfly Barrel 180 en Gun ATK +30
Culverin 2,400 en Gun ATK +59, HP +10, AGI +2
Dark Saker 30,000 en Gun ATK +141
Flechette 50,300 en Gun ATK +174
Godhunter 5,360 en Gun ATK +79
Hakenbuechse 720 en Gun ATK +48
Handcannon 8,410 en Gun ATK +99
Iron Saker 15,100 en Gun ATK +116
Kuni-kuzushi 22,400 en Gun ATK +130, TEC +4, AGI -3
Madfa 1,800 en Gun ATK +56, TEC +1
Megido Gun ??? Gun ATK +232 Fire-elemental
Nalnari 6,900 en Gun ATK +90, TEC +1
Petronell 12,000 en Gun ATK +107, VIT +2
Roc's Maw 3,590 en Gun ATK +73, AGI +1
Rock Saker * 100 en Gun ATK +10 May Petrify targets
Shotgun 2,700 en Gun ATK +65
Spider Muzzle 1,300 en Gun ATK +52
Steel Gun 43,100 en Gun ATK +161
Thunder Saker 10,950 en Gun ATK +103 Volt-elemental
Torador 57,500 en Gun ATK +195
Volt Gun 36,300 en Gun ATK +153, AGI +2
Wyrmhunter 17,900 en Gun ATK +124
Ameno Habakiri 295,000 en Katana ATK +255, HP +80
Doujigiri 70,700 en Katana ATK +210
Ganryu-jima 3,920 en Katana ATK +79, HP +20, TP +10
Hisamemaru 221,000 en Katana ATK +242 Ice-elemental
Kodachi 550 en Katana ATK +47
Kotegiri * 100 en Katana ATK +10 May bind the target's arms
Kurodachi 3,300 en Katana ATK +75
Iwa-otoshi 8,470 en Katana ATK +102
Juzumaru 62,000 en Katana ATK +198
Kamui Ranketum 27,000 en Katana ATK +144, AGI +10
Kijin Daiou 44,200 en Katana ATK +170
Kishido Blade 14,700 en Katana ATK +120, VIT +2
Kodachi 550 en Katana ATK +47
Kotegiri 100 en Katana ATK +10 May bind the target's arms
Kotsujiki 53,000 en Katana ATK +181, STR +3
Kurodachi 3,300 en Katana ATK +75
Kuzunosada 36,800 en Katana ATK +159
Monohoshizao 18,400 en Katana ATK +132, AGI +3
Munechika 108,000 en Katana ATK +221, TP +20
Nagawakizashi 2,190 en Katana ATK +64
Nikkari 22,100 en Katana ATK +141
Ochiba 10,300 en Katana ATK +113
Oodachi 6,570 en Katana ATK +90
Sensui 4,420 en Katana ATK +84, AGI +2
Wakizashi 220 en Katana ATK +35, AGI +1
Warabite 870 en Katana ATK +47, VIT +1
Zanmatou 29,500 en Katana ATK +148
Ahlspiess 7,680 en Spear ATK +93, AGI +2
Awl Pike 27,400 en Spear ATK +136, TEC +2
Black Beast 10,900 en Spear ATK +101
Black Guisarme 1,420 en Spear ATK +51, HP +10
Dismemberer * 100 en Spear ATK +10 Can bind legs
Flame Spear 2,470 en Spear ATK +62 Fire-elemental
Framea 410 en Spear ATK +38, AGI +1
Harpoon 160 en Spear ATK +28
Hasta 650 en Spear ATK +45
Hayakaze 21,950 en Spear ATK +125
Horn Spear 4,260 en Spear ATK +73, VIT +2, AGI +2
Ice Fang 3,160 en Spear ATK +74 Ice-elemental
King's Spear 33,000 en Spear ATK +147
Lance 1,640 en Spear ATK +53, VIT +1
Long Spear 4,930 en Spear ATK +77
Moon Spear 52,600 en Spear ATK +185
Oomiyari 16,400 en Spear ATK +118, VIT +2
Partizan 46,000 en Spear ATK +167, VIT +2
Pylon Spear 37,000 en Spear ATK +151, TP +10
Sarissa 6,310 en Spear ATK +86
Scorpion 2,860 en Spear ATK +65, AGI +3
Tepoztopilli 13,700 en Spear ATK +110
Tiger Lance 3,290 en Spear ATK +71, TEC +1
Tonbogiri 30,300 en Spear ATK +151, TEC +5, AGI +5
Winged Spear 39,500 en Spear ATK +155
Wyvern Spear ??? Spear ATK +218, HP +40, TP +40
Amud Staff 390 en Staff ATK +36, TP +20
Asclepius 31,400 en Staff ATK +148, TP +140, TEC +6
Bone Flail 1,400 en Staff ATK +56, HP +20, VIT +2
Bone Mace 240 en Staff ATK +37, HP +15, VIT +1
Bone Staff 90 en Staff ATK +21, TP +10, TEC +1
Camel Flail 350 en Staff ATK +42, HP +20, AGI +3
Cranial Hammer * 100 en Staff ATK +10 May bind the head
Down Staff 980 en Staff ATK +40, TP +20, TEC +2
Dragonbone Staff 22,000 en Staff ATK +143, HP +60, TEC +5
Gem Staff 2,900 en Staff ATK +59, TEC +3
Godendag 8,200 en Staff ATK +111, HP +50, TEC +3
Gold Wand 19,650 en Staff ATK +118, TP +80, TEC +4
Gridarvol 6,240 en Staff ATK +101, HP +40, VIT +3
Hex Staff * 100 en Staff ATK +10 Targets may get Cursed
Luck Staff 6,550 en Staff ATK +79, LUC +20
Mirage Rod 9,820 en Staff ATK +92, TEC +3, AGI +5
Mystic Rod 13,100 en Staff ATK +98, TP +50, TEC +4
Pearlescent Staff 1,950 en Staff ATK +54, TP +30, TEC +2
Quest Rod 23,600 en Staff ATK +127, TP +100, TEC +5
Rainbow Stick 2,450 en Staff ATK +57, TP +40, TEC +2
Sage Wand 131,000 en Staff ATK +170, TP +200, TEC +8
Staghorn 560 en Staff ATK +31, TP +10, TEC +2
War Flail 27,500 en Staff ATK +176, HP +80, TEC +5
War Hammer 16,300 en Staff ATK +132, HP +40, TEC +4
War Mace 3,750 en Staff ATK +72, HP +30, TP +20
Baselard 150 en Sword ATK +26
Blazing Sword 36,000 en Sword ATK +146 Fire-elemental
Blinding Dagger * 100 en Sword ATK +10 May blind
Boar Spear 600 en Sword ATK +42, AGI +1
Bone Sword 2,250 en Sword ATK +59
Brave Sword 5,750 en Sword ATK +81, AGI +2, LUC +2
Broadsword 1,500 en Sword ATK +49, VIT +1
Dagger of Mercy * 100 en Sword ATK +10 May instantly-kill targets
Dainsleif 42,000 en Sword ATK +158
Damascus Blade 12,500 en Sword ATK +106
Damascus Sword 15,000 en Sword ATK +113, TEC +1
Executor 7,000 en Sword ATK +90
Golden Sword 25,000 en Sword ATK +127
Great Sword 30,000 en Sword ATK +136, VIT +3
Icy Almas 37,800 en Sword ATK +142 Ice-elemental
Ilwoon 20,000 en Sword ATK +118
Judgment Sword 48,000 en Sword ATK +177
Pattisa 10,000 en Sword ATK +96
Queen Saber 6,600 en Sword ATK +79, HP +20, TP +20
Shamshir 4,500 en Sword ATK +71
Shinryu 200,000 en Sword ATK +121, all others +5
Shortsword 370 en Sword ATK +35
Shotel 3,200 en Sword ATK +67
Slumber Knife * 100 en Sword ATK +10 May put targets to Sleep
Sonic Dagger * 100 en Sword ATK +10 Higher action speed
Stun Knife * 100 en Sword ATK +10 May stun targets
Tiger Fang 2,050 en Sword ATK +55, HP +10, VIT +5
Vorpal 1,800 en Sword ATK +46, HP +20, AGI +3
Antler Whip 11,300 en Whip ATK +101
Bull Whip 340 en Whip ATK +34
Comet Whip 32,600 en Whip ATK +141
Dominator 136,000 en Whip ATK +177, HP +30 Boost Up (x1)
Evil Whip 9,070 en Whip ATK +92
Fang Whip 140 en Whip ATK +25
Gum Whip 4,080 en Whip ATK +69
Heaven to Hell 181,000 en Whip ATK +200, TEC +4, AGI +5
Insect Whip 550 en Whip ATK +42, VIT +1
Knout 18,100 en Whip ATK +113
Nail Bow 1,360 en Whip ATK +47
Nine Tails 13,600 en Whip ATK +109, TEC +2, AGI +2
Noir Queen 38,000 en Whip ATK +154
Paralyze * 100 en Whip ATK +10 May Paralyze targets
Plant Whip 2,040 en Whip ATK +56
Rat Whip 43,500 en Whip ATK +169
Shred Whip 5,210 en Whip ATK +78
Tormentor 27,200 en Whip ATK +131, TEC +3
Toxic Whip 2,720 en Whip ATK +63, TEC +1
Vine Whip 5,830 en Whip ATK +81, HP +10, AGI +3
Volt Whip 144,000 en Whip ATK +185 Volt-elemental
Whip of Grief 22,600 en Whip ATK +122
Wind Whip 6,300 en Whip ATK +84, VIT +1, AGI +1

ARMOR LISTINGS
Armor Name Cost Type Stat Changes Other Effects
Athanor 39,000 en Arm DEF +40, TEC +4
Bear Glove 990 en Arm DEF +13, STR +2, TEC +1
Blood Gage 6,870 en Arm DEF +27
Brave Gage 50,000 en Arm DEF +46, STR +6
Dispel Arm 9,750 en Arm DEF +32
Down Glove 460 en Arm DEF +9
Ebon Glove 45,000 en Arm DEF +44, HP +20, AGI +6
Fish Gage 2,800 en Arm DEF +21
General Glove 4,440 en Arm DEF +25, STR +2
Gum Glove 1,280 en Arm DEF +15
Hide Glove 60 en Arm DEF +5, STR +1
Iron Glove 650 en Arm DEF +11
Lightning Gage ??? Arm DEF +41, STR +4, TEC +2
Nail Glove 120 en Arm DEF +7
Ocean King Gage 3,080 en Arm DEF +20, TEC +2
Ruby Gage 37,000 en Arm DEF +39, TEC +3, AGI +5
Rune Glove 5,620 en Arm DEF +25, TEC +3
Sand Glove 3,430 en Arm DEF +23
Steel Gage 1,590 en Arm DEF +18
Superior Gloves 11,200 en Arm DEF +38
Toxic Gage 27,000 en Arm DEF +2 Resist all Ailments +1 level
Wolf Glove 290 en Arm DEF +8 Ice Resist up 1
Angel Robe 70,000 en Cloth DEF +77, TP +40, AGI +7
Azure Coat 15,700 en Cloth DEF +64, AGI +3
Coathardie 2,230 en Cloth DEF +30
Dark Tunic 4,810 en Cloth DEF +40
Dragonery ??? Cloth DEF +75, TP +30, LUCK +15
Fancy Coat 1,790 en Cloth DEF +26, HP +10
Flower Dress 3,220 en Cloth DEF +33, TEC +1
Gold Coat 3,930 en Cloth DEF +36
Hex Mantle 55,000 en Cloth DEF +72, TP +50, TEC +3
Hide Vest 170 en Cloth DEF +13
Kazak 480 en Cloth DEF +16, HP +20
Leaf Coat 90 en Cloth DEF +9, AGI +1
Leaf Tunic 880 en Cloth DEF +22
Lord Tweed 7,870 en Cloth DEF +44, AGI +2
Mobius Alb 61,000 en Cloth DEF +74, TP +30, TEC +2
Moss Coat 35,000 en Cloth DEF +49 Resist all Elements +2 levels
Papillon Doublet 13,600 en Cloth DEF +56
Petal Coat 600 en Cloth DEF +18, AGI +1
Rune Tunic 9,620 en Cloth DEF +47, TP +20
Adama Armor 7,400 en Heavy Armor DEF +50, AGI -3 Resist all Physical +1 level
Alla Romana 11,000 en Heavy Armor DEF +61, TP +5, TEC +1
Blood Mail 13,300 en Heavy Armor DEF +64
Bone Armor 90 en Heavy Armor DEF +13
Breastplate 230 en Heavy Armor DEF +15, HP +5, AGI -1
Brunhild 2,020 en Heavy Armor DEF +35, TP +10
Chain Mail 1,100 en Heavy Armor DEF +26
Composite 16,700 en Heavy Armor DEF +70, HP +30, AGI -2
Fluted Armor 3,070 en Heavy Armor DEF +39, HP +10
Freiturnier 27,000 en Heavy Armor DEF +95
Full Plate 25,500 en Heavy Armor DEF +90, HP +20, TP +20
Galvorn Armor 21,500 en Heavy Armor DEF +77, HP +60
Gold Armor * 25,000 en Heavy Armor DEF +1 Poison Resist +4 levels
Holy Armor ??? Heavy Armor DEF +113, HP +40 Physical Resist +1 level
Jazeraint 8,200 en Heavy Armor DEF +57, HP +15, TP +5
Laced Mail 360 en Heavy Armor DEF +20
Plate Mail 3,820 en Heavy Armor DEF +44
Ring Mail 1,570 en Heavy Armor DEF +31, TEC +2, AGI -2
Akizuhire 1,910 en Helmet DEF +22, TP +6
Angel Helm 54,000 en Helmet DEF +55, TP +30
Balaclava 320 en Helmet DEF +10, TEC +1
Camel Hat 120 en Helmet DEF +5, TEC +1
Circlet 6,750 en Helmet DEF +31, TP +15
Dragon Helm ??? Helmet DEF +57, HP +20, TP +20
Duck Curl 780 en Helmet DEF +15
Gold Helmet * 5,000 en Helmet DEF +1 Blind Resist +4 levels
Great Helm 13,800 en Helmet DEF +50
Hairband 140 en Helmet DEF +9
Hide Hat 80 en Helmet DEF +6, TP +4
Morion 2,880 en Helmet DEF +24, HP +10
Nightcap 10,500 en Helmet DEF +37, TP +10, TEC +2
Pixie Hat 4,120 en Helmet DEF +29, TEC +2
Plumed Hat 550 en Helmet DEF +12 Fire Resist up 1
Sandy Pin 3,370 en Helmet DEF +26, TP +10
Scale Helm 1,530 en Helmet DEF +18
Spangen 11,700 en Helmet DEF +42
Trojan Helm 8,200 en Helmet DEF +35
Viking Helm 1,010 en Helmet DEF +16, STR +1
Cactus Boot 1,930 en Leg DEF +15, HP +15 Resist Ice +1 level
Chain Boot 520 en Leg DEF +9, HP +20
Cianontedae 21,000 en Leg DEF +34 Action Speed -3 levels
Combat Shoe M2 5,200 en Leg DEF +19, HP +30, AGI +3
Dyed Boot 7,810 en Leg DEF +25, STR +3
Exorcist Sock 2,280 en Leg DEF +16, TEC +4
Faerie Boot 2,740 en Leg DEF +18, AGI +5
Flame Boot 4,500 en Leg DEF +20 Fire Resist +1 level
Fur Boot 5,600 en Leg DEF +22, AGI +4
Gold Shoe * 5,000 en Leg DEF +1 Paralysis Resist +2 levels
Green Boot 100 en Leg DEF +10
Hide Boot 50 en Leg DEF +3, HP +10
Hunter Boot 320 en Leg DEF +6, STR +1, AGI +1
Kilt Tassels 3,880 en Leg DEF +17, TP +20, TEC +3
Moccasins 1,020 en Leg DEF +12, TEC +3
Plume Boot 370 en Leg DEF +7, AGI +2
Scale Boot 1,270 en Leg DEF +14 Cut Resist up 1
Speed Boot 40,000 en Leg DEF +37, TP +30, AGI +5
War Boot 9,090 en Leg DEF +31, HP +30, STR +2
Aketon 3,180 en Light Armor DEF +38
Apocalypse 96,000 en Light Armor DEF +100, STR +4, TEC +3
Bison Armor 1,720 en Light Armor DEF +29, HP +10
Blood Breastplate 13,700 en Light Armor DEF +60, STR +1
Blue Mail 39,500 en Light Armor DEF +82, AGI +10
Brigandine 5,620 en Light Armor DEF +43
Demon Coat 11,250 en Light Armor DEF +55
Demon Mail 92,000 en Light Armor DEF +100, HP +35, STR +5
Dino Plate 17,600 en Light Armor DEF +66 Resist Physical +1 level
Faerie Mail 77,000 en Light Armor DEF +90, TP +30, AGI +5
General Leather 9,980 en Light Armor DEF +61, HP +20, LUCK +2
Ghost Vest 85,500 en Light Armor DEF +95, TEC +5, LUCK +9
Hide Armor 240 en Light Armor DEF +16
Jerkin 130 en Light Armor DEF +11
Lacy Hide 6,870 en Light Armor DEF +49, STR +1
Lamellar Armor 930 en Light Armor DEF +23, HP +5
Papillon Mail 19,300 en Light Armor DEF +71
Rat Armor 22,800 en Light Armor DEF +79
Ruby Mail 72,000 en Light Armor DEF +88, HP +50, STR +4
Stud Vest 2,560 en Light Armor DEF +34, STR +1
Sylpheed 79,000 en Light Armor DEF +92, HP +30, TP +30
Tiger Coat 1,300 en Light Armor DEF +27
Wolf Armor 550 en Light Armor DEF +19 Ice Resist up 1
Wyvernmail 100,000 en Light Armor DEF +70 Every Resist +1 level
Al Tark Shield 2,730 en Shield DEF +27, TEC +1, AGI +3
Ancient Shield 38,800 en Shield DEF +64, HP +20
Aspis 190 en Shield DEF +12, HP +5
Body Aspis 2,500 en Shield DEF +28, HP +5 Resist Ice +1 level
Crab Shield 18,000 en Shield DEF +61
Crocodile Shield 2,970 en Shield DEF +30, HP +10
Ebon Aspis 4,570 en Shield DEF +32
Gum Aspis 2,010 en Shield DEF +25 Volt Resist +1 level
Halo Aspis 11,200 en Shield DEF +45 Instant-Death Resist +3 levels
Hide Aspis 110 en Shield DEF +8
Holy Aspis 80,000 en Shield DEF +73 All Binds' Resist +1 level
Jelly Shield 1,040 en Shield DEF +20 Fire Resist +1 level
King Aspis 9,000 en Shield DEF +41
Moon Aspis 5,630 en Shield DEF +35
Old Shield * 5,000 en Shield DEF +33 Resist all Ailments +1 level
Pain Aspis 75,000 en Shield DEF +100 All Ailments' Resist -4 levels
Roggenwolf 180 en Shield DEF +10 Ice Resist up 1
Safeguard 15,600 en Shield DEF +52
Shoulder Shield 8,600 en Shield DEF +38, STR +5
Spike Shield 750 en Shield DEF +17, STR +1

ACCESSORY LISTINGS
Accessory Name Cost Stat Changes Other Effects
Adamas 18,000 en DEF +20 Resist all Physical +1 level
Amber Ring 38,000 en DEF +10, VIT +13
Angel Harp 6,000 en TP +100
Angel Ring 5,000 en TP +70
Anklet 12,400 en Resist all Binds +2 levels
Aulos 4,000 en TP +80
Blind Mask 2,000 en Resist Blind +4 levels
Blue Charm 1,000 en DEF +10 Resist Ice +2 levels
Cut Charm 500 en HP +30, STR +3
Evil Charm 4,700 en DEF +1 Resist all Ailments +1 level
Fear Earring 12,000 en Resist Fear +4 levels
Fire Ring 1,000 en DEF +10 Resist Fire +2 levels
Flute 1,500 en TP +60
Gem Ring 1,000 en DEF +3 Resist Volt +2 levels
Gold Cape 5,000 en HP +80, LUC +11
Hex Doll 16,000 en HP +100, TP +100
Hex Fang Amulet 54,000 en TEC +10, LUC +4 Resist all Binds +3 levels
Hide Cape 1,500 en HP +60 Resist Stab +2 levels
Hide Ring 350 en DEF +2 Resist Cut +2 levels
Kayanohime Crown 2,500 en HP +20 Resist Head Bind +4 levels
Kithara 3,000 en TP +70
Leaf Cape 800 en DEF +5, HP +40
Lute 900 en TP +50
Moss Band 14,000 en HP +100, STR +7, VIT +7
Moss Brooch 9,000 en HP +60, TP +60, LUC +10
Moss Ring 27,000 en TP +100, AGI +5, TEC +5
Ocarina 250 en TP +30
Old Choker 2,500 en DEF +7 Resist Arm Bind +4 levels
Panic Guard 3,000 en Resist Panic +4 levels
Paralysis Ankh 4,500 en Resist Paralysis +4 levels
Petal Ring 250 en TEC +3
Poison Charm 2,000 en Resist Poison +4 levels
Red Cape 3,500 en DEF +10, HP +60
Red Charm 350 en TP +20, AGI +3
Rose Ring 5,000 en VIT +7, AGI +7
Royal Ring 5,000 en TP +30, TEC +7
Ruby 34,000 en STR +3 Resist Fire +3 levels
Sapphire 34,000 en VIT +5 Resist Ice +3 levels
Sea Charm 2,500 en Resist Leg Bind +4 levels
Skarn Barrette 350 en TP +10, VIT +5
Sleep Guard 3,000 en Sleep Resist +4 levels
Squirming Harp 52,000 en HP +80, TP +80 All Ailments' Resist +2 levels
Star Charm 800 en TP +40
Stun Seal 12,000 en Stun Resist +4 levels
Syrinx 10,000 en TP +140
Topaz 34,000 en TEC +2 Resist Volt +3 levels
Toumaline 18,000 en DEF +20 Resist all Elements +1 level
Tusk Charm 1,500 en VIT +5 Resist Bash +2 levels
Ward Gem 9,700 en DEF +2, TEC +11

ITEM LISTINGS
Item Name Cost Effects
All Mist 2,000 en Lessens the damage taken from all elemental attacks for five turns.
Amrita 800 en Restores 50 TP to one ally.
Amrita II 2,000 en Restores 100 TP to one ally.
Analysis Lenses 250 en Adds the info of an enemy to the Monstrous Codex.
Blaze Oil 150 en Makes the target's weapon Fire-elemental for five turns.
Blind Gas 250 en Blinds all enemies.
Bravant 400 en Increases Attack for five turns after use.
Chill Mist 1,000 en Lessens the damage taken from Ice-elemental attacks for five turns.
Confuse Gas 450 en Makes all enemies Panic.
Curse Gas 1,250 en Curses all enemies.
Divine Gift 2,100 en Increases EXP. earnings by 40% (x1.4) over the norm. Rare breeds result in a combined seven-times-more EXP.
Fire Talisman 150 en Fire damage to an enemy.
Flame Talisman 1,000 en Fire damage to all enemies.
Formaldehyde 3,000 en Gain all items (even conditional drops!) from enemies slain on the turn when this is used.
Freeze Oil 150 en Makes the target's weapon Ice-elemental for five turns.
Frost Talisman 1,000 en Ice damage to all enemies.
Hamao 600 en Restores 100 HP and 20 TP to one ally.
Hamaoprime 1,500 en Restores 200 HP and 40 TP to one ally.
Heat Mist 1,000 en Lessens the damage taken from Fire-elemental attacks for five turns.
Ice Talisman 150 en Ice damage to an enemy.
Lucky Scarab 700 en Its use during a Grimoire Chance guarantees that you get a Grimoire Stone.
Luring Bell 750 en Temporarily raises the random-encounter rate.
Medica II 100 en Restores 100 HP to one ally.
Medica III 500 en Restores 200 HP to one ally.
Medica IV 2,500 en Fully restores one ally's HP, no matter how much.
Metopon 1,800 en Removes all status buffs and debuffs from an enemy.
Nectar 300 en Revives an ally from KO with ~20 HP.
Nectar II 3,500 en Revives an ally from KO with all of their HP, no matter how much.
Nerve Gas 250 en Paralyzes all enemies.
Poison Gas 950 en Poisons all enemies.
Shock Oil 150 en Makes the target's weapon Volt-elemental for five turns.
Sleep Gas 650 en Makes all enemies fall asleep.
Soma 700 en Restores 100 HP to the party.
Somaprime 1,500 en Restores 160 HP to the party.
Spark Mist 1,000 en Lessens the damage taken from Volt-elemental attacks for five turns.
Stonard 400 en Increases the Defense of the target for five turns,
Storm Talisman 1,000 en Volt damage to all enemies.
Tangler: Arm 400 en Binds the arms of all enemies.
Tangler: Head 400 en Binds the heads of all enemies.
Tangler: Leg 400 en Binds the legs of all enemies.
Theriaca A 150 en Cures all bind statuses from one ally.
Theriaca B 400 en Cures all status ailments, except for KO, from one ally.
Volt Talisman 150 en Volt damage to an enemy.
Warding Bell 750 en Decreases the random-encounter rate temporarily.




Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • [Anonymous]
    • Noting that the explorer who died in the quest Remembrance of a Friend did not die on B1F, but was merely buried there.


  • Blademaster_Aio:
    • Error correction on where to find Dried Peachtrees in Chef's Demand.

  • Chaosmaster00:
    • A number of F.O.E. and boss conditional drops.

  • Enfinete:
    • Noting that I did NOT mention what difficulty the walkthrough was based off of.

  • Goldstripe:
    • A typographical error with the weapon charts.

  • Kuresuna:
    • Some help with constructing the medals section.
    • How to get the Seven Kings' Grimoire medal.

  • MarkofWisdom:
    • A few missing drops for the Cutter, Forest Warrior, and Manticore.

  • Thard Verad:
    • Noting that I should've got rid of the supposeably predetermined notation of the Item Points that assumed the rewards were set when they clearly weren't; this in turn led to the creation of generalized versions of this, leading every floor.
    • Noting that the quests from the maid and the detective are random.
    • Noting many of the remaining item drops, enough for me to fully complete that.
    • Correcting me that Unihorn is a battle item, and that the Luring Bell is a consumable.
    • Correcting me that the Somaprime heals 160 - not 200 - HP party-wide.
    • Helping me get a ton of missing gear.
    • A note regarding the Skill Point distribution on the Dark Hunter.
    • An amazingly in-depth Yggdrasil Core strategy!

  • ThatSageGuy:
    • His excellent maps were quite useful!
    • Details on the best medals for shiny-killing, monster- and item-logging, and mapping.

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.00:
    • Some very preliminary formatting.
    • Time: 10:58 PM 12/15/2013.

  • v1.00:
    • 120+ hours later, I've managed to finish this for the most part. A walkthrough fully aligned with Story Mode and partially with Classic is in the house, as are all of the quests; over 99% of the enemies and chests (if not 100% on the latter); job descriptions, strategies, skills, and charts; 75+% of all items and equipment; and many constructive item locations as well are put in. There are still updates to be made - mostly in the category of unlisted items - but this is definitely worth posting now.
    • Time: 3:12 AM 1/8/2014.

  • v1.10:
    • Added in a section on Guild Card Medals and added in some equipment and stuff. Minor changes in the walkthrough to accomodate some stuff on Classic.
    • Time: 3:10 AM 1/9/2014.

  • v1.15:
    • Added in a few missing item drops, thanks to MarkofWisdom.
    • Time: 11:02 PM 5/12/2014.

  • v1.20:
    • A ton of additions - mostly item drops, item listing details, and a fair few corrections - thanks to Thard Verad. Thanks a TON!
    • Time: 2:51 AM 5/15/2014.

  • v1.30:
    • Another weapon (Shinryu) and a great Yggdrasil Core strategy, again thanks to Thard Verad!
    • Time: 10:15 PM 5/19/2014.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

© 2013-2016 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
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Mega Games
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This is the end of KeyBlade999's Etrian Odyssey Untold: The Millennium Girl FAQ/Walkthrough.

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