Etrian Odyssey III: The Drowned City



Hie thee to the Ocean City
to the Yggdrasil Labyrinth
A journey to the blue depths 
to conquer the shadows of night.
Though you know not what this meansm
you go towards Armoroad
What awaits is time's end; death's
demise. A tempestuous dream
To push away the unfathomable dark
and bring light to Armoroad
A stormy adventure begins . . .
Table of Contents: 
  • Classes
    • Prince/Princess
    • Gladiator
    • Hoplite
  • Walkthrough
    • 1st Stratum: Waterfall Woods
      • B1F
      • B2F
      • B3F
      • B4F
    • 2nd Stratum: Undersea Grotto
      • B5F
      • B6F
      • B7F
      • B8F
    • 3rd Stratum: Molten Caves
      • B9F
      • B10F
      • B11F
      • B12F
  • Montrous Codex
  • Item Compendium
  • Weapons
  • Armor

Classes: 
- Prince/Princess
Skills
  • Royal Lineage (Class Skill) - This royalty skill regains TP with each new enhancement received.
    No Condition Required. Max Level 10.
  • Royal Veil (Passive Skill) - All allies will recover HP if your HP is maxed at the turn's end.
    No Condition Required. Max level 10. 
  • Triumphant Cry (Passive Skill) - All allies will recover HP if you are alive at the end of the battle.
  • Monarch March (Passive Skill) - Recover HP with each step by singing gallant military songs. 
  • Reinforce (Passive Skill) - After casting an enhancement spell on an ally, they will recover HP. 
  • Attack Order 
  • Guard Order
  • Triumphant Cry
  • Monarch March
  • Protect Order

- Gladiator
Skills 

  • Endless Battle (Class Skill) - A skill for gladiators that raises physical attack power.
  • Sword Mastery (Mastery Skill) - Prerequisite for katana skills that raises katana damage dealt. 
  • Club Mastery (Mastery Skill) - Prerequisite for club skills that raises club damage dealt.
  • Stun Attack (Passive Skill) - May inflict stun damage with a normal attack.
  • Wild Swings (Passive Skill) - Attack skills may cause splash damage to nearby enemies.
  • Avenger (Passive Skill) - Recover Hp whenever an ally is defeated.
  • Break (Sword Skill) - Sword: A slashing attack brought down on a single enemy.
    *Note: a sword needs to be equipped in order to be able to use this skill.
  • Rush (Sword Skill) - Sword: Flank the enemy and slash them apart at random.
    *Note: a sword needs to be equipped in order to be able to use this skill.
  • Bind Cut (Sword Skill) - Sword: A strong slash at one enemy, made more effective if it is bound.
    *Note: a sword needs to be equipped in order to be able to use this skill.
  • Rampage (Sword Skill) - Sword: Swing violently behind enemy lines, slashing all enemies.
    *Note: a sword needs to be equipped in order to be able to use this skill.
  • Blade Rave (Sword Skill) - Sword: Rapid slashes at random enemies.
    Requires Sword Mastery lv: 10 and Rush lv: 5
  • Crushing Blow (Club Skill) - Club: A strike attack that smashes enemy brains. May inflict confusion.
    Requires Club Mastery lv: 1
  • Arm Breaker (Club Skill) - Club: A strike attack that smashes enemy arms. May inflict arm bind.
    Requires Club Mastery lv: 3
  • Freezing Blow (Club Skill) - Club: A strike attack that smashes enemies with an ice element.
    Requires Club Mastery lv: 3 and Crushing Blow lv: 5 
  • Nine Smashes (Club Skill) - Club: A strike attack that wallops one enemy quickly and reapeatedly.
    Requires Club Mastery lv: 10 and Arm Breaker lv: 5
  • Berserker Vow (Support Skill) - Sacrifice HP to raise physical attack power for three turns.
    No condition required. 
  • White Flame (Support Skill) - through meditation, nullify status ailments for 3 turns.
    Berserker Vow lv: 3 
  • Charge (Special Skill) - Use one turn to increase damage on the following turn's attack.
    Requires Avenger lv: 3 and Wolf Howl lv: 3 
  • Wolf Howl (Support Skill) - Decrease enemy defense for four turns. Stacks with status ailments.
    No condition required. 

- Hoplite
Skills 

  • Gaurdian (Class Skill) - A hoplite skill that reduces physical damage taken.
    No condition required.
  • Shield Mastery (Mastery Skill) - Prerequisite for shield skills that raises defense when equipped.
    No condition required.
  • Spear Mastery (Mastery Skill) - Prerequisite for spear skills that raises spear damage dealt.
    No condition required. 
  • Recuperate (Passive Skill) - Recover HP while defending.
    Requires Shrug Off level 3. 
  • Parry (Passive Skill) - A skill that may nullify physical damage received.
    Requires Provoke level 5.
  • Magic Parry (Passive Skill) - A skill that may nullify damage of an elemental affinity.
    Requires Provoke level 5.
  • Line Guard (Shield Skill) - Shield: Lower damage for one row, especially if you are in that row.
    Requires Shield Mastery level 1. 
  • Antifire (Shield Skill) - Shield: Reduces fire damage sustained by all allies.
    Requires Shield Mastery level 5.
  • Anticold (Shield Skill) - Shield: Reduces ice damage sustained by all allies. 
    Requires Shield Mastery level 5.
  • Anti Volt (Shield Skill) - Shield: Reduces volt damage sustained by all allies. 
    Requires Shield Mastery level 5.
  • Bodyguard (Shield Skill) - Shield: Take damage in one ally's place for one turn.
    Requires Shield Mastery level 3
  • Overwatch (Shield Skill) - Shield: Attacks on an ally that exceed your HP are void for 1 turn.
    Requires Shield Mastery lv: 8 and Selflessness lv: 3
  • Switch Stab (Spear Skill) - Spear: Change rows to do a piercing attack on one enemy.
    Requires Spear Mastery lv: 1.
  • Blitzritter (Spear Skill) - Spear: A quick, volt-based pierce attack on one enemy.
    Requires Spear Mastery Lv: 4 
  • Long Stride (Spear Skill) - Spear: A thrust attack that pierces enemies. Best used from the back.
    Requires Spear Mastery lv: 7 and Switch Stab lv 3. 
  • Shrug Off (Support Skill) - Cure status effects and binds from yourself.
    No condition required.
  • Selflessness (Support Skill) - Sacrifice HP to lower physical damage received for three turns.No condition required. 
  • Provoke (Support Skill) - Shield the party by drawing all enemy attacks to you for 3 turns.
    No condition required.
  • Vigilance (Search Skill) - Heightened caution will lower the encounter rate for a short period.
    No condition required.

- Monk
Skills 
  • Fist Mastery
  • Counter
  • Retaliate

- Arbalist
Skills 

  • Snipe
  • Front Mortar 
  • Fire Barrage
  • Ice Barrage
  • Volt Barrage
  • Smoke Grenade
  • Pop Flares

- Ninja
Skills

  • Makibishi
  • Fukubari


- Buccaneer 
Skills 

  • Chase Saber
  • Chase Strike 
  • Chase Thrust
  • Chase Flame
  • Chase Ice
  • Hanging
  • Lights Out

- Zodiac
Skills 

  • Binary Fire

- Wildling
Skills 

  • Call Snake
  • Call Mole
  • Call Insect
  • Call Owl
  • Call Cow
  • Call Elephant

- Farmer
Skills
  • Earth's Bounty (Class Skill) - Farmer skill that increases ally EXP points if you are alive. 
  • Brave Heart (Passive Skill) - If HP is maxed and you are in the front row, you'll recover TP. 
  • Persistance (Passive Skill) - You may revive from defeat at the end of the turn once per battle. 
  • Waste Not (Passive Skill) - The item drop rate at the end of battle increases.
  • Keen Nose (Passive Skill) - You have a higher chance of finding rare items at harvesting points. 
  • Camp Mastery (Passive Skill) - Revive and cure petrify at camps. Party HP and TP recovered increases. 
  • Lullaby (Special Skill) - Sing a lullaby, putting yourself and all enemies to sleep. 
  • Play Possum

- Shogun 
- Yggdroid
Skills

  • Sleep Mode (Class Skill) - Being bound recovers TP. The more binds, the more recovered. 
  • Data Mining (Passive Skill) - Critical hit rate increases. Each successful hit adds to your power. 
  • Infravision (Passive Skill) - Aim and evasion increase at night. 
  • Virus Scanner (Passive Skill) - Reduce chances of succumbing to status ailments.
  • Overheat (Passive Skill) - Gain superior attack power at the cost of HP loss each turn. 
  • EM Barrier (Passive Skill) - Counterattack with volt damage that may paralyze enemies. 
  • Red Bot (Bot Skill) - A fire bot in an empty space does follow-up damage to fire attacks. 
  • Blue Bot (Bot Skill) - An ice bot in an empty space does follow-up damage to ice attacks. 
  • Yellow Bot (Bot Skill) - A volt bot in an empty space does follow-up damage to volt attacks. 
  • All Out (Bot Skill) - Join forces with the battle bots for a combined attack. 
  • Reflector (Bot Skill) - Bots will nullify attacks of their element and counterattack. 
  • Shoot (Bot Skill) - Sacrifice bots to attack one enemy with the element of one of the bots. 
  • Resupply (Special Skill) - Replenish energy and HP for all bots.
  • Defrag (Special Skill) - Recover all parts, becoming unbound. 
  • Core Dump (Special Skill) - Undo all parts, entering a full bind. 
  • Rocket Punch (Assault Skill) - Blast arms at an enemy for strike damage. Causes arm bind to you. 
  • Rocket Head (Assault Skill) - Blast your head for pierce damage to all enemies. May bind heads. 
  • Rocket Jump (Assault Skill) - All attacks will miss you, but when the turn ends, your legs are bound. 
  • HP Cannon (Assault Skill) - Usable only when fully bound. Deals damage based on how low your HP is. 



Aman's Inn: Come here to save and heal your party, however this costs money! 

  • Stay = heal your entire party to full HP and TP. The cost to stay is 5x the level of the highest level person in your party. 
  • Treatment = Revive a party member. Costs 5x the level of that party member. 

Napier's Firm: Where you can buy, sell, change, and forge equipment. 
You want to sell your items in this game. The money you make from selling the items you obtain as monster drops from your journeys within the dungeon will be your primary source of income, so don't get too attached to them. By selling these items, not only do you make money, you also unlock new weapons, armor, accessories, and items for purchase. Some purchasable items require you to sell more than one of an item. For instance, in order to unlock _____ you are required to have sold a total of 4 Green Thorns, and in order to unlock ____ you would have had to have sold 35 Green Thorns. These totals are cumulative, in other words, in order to unlock both of these items you only need to sell 35 Green Thorns and not 39 Green Thorns. 

Some monsters can drop different items depending on how they are killed. For example, if you were to kill a Koolasuchus with a normal attack, it will drop a Salamander Lip. However, if you were to kill it using a Volt attack, it will drop Thick Throat instead. Note that the Volt attack must be the killing blow and that not all monsters have the same requirements. There is a man at the Butterfly Bistro who will give you information on how to obtain these items if you buy him something drink and/or eat (don't buy him water). 


Gold weapons are special items whose ingredients need to be replenished after every purchase, unlike regular items which will always be in stock at Napier's Firm. (For instance, in order to buy another Rachef's Bow you will need to sell another Volt Whisker).

Butterfly Bistro: You can pick up requests from patrons of the Butterfly Bistro who reward you upon fulfilling their request. New quests are available upon unlocking a new floor in the dungeon.

Gather Information:

  • B9F:
    • Gaudy Swordswoman Dezerte: Ugh, it's completely broken off from the base. It's useless now. What a piece of crap . . . That stupid Zodiac I was going out with! Wait'll you hear this! So there's this Iron Turtle on B8F wwith a really hard shell. I asked him to do his thing, y'know. Guess what he said to that! "Durr, sorry, I don't have enough TP." Seriously!? What the hell!? He's always so stingy with money and TP, but when it matters most, he's just a big lump. I eventually had to beat the crap out of him with my sword . . . Oh, I mean the turtle, not him. Hahaha!"


Explorers Guild:This is where you can create new guild members, delete current guild members, and change the formation of your current party. 
You can create up to 30 guild members total. 

Your party consists of 5 individuals. You can either place 3 in the front row with 2 in the back row or 2 in the front row and 3 in the back row. Characters in the back row are less likely to be targeted by enemies. Some Classes, such as Wildling and Ninja, summon temporary party members that exist only until the end of the battle. These temporary party members are automatically placed in the row with only 2 party members. 

Inver Port: Embark on Sea Quests.

Via Senatus: Missions related to advancing the story are assigned here. There's no need to furtively check for missions, you will be prompted to pay a visit to Via Senatus whenever one is available. This is also where you can Report Discoveries of newly found creatures and item drops.

Forest Entrance: Here you enter the dungeon 

Limit Skills:
The limit skills that are available to you depend on your team formation.
  • Cross Slash (2 people required): Deal powerful slash damage to one enemy when the turn begins. 
  • Indominable (1p): When fatally injured, you will have 1 HP left. Effect ends after battle. 
    • Tip: great when assigned to your Hoplite (or to whomever is on the receiving end of your Provoke, i.e. a Monk). It may allow you to come out of an onslaught of attacks and ensure survival of a K.O. move. Affects last until the end of the battle or once the limit is activated.
  • Charge Tactic (2p): Raise ally attack for five turns at the start of the turn. 
    • Tip: Charge Tactic is considered an enhancement. If you have Nobility Proof on your Prince/Princess, they will regain TP once the enhancement ends, regardless whether or not they cast it. If your Prince/Princess also has Royal Lineage, they will gain TP if they are the ones that use the limit. 
  • Guard Tactic (2p): Raise ally defense for five turns at the start of the turn. 
    • Tip: Guard Tactic is considered an enhancement. If you have Nobility Proof on your Prince/Princess, they will regain TP once the enhancement ends, regardless whether or not they cast it. If your Prince/Princess also has Royal Lineage, they will gain TP if they are the ones that use the limit. 
  • Lethal Tactic (2p): Give all allies critical strength for five turn at turn start.
    • Tip: Lethal Tactic is considered an enhancement. If you have Nobility Proof on your Prince/Princess, they will regain TP once the enhancement ends, regardless whether or not they cast it. If your Prince/Princess also has Royal Lineage, they will gain TP if they are the ones that use the limit. 
  • Mumyouken (3p): Unleash three strike attacks to all enemies at random at turn start. 
  • Second Wind (1p): Completely recover HP at the end of the turn.
    • Tip: complements the Prince/Princess skill, Royal Veil (heals allies if you are at full HP at the end of the turn), since it heals you at the end of the turn, ensuring that for this turn at least your active skill will activate. 
  • Hellfire (2p): Deal powerful fire damage to all enemies at random at turn start. 
Walk Through:
First Stratum:
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First Stratum Boss: Narmer
(Recommended team level: 15/16, although it is possible at level 11; however, difficult.)

  • Mud Throw: deals medium ice damage to the front row and blinds.
  • Fin Smack: deals heavy damage to a single party member. 
  • Whisker Whip: deals medium damage to the whole party at random when at low health.
  • Can Submerge into the mud.
  • Earthquake: a massive physical attack to the entire party. Used is allowed to submerge in the mud for too long. 

Advice: Narmer's Mud Throw attack will deal Ice damage and Blind allies in the Front Row. The Gladiator's White Flame skill and the Prince/Princess's Protect Order skill can be used to avoid being inflicted with the Blind and the Hoplite's Shrug Off skill as well as the Monk's Refresh skill can both be used should you become blinded. You can also equip the members of your front row with a Blind Mask in order to reduce the chance of becoming blinded. A formation you might want to consider is having two people in your front row and three people in your back row; again to reduce the blinding effects of Mud Throw. Having a Monk with Line Heal and/or maintaining a Prince/Princess at full health should be enough to stave off the damage of Mud Throw. 

When submerged into the mud, Narmer will hide in one of six target-able muddy areas, if left undisturbed (if you can't find and hit him) he will unleash Earthquake (you do not want to be hit by this) upon his next move. Having six target-able slots is a bit of a problem when you only have five members in your party. Bringing an Arbalist with Ice/Fire/Volt Barrage is recommended for its AOE qualities that will target and hit all six targets at once. If you hit a mud spot that Narmer is not in it will be a "Miss" so do not be worried when you see this, if you target the spot that Narmer is in, you will surely hit him. An alternative to bringing an Arbalist is to bring a Ninja with Bunshin so that you will have 6 party members, one to target each slot. A Ninja with Bunshin is recommended over other skills that would fill a sixth party slot such as any of the Wildling's Summon skills or the Ninja's Otori skill because unlike the Bunshin, you are not able to control these other sixth party members and therefore are not able to control what they target. 
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Second Stratum: Undersea Grotto
B7F:
Quests:
  • Deep Blue - Reward: Sleep Hammer
    • Request: I hurt my back the other day, and now I can't go get the material I need to make Armoroad Dye . . . Can someone help? 
    • Advice: Can be found in the chopping areas of Floor 7.
    • Ah, I am welcoming you back! You have been working hard. I see . . . Huh . . . So that beautiful blue color comes from this ugly stick? Oddness . . . I will be making sure to give this to Horas! She will be much happy! You will be much happy too, now that I am giving you this reward!

B8F: The Tall, Proud Waves
Quests: 
  • Lost Treasure - Reward: Amrita II x3
    • Request: This is Ruffalo, a traveling adventurer. My prized knife was stolen from me. Could someone help me find it?
    • Go to Floor 1 and head straight to the waterfall; talk to the guard there. 
      • As you walk through the forest, you see a guard standing by himself up ahead. You suddenly recall the request you accepted to find Ruffalo's knife. . . You can ask the guard about that if you like.
        You assume that a guard on duty inside the Labyrinth may know something about what's happening. "Ruffalo? Yes, I saw him. He was on his way back to the city because he ran out of medicine. What about his knife. . .? No, I remember that he had it with him when I saw him last. Yes, I remember the lion on the hilt. It's very distinctive. He definitely had his knife. . . No, I didn't see the blade itself. It would have to be made of metal, though, right? You might try talking to Ruffalo himself. His guild is based out of Aman's Inn."
        You thank the guard for his help and decide to seek out Aman's Inn to continue. 
    • At Aman's Inn:
      • "Oh, hello, everyone. Can I help you? . . . Mr. Ruffalo? Yes, he is staying here. Is something the matter? . . . Huh!? He lost his knife!? Yes, I know the knife you're talking about. Mr. Ruffalo's been staying here for a while. He showed it to me once, when he was praying. It has a beautiful blue crystal blade. He says that he only unsheathes it to pray before he goes out into the Labyrinth. One of our maids was with me when he showed it to us, so I remember what he said. . . Oh, I'm sorry. What were we talking about? I'm afraid he doesn't want visitors, but I can tell him you didn't find it in the forest.
        I'm sorry for the wait! I just spoke with Mr. Ruffalo, and here's what he said . . . He said that if it isn't in the forest, then it might be at the bar. He was drinking with a man with long blond hair that night . . . At least, that's what he said. I do hope you recover Mr. Ruffalo's knife for him!"
    • Gather information from the man with the long blond hair at the Butterfly Bistro:
      • Long-haired blond man: Yo, what's the haps? I was just having a glass by myself. C'mon, park yourself and join me. . . Hm? Ruffalo . . .? Who's that? Ohhh, the fella I drank with the other day. Why do you ask? Huh . . .? He lost that heirloom knife!? Man, that's rough. That's the one he was so proud of where the blade was made of blue crystal, right? He said he dropped it here, did he . . .? Well, I dunno what to tell you. I haven't seen it. Couldn't it be in the forest after all? You should go ask him again. 
    • Back at Aman's Inn:
      • Oh, hello. Did you find Mr. Ruffalo's knife? Huh? It wasn't at the bar, either? Hmm. . . I'll go tell him what you said.
        Sorry for the wait! I told Mr. Ruffalo what you said . . . He wonders if one of the people you talked to is lying to you!  . . . That's what he said. Who could it be, though? Who do you think it is? 
        • The blond man:  . . . Hey! Hold on a moment! How would that person know what the blade looks like? That doesn't make sense! I see . . . You could be on the right track! You should go to the bar right now and follow up on this!
      • Talk to the long-haired blond man once again at the Butterfly Bistro:
        • Long-haired Blond man: Huh? You're saying I stole the fella's knife? That's a serious claim. Where's your proof, huh? I think I've had about enough outta you! I'm out of here! . . . Oh, crap!
          . . . . . . . . . . . . . .
          Uhh, fellas? I can't leave if you're gonna block the way like that . . .
           . . . . . . . . .  . . . .
          Ugh, fine! I stole it! Happy now!? It was his goddamn fault to begin with! That bastard picked a fight with me when I was just tryin' to enjoy my drink! Pissed me off so much that I swiped it while we were grappling with each other! And that's the truth, the whole truth, and nothin' but! Serves you right! I think I've about had my fill of you jokers. See ya'round!
    • "Ah, it's you! It seems you are getting Ruffalo's knife back safely, yes? I saw it all unfolding with my very own eyes! The lying bastard won't try the funny business anymore here! We've got super-sleuths! The truth can be slippery as a fish, but you can noodle it out if you try hard enough. In any case, thank you. Ruffalo will be happy to have this back. Here is your reward! Be proud of your detectiving! 
  • Via Senatus Mission: Danger in the Undersea Grotto
    • Summary: A mysterious woman calling herself Olympia has been seen frequently in the Undersea Grotto. Take her into custody and bring her to the Senatus!
    • Reward: 2,000 en and 30,000 experience
"Explorers of Legion . . . Do you still intend to proceed ever onward to the Deep City?" Olympia coldly and emotionlessly spits these words at you, utterly reversed from her previous tone. 
"Go home if you value your lives. Your continued search for the Deep City will be your deaths." With this, Olympia raises one hand into the air. In response to her signal, a beast appears from the depths of the reef, between you and the girl!
"I do not do this lightly. But you have ignored my warnings and persisted in your quest . . ." As the girl brings her arm down to ppoint at you, the beast charges! The time has come for battle!
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Abyssal Death 

  • Tear Apart: deal AOE damage to to all allies.

Advice: Your team's level should be around 23-25/26, if you fall short of this you can go and do sea quests or farm a bit more to improve your chance of success. Ensuring that your team has the best armor and weaponry available for this fight is recommended.

One thing you don't have to worry about in your Abyssal Death fight is status effects. What you should worry about is Tear Apart which will deal substantial damage to the squishy members of your team, such as a Monk or an Arbalist, Zodiac, etc. Prioritizing strategies that maintain a Prince/Princess at full HP would be prudent, being it is the most TP efficient strategy. Having another dedicated Healer on your team such as a Monk or someone who can be an item slave may be something you want to consider. Using Bodyguard on your Prince/Princess is another decent strategy to ensure that your party will receive the benefits of the Prince's passive healing. I suggest using a Prince/Princess as your primary healer over a Monk because it provides more consistent healing for the entire party without the TP cost of the Monk's Party Heal. You'll also be able to benefit from the buffing skills of the Prince/Princess. 

In my opinion, a Hoplite is a must. Line Guard to protect your team members from Tear Apart. Provoke which works when the enemy uses single-target attacks is rendered useless whenever the enemy uses the AOE attack Tear Apart, giving Line Guard more utility in this fight. It's a good idea to give your Prince/Princess, if you are using one, Second Wind and your Hoplite Indominable. 
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Olympia stares at you in disbelief as you slay the dreadful monster . . . 
" . . . I have no other choice. I must . . ." 
The girl is suddenly interrupted by a voice ringing from the heavens, "Stand down, loyal servant of the Abyssal King. your duty is done. Leave the rest to your King."
Olympia also seems to hear the mysterious echoing voice and nods discontentedly. 
"And you, small ones . . . mark me well. We have our own designs in stopping you. You have your own circumstances naturally. Such is the world." The voice from the heavens takes a deep sign, after which a blue sphere appears before you. "This Sea Bead has power over this grove. Use it to make your way through the Labyrinth to me. Oceanmaster Ketos shall greet you. Overcome that trial to gain free entry to the Deep City." The deep, loud, and clear voice slowly fades. 
After the voice dies down and you take the Sea Bead, Olympia walks towards the coral reef behind her. " . . . I suppose this is goodbye, members of Legion. I doubt we'll meet again." She then dashes through the coral orchard with inhuman speed and disappears from view. This may be a good opportunity to report to Kujura on Oceanmaster Ketos and the strange Sea Bead." 

You can find Kujura in the campsite on floor 7. 
"In the small room bursting with blue leaves, a young man watches over the injured sentries. Upon noticing you, he ambles over to chat. 
"So you're safe, Legion. I was informed you pursued the woman . . . What happened?" you quickly inform Kujura of what transpired, and he nods before speaking again. 
"So you weren't able to capture the woman as we'd hoped, but . . . your efforts weren't fruitless." The young man mutters some more and motions to his men to begin packing their things. 
"I've discovered something too. We should compare notes before resuming the hunt afresh." Though your mission is not quite complete, Kujura seems to think you should report to the Senatus."
Having finished their preparations, the young man and his sentries returned to Armoroad. You reflect that it would be best to follow their lead in order to report to the Senatus

""Hrm . . . You had the girl cornered, yet you allowed her to escape? The youth these days . . . But then, Kujura tells me that the danger was such that the sentry team was decimated. Moreover, the information you brought us along with our own may open the way to the Deep City. . . The time may be ripe to issue a mission to find the Deep City and fulfill my long-dreamt-of wish. . . . And that's where we stand. The woman escaped, but it wasn't a total loss. We have you to thank. I'll need that Sea Bead you said you were given, in exchange for your reward."
You hand over the Sea Bead and obtain 2000 en. 
"If you're willing to go deeper, all the way to the Deep City . . . Accept the next mission."

Accept the new mission from Via Senatus, Door to the Deep City. 

  • Via Senatus Mission: Door to the Deep City
    • Summary: Use the Sea Bead to locate the enigmatic Oceanmaster Ketos. Meet and speak with this being to learn more about the Deep City, and, if need by defeat it! 
    • "As I thought, Guild Legion . . . I assumed you'd be the ones to accept this mission. That Sea Bead you retrieved . . . Apparently, it can control the currents within the Labyrinth. Kujura and the sentries say they found a suspicious spot, Kujura! Explain your findings to them." Kujura: ". . . I don't have many details for you, but we discovered something on B6F. One of the men found something unusual surrounded by the current. I checked it myself. There was a vertically flowing whirlpool. I got the sense it was artificial, not natural. There was also a pedestal that would have supported something about that Sea Bead's size. . . You may be holding the key to further progress. Now, if you'll excuse me, I must be off to visit the wounded."
      "And there you have it. I'll give you the Sea Bead to take back to the 6th floor. If it indeed unlocks a path ahead, there's no need to check in with us first. Find the Deep City! . . . Be very Careful, though. This mission will be much more perilous than the previous ones. But we won't find the location of that Deep City unless we continue to press forward. Let nothing bar your path to the Deep City, and come to me for your reward when you succeed!"
    • "So you stopped the current, struck down Ketus, and opened the path, yes? And . . . ? You found the Deep City, I hope? That magnificent place sunk beneath the ocean's waves!?
      • Yes:
      • No: " . . . Are you sure? I would hate to think that you were lying to me. Kujura . . . What truly happened?
        Kujura : "They are in fact, lying. I followed closely behind them. After they defeated that gigantic whale . . . I saw them enter a magnificent tree-watched city on the seabed, encased in a bubble of air.
        Via Senatus: *sigh* I don't know what reason you could have had to behave so, but this is no idle matter. If I tell you our reasons for searching for the Deep City, I am sure you'll change your mind.
        Mysterious Girl: "So you are Guild Legion, discoverers of the Deep City. I am indebted to you. I am the princess of Armoroad, Gutrune. Finding the Deep City has long been my fondest wish. The royal records say it is a land cut off from Armoroad, sunk with our countrymen still living there. We do not know the reasons for its separation or what powers sustain its undersea existence . . . But I worry the descendants of our people are now suffering in the depths of the ocean. I hear you attempted to conceal the Deep City's existence, likely at the behest of its denizens. But please, do not misunderstand. We only want to establish cordial relations with the Deep City. Thus, I'd like to send a missive and gifts to the Deep City on behalf of Armoroad. I had Armoroad's most reputable merchants prepare their finest gifts for the occasion. I've also selected a supervisor to deliver them. I'd like to introduce her to you as well.
        Supervisor: Nice to meet you, explorers. I'm the supervisor dispatched from Napier's Firm. I've prepared many gifts, from imported fineries to traditional Armoroad crafts. All are worthy of presentation to the King of the Deep City, I should think. Well then, I'll await you all at the outskirts of Armoroad. Guide me well to the Deep City, mm?
        Princess: " . . . Your task is clear. If I sent only her, the Deep City's denizens would tighten their guard. Please escort her to the gates of the Deep City. Ah, but before that . . . There is one more thing I must give you. It is meant to show my thanks for discovering the Deep City. When the citizens of the Deep City read that letter, I'm sure they'll understand the situation.Please return to us once you've been to the Deep City to tell us all about it. I'm very intrigued. 

Head down to the area mentioned on floor 6 on the border of B3 and B4. 

  • "As you walk through the deep blue grotto, you notice the pair from the now-familiar guild. The diminutive ninja notices you and comes toward you, waving excitedly. "It's been a while, huh? I know this seems sudden, but can you tell me something? You guys found out where on the 6th floor that ancient fish lives, right? You gotta let me know! I'm begging you! says the boy, but the astrologer behind him is giving a haunted, pleading look. You recall her previous worry that you will tell Agata the location of the ancient fish's nest . . . You hesitate to lie to the boy, but is the truth really what's best for him . . .?
    • If you say yes: "Sweet! Thanks, Legion! Way to help out a fellow explorer! I owe you one!" You pull out your map and show him a detailed route to the ancient fish's nest. "Alright . . . Got it! I'll get over there on the double! See ya!" Agata turns to beckon Hypatia, but she seems to have no intention of moving from the spot. Agata sighs before leaving on his own, but still Hypatia does not budge an inch. You are not concerned for both of them . . . Should you talk to Hypatia or pursue Agata? 
      • Hypatia: You try speaking to the dazed female astrologer, but she gives no reply. Her expression is distressed and haunted . . . She seems lost for how to proceed. Perhaps you should pursue Agata in her place to talk him out of it but it may be a guild issue. . . 
      • Agata: You are close to the ancient fish's nest when you find the female astrologer out of breath. You assume that she is here due to her concern for Agata, but then a sickening noise resounds! The female astrologer darts off toward the nest alone quicker than you can react! The fiend ahead is too dangerous for her alone! You must hurry and reach the fish's nest first!
      • When you reach the ancient fish's nest, monster entrails are strewn about with Hypatia at the center. At the girl's feet is a boy's bloodied forms, lying still with a peaceful expression. " . . . I remember now . . . Agata stood between them and me when it happened, and . . . " Her voice is almost inaudible as she stands and looks toward the heavens. " I came here once with my father when I was young . . . His guild was powerful, but. . . A swarm of ancient fish fell upon us and my father was cut down trying to protect me . . . I used a thread to escape . . . And then buried the memory because it was too painful to bear . . . Seeing Agata fight, I remembered. But the shock of the memory left me open to attack . . . This time, Agata protected me . . . Both of them gave their lives for me . . . Father . . . and now Agata . . ." You fear that your continued presence would only disturb her further, so you withdraw . . .
    • If you say no: "Sheesh, why do you have to be like that . . .? Fine! If I go this way, I'll get there eventually!" The boy tries to beckon to his astrologer companion, but she seems extremely reluctant to go. Agata sighs before leaving on his own, but still Hypatia does not budge an inch. You are now concerned for both of them . . . Should you talk to Hypatia or pursue Agata?
      • Hypatia: You try speaking to the dazed female astrologer, but she gives no reply. Her expression is distressed and haunted . . . She seems lost for how to proceed. Perhaps you should pursue Agata in her place to talk him out of it but it may be a guild issue. . . 
      • Agata: You are close to the ancient fish's nest when you find the female astrologer out of breath. You assume that she is here due to her concern for Agata, but then a sickening noise resounds! The female astrologer darts off toward the nest alone quicker than you can react! The fiend ahead is too dangerous for her alone! You must hurry and reach the fish's nest first!
      • When you reach the ancient fish's nest, monster entrails are strewn about with Agata at the center. At the boy's feet is the girl, collapsed as though asleep. He begins to tell you of her fate. . . "At the end, she thanked me . . . She said she remembered what she had forgotten, thanks to me . . ." The boy continues, his tone flat and dead. "She said she came exploring here with her dad when she was little. She said her dad died to protect her. She made herself forget because it hurt too much not to. But she said her memories came back when I was fighting the fish. She saved my life, and . . . She said she was sorry how her dad died to save her so long ago. That's why she was grateful . . . She got to make up for it by saving someone special to her . . ." The boy's voice is nothing more than a hoarse whisper by now as he looks to you and nods. "I'll see you . . ." he says as he takes up the girl's body and leaves. You see him off sadly before you recall your original reason for being here. You move on . . ."
As you navigate the narrow and complex paths of the sea, you discover a mysterious sight. Could this be the odd whirlpool Kujura spoke of . . .? You slowly hold out the Sea Bead you obtained towards it. As you do so, a flowing sound echoes through the area. Eventually, the sound stops. The device has again fallen silent, and you doubt it will resume. You resolve to leave this room and explore to find out what has changed. 


  • Quest: Unknown Mutation - Reward: Power Book
    • Request: This is Scott, the monstro-biologist. I want someone to investigate the mutant monster unbalancing B8F's ecosystem. 
    • "The bodies are chewed and torn in a way unlike anything you've ever seen before. You think back to the request you accepted about investigating a mutate monster. . . It's possible that these corpses were ravaged by that great beast . . . You approach the bodies to take a closer look, but you feel a chilling presence behind you . . . ! A horrific creature searching for prey has caught your scent and entered the area! You manage to draw your weapons just as the monster attacks!"
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    • Glutton Beast:
      • Ice Slurry: Deals massive Ice damage to 2 or 3 allies.
    • Advice:  When not using Ice Slurry, the Glutton Beast will defend and attack with inconsequential damage. Don't make the mistake of using defensive skills that guard against physical attacks, such as Line Guard, to guard against his Ice elemental damage. Having Anticold on your Hoplite is a solid option to reduce the Ice damage received by the whole team. Bringing a Monk with Party Heal, or if not - Line Heal, will ensure that your team has enough HP to survive repeated use of Ice Slurry. If you can, inflicting a status effect on the Glutton Beast, such as confuse, can grant you a reprieve from Ice Slurry.   
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    • "The monster collapses at your feet as you deliver the fatal blow. Judging from its voracious appetite and extreme ferocity, this must be the mutated monster. You warily keep an eye on your surroundings as you write down details about the creature . . . Now that your report is finished, you should return to the bar to hand it in."
    •  "Oh! You are back! Did your monster investigating go well? Let me reading your report . . . So you ended up killing it after all! Ha! You crazy adventurers just use force to solve every problem in the world! Hahaha! I will be letting Scott have your report. Here is the reward for you. Good work as always, haha. Thank you!"
As you stand before the door, you sense an overwhelmingly powerful, yet noble presence. You suspect it is the source of the voice who commanded Olympia and gave you the Sea Bead. The door stands imposingly, as if daring you to pass through . . . You wonder if you are ready yet.
"You've come, little ones. You must have been determined indeed to come so far."
In this hall at the bottom of the beautiful blue ocean is a whale of tremendous size! The white whale gazes at you with clear eyes glistening with intelligence, then speaks again: "Your resolve is magnificent, yet your journey ends here. Rejoice that I am your final opponent! " The hulking form before you lets out an ear-splitting roar of a battle cry. Steel yourselves . . .!
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Second Stratum Boss: Ketos
  • Spout: self buff, increases evasion
  • Ocean Rave: a heavy damage dealing attack aimed at all party members, however it will only hit members whose legs are bound. 
  • Freeze Ripple: deals Ice damage to the entire party and binds legs.
  • Grand Berry: deals heavy strike damage to a single ally and my paralyze.
  • Grand Melody: puts all allies to sleep.
Advice: Bringing items or skills that will remove binds and status effects from your party members will save you from taking unnecessary damage. The Monk's Unbind skill will come in handy should an ally become leg bound; there's a high chance your Monk will be able to move before the enemy owing to his high Agility. A Monk's sustained healing will also be beneficial for healing up after being hit with Freeze Ripple. 

A Hoplite in the front row will be able to sustain repeated Freeze Ripples. The Hoplite's Anticold will reduce your received Ice damage and when not using skills will be able to deliver sustained damage to Ketos. 
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You fought with all your strength to defeat the mighty adversary. Its tremendous form lies before you, ready to expire at any moment . . . " . . . Forgive me, my lord. I was unable to defend our pact . . . " Its weak voice echoes in your mind just before that same voice speaks to you out loud. "Little . . . No, grand ones. I will bar your way no more . Continue forth . . . and find the truth. Go to the Deep City and meet the Abyssal King. Learn our reasons for occluding it . . . I wish only that upon learning them, you choose wisely and bring salvation to them . . ." With this, the Oceanmaster closes its eyes, its consciousness fading away. The way before you is clear, but you hesitate . . . perhaps you should return to Armoroad first. 

Third Stratum: Deep City
After descending a flight of stairs leading deeper into the sea, you gasp at reaching a lighted space! A tree so gigantic that if can't all be seen at once towers over countless surrounding structures. The sight of the city here makes you forget, for a moment, that you are at the ocean's floor. As you look in utter amazement at the cityscape, a familiar girl's voice sounds from nearby . . .
"So, you've finally come. Welcome to the Deep City; the phantom city you sought for so long." Olympia appears before you, speaking calmly as if there was never any strife between you.  
"The Abyssal King has spoken. There is a matter he would like to entrust to your conscience." Without warning, the girl takes the folds of her robe in hand and throws it off. 
"See and learn one of the secrets of the Deep City. I am not human." Olympia displays her metallic clearly inhuman form and continues in her usual calm tones. "I ask that you remain silent on the subject of everything you see here in the Deep City. Not only for my sake, but for the sake of your kind as well. Will you heed my master's request?"
  • Yes: "Thank you. Now then . . ." Her tone shifts to something softer and more emotional than before. "Follow me. I'll tell you how to return to Armoroad."
    "There's a submagnetic Pole here. Use it to be teleported instantly back to Armoroad." Olympia looks deep into your eyes and continues. "When you return, tell the Senatus that the Deep City is only a myth. That it doesn't exist. . ."
    When you touch the pillar of light, a bright, blinding flash suddenly envelops you!
    Via Senatus: " . . . You've returned, Legion. I heard that you had disappeared into the depths of the sea. I'll want a full report. Omit not a single detail. I've waited 100 years for this day . . .!
  • No: 
Supervisor: "Are we all set to go to the Deep City? Then let's hurry up and go! If there's a city at the bottom of the sea, I can't wait to see it!

Olympia: "I told you to forget about the Deep City. you have no reason to be here." You tell her that you have been appointed by Armoroad's princess to bring a letter of friendship. On hearing that, Olympia tells you to wait where you are, and runs off . . . 
Some time passes before the girl returns. She speaks quietly, her stare icy . . . "The Abyssal King has given his permission. I will lead you to my liege." Olympia immediately turns and begins walking; you make haste to follow her. 

Ancient Seat of Power: Celestial Palace
Strange Boy: "Are you the visitors from Armoroad? I was told you brought a letter and offerings from their Princess. I am the Abyssal King, sovereign of this Deep City. Let us see what the Princess has to say . . . "
Supervisor: "I have here a manifest of the gifts I was entrusted by Princess Gutrune to deliver to the Deep City. Here. I'd prefer if you gave it to this Abyssal King along with her letter. Hand over the gifts?
  • Yes:  ". . . Hm I see that the Princess wishes to establish cordial relations . . . I see also that there are countless skilled explorers in Armoroad investigating the Labyrinth. There is more here besides . . . But it is a private matter and does not concern you. My response to these proposals cannot be a hasty one. I need time to consider this. I will allow you to stay in the Deep City for one full day as I ponder this letter. I will give my answer tomorrow. Be here then to receive it."
    "So these are the explorers who defeated my dear Ketos. . . It would be child's play to deal with them here in my Deep City with no one the wiser. But such a show of strength . . . I fear it may be counter to my aim of annihilating the Deep Ones. If they fail, then the matter is ended. These "explorers" and their power could be a fine tool. . .
  • No: 
The Twinkling Tavern:
Waitress: "Welcome, explorers. you've come to the Twinkling Tavern. I've been told by the Abyssal King himself to prepare a room for everyone. May you rest well and have sweet dreams tonight."
"Good morning, everyone. Did you have a good night's sleep? Well then, the Abyssal King awaits you at the Celestial Palace. If you'll just follow me . . . 

Celestial Palace: 
Abyssal King: "Ah, you've come. Did you sleep well last night explorers?Let us dispense with idle talk. I will begin by telling you what must be done. I have already accepted the Princess' proposals as laid out in the letter, under my terms. I will not open my gates to all and sundry . . . but certain explorers may enter my Deep City. And I have one further request, which depends on your skills in making it as far as you have. It involves the Deep City's future, but more than that, the future of all mankind. I cannot tell you the particulars, but it is tied to the reasons for the Deep City's inception. If you will not accept, I must find another . . . But your inquisitive mind and prodigious strength makes you my most desired candidate."
  • Deep City Quest: Otherwordly Visitors - Reward: 5,000 en & 65,000 exp.
    • Request: The Deep City's raison d'etre is the war against the otherworldly Deep Ones. Enter the Hall of Conviction to learn about the threat these monsters pose. 
    • "I am grateful for your change of hear. Now then, the details of that request again . . . Our role here in this Deep City is to war against those dreadful monsters, the Deep Ones. The Deep Ones are monsters that lurk in the abyss. They are sworn enemies to mankind. I could tell you all . . . but understanding would come easier were you to see it yourself. The Labyrinth extends beyond the Deep City. There is a prison on B10F; the Hall of Conviction. Meet the Deep One imprisoned there. Once you grasp the nature of its existence I will explain in my own words its intentions, as well as what the future holds for mankind. Ah, but first, in praise of your bravery, I bequeath unto you a technique handed down in my city. It was devised to combat the Deep ones and dramatically heightens a human's combat effectiveness. In addition to your original specialties, you may learn and use skill of other sorts. . . . But words alone will not suffice to explain. I suggest you put it into practice. May fortune go with you, explorers. 
    • So you've returned, explorers. Olympia tells me you met the Deep One and lived to tell the tale. What you met was their Eldest One, a dreadful thing who dwells in the abyss and spawns young. When I learned of that threat as Armoroad's last king, I fulfilled my duties to protect mankind. Ancient lore of the royal family speaks of evil presences lurking in that abyss. Our source was Yggdrasil, the mysterious yet wise tree that towers in the enter of our city. Yggdrasil granted us with superior technology; in return, we swore to protect it from the evil. I accepted, and submerged a part of Armoroad to the ocean's floor. We fight that evil to this day. . . Am I giving you too much to digest? It is important that you understand this matter. If you have any remaining doubts then loosen your tongues. 
      • You're Armoroad's last king? . . . You have the right of it. As the only male heir from Armoroad, I am the last of the royal line. In a more peaceful time, I would have wed and lived a normal life . . . But the Calamity that transpired 100 years ago forever changed my fate. According to Yggdrasil, that great quake caused the evil slumbering deep within the earth to awaken. At that time, the evilspawn rose to Armoroad, resulting in many gruesome assaults on the people . . . Yggdrasil claimed that only by sinking to the abyss could I prevent the evil from stirring. I obeyed, and submerged part of Armoroad, along with soldiers who vowed to fight the evil with me. We did this to save hundred whose descendants still live above. Such is the duty of a king. 
      • What is Yggdrasil? . . . Yggdrasil is the World Tree. It may be difficult to credit, but I can converse with Yggdrasil. Since ancient times, only those of Armoroad's royal family have has this skill. It was knowledge gleaned from Yggdrasil that brought advanced technology to Armoroad. But it is not necessary for you to believe me. So long as both Yggdrasil and I know . . . 
      • What is Olympia? . . . Olympia is my faithful friend and servant. She is a powerful woman who supports me in my struggle. But that was not the intent of your question, was it . . .? She is not human. Hers is a life born from the forbidden knowledge given to me by Yggdrasil. She moves and speaks as humans do, yet her strength is far mightier. . . Try and treat her as you would a normal person. 
      • What is this evil? . . . The king of the Deep Ones I had you meet . . . Better to call it a god. For them, that is. For humanity, it may as well be a demon. The Deep Ones revere it as it slumbers deep underground. Yggdrasil seals it from awakening and running amok. That is the large tree's chief purpose. Perhaps you think all this quite absurd, but remember what you saw below, and try to understand. But I have not explained yet why only the Deep City deals with this evil. I shall now do so.
        The evil lurking in the abyss is aware of humanity, and thrives on emotions such as fear. Should Armoroad's populace learn of this evil's existence, even Yggdrasil could not hold it . . . And so, the fewer who know of the evil, the better. That is why we of the Deep City hide ourselves. Now that you know this truth . . . You are honor-bound to join our struggle against the Deep Ones. But first, I should reward your service in traveling to the Hall of Conviction as I asked. Take this. It is also a king's duty to encourage fine work, after all. 
    • But I have a separate favor to ask . . . it is related to your guild. Hear my request. . . Good. Tell them, Olympia.
      Olympia:  . . . Travelers from Armoroad, your home, have entered the Deep City. Some have even passed the Hall of Conviction in the Third Stratum. Going as far as they have means provoking the Deep Ones. This is bad for all concerned. It would be better if you went to dissuade them, rather than myself . . . That is all.
      Abyssal King: And so we stand. I hope that you succeed in finding the trespassers and coaxing them away. Try to resolve this as peacefully as possible. I am relying on your skill, explorers from Armoroad. 
You may now Subclass.

Supervisor: "The Abyssal King asked me to do my part to help out explorers like yourselves in the Deep City. The offering's all prepared, and my sister was excited. She gets that way about potential profit . . . Hm? Oh, yes, that skinflint in charge of Napier's Firm is my older sister. So I'll be running Napier's Branch here. We have everything you'd expect from Napier's Firm! I look forward to doing business with you!'

3rd Stratum: Molten Caves
B9F
Quests: 
  • Wishing on a Branch - Reward: Ice Hammer & 10,000 exp
    • Request: I've heard that if you hang a blue shining branch from the Labyrinth out of your window, you're wishes come true!
    • "Hm? You're accenting this request? It's from Belle, a daughter of a prestigious family. According to Belle, there is a blue shining branch on B9F. She says if she leaves it near a window, a knight on a pegasus will see it and take her away. . . Stupid fairy-tale romantic nonsense. Anyway! That's what she wants, and that's what she's paying for. Just find the branch! Now, go find it, explorers!
    • The location of the branch is in E4
    • "Welcome back! How did it go? Oh, so it really exists? So this is what she was talking about. So shiny . . . I'm sure this will make Belle happy! Maybe a knight on a flying horse will come for her! . . . I doubt he'd be able to take her away, though. I mean, Belle's lived such a sheltered life that she weighs as much as a bell tower! She'll probably have to lose some weight before she can even get out of her room . . . Hahaha! Well, this is definitely what she asked for. Here is your reward!
  • The Gourmand's Demands - Reward: Madora
    • Request: This is Espierre! The tales talk of a legendary Pomono Fruit found only in Armoroad! I must have it!
    • "Oh, that request? It was made by the gourmet, Espierre. Looks like that bastard's got his eyes on the lava caverns this time. P-Pommmon . . . Pomomo! . . . Pome . . . Uurgh, sheesh! Pomona Fruit! There! Are you knowing about Pomono Fruit? I hear it is a plant that only grows on B9F! I don't know why I am having such a hard time saying it . . . Espierre is wanting you to go pick some of those Po . . . The P-Fruits. Apparently the ants there are fond of it, too, so if you find one, try following it. Well, that is the mission! Get going, and bring back that fruit! 
    • Follow the FOE that appears before you in B2 on floor 9.
    • "Welcoming! Did you acquire that rarest of foodstuffs? Hm . . . So this is a Pom---one of those. It's hard, and has no particular odor . . . Anyway, I will be sure to deliver it to Espierre! Thank you for your hard work once more. Here is the reward! Well, I hope we get to work together again!
  • Ant Agony (unlocked after completing The Gourmand's Demands) - Reward: Vigor Book x3
    • Request: My guild went to pick Pomona Fruit the other day but we were attacked by ants. Only I survived . . . Please avenge them!
    • "You are taking on this request? I . . . really would not be recommending it. After you complete the fruit quest the other day, another guild went to pick fruit, too.
       . . . They were slaughtered. Only one survived.
      I am not thinking you of all people should be doing this . . . It seems distasteful. But if you are the determined, I am not stopping you!
      The client is Ricky, the survivor of the attack. The request is to get revenge. She said there is a secret passage near the fruit tree on B9F. She said the attack happened so fast she barely remembers what happened. . . Wellll . . . Be making up your minds, already! Are you ready for this, or not!?
As you descend into the Labyrinth, you find Olympia standing before you, her expression flat. " . . . I'm here on the Abyssal King's orders. I must explain about this Labyrinth to you." The girl continues, her voice its usual monotonous tones. "We are in the lowest point of the Deep City. Further underground lies a cavern. It has existed since ages past. The point beyond the cavern is connected to the abyss." 
With this, Olympia turns her back to you while continuing her explanation. "You will struggle against both monsters and the intense heat of the submarine volcano. It is dangerous, but you are no stranger to peril now. There should be nothing to fear." The girl turns to leave, saying, "We'll speak again once you reach the 10th floor. . ." 
You must challenge this new Labyrinth and head for the Hall of Conviction on the 10th floor. 

  • B2 (after accepting The Gourmet's Demands Quest): As you proceed through the scorching depths, you spy a giant ant ahead of you. It doesn't seem to have noticed you. Its antennae wave as if in search of something. You remember the request you agreed to do concerning the fruit that the ants like. This any might be in search of that truit right now. You can follow the ant if you wish.
    As you carefully watch the ant, it begins to frantically circle around one large tree. Could there be something in this tree? You take a step closer to get a good look.
    The ant notices you! It advances, clicking its mandibles threateningly! As you hurriedly draw your weapons, the enraged ant attacks!
    Fight the Pomona Taker - see details under "Killer Ant".
    You approach the tree the ant was circling and see silver-colored fruit in its boughs. These beautiful, silver fruit must be the Pomona Fruit the client was asking for. ______ climbs up the tree and begins picking all the fruit in reach.
    Suddenly, ______ notices something and yells down to the rest of the party. It seems that more ants carrying Pomona Fruit are moving on the path ahead. You can take the fruit you have now back to the bar, or pursue the ants for more.
    The ant you were following suddenly disappears form view. You search the area, but the ant is nowhere to be seen, and you can't track it. Could there be a hidden passage somewhere around here? Still, your current goal isn't to defeat the ants, so you decide to leave quickly.
    You eventually reach a gigantic open area within the cavern. You see a massive, grotesque monster perched arrogantly in the center of the hall! The huge insect turns its emotionless, inhuman eyes towards you. There is no mistake--this is the master of the nest that wiped out Ricky's guild!There is no time to lose! You must set your mind to defeating this threat!
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Wicked Queen
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  • E2 (after accepting the Ant Agony Quest): As you proceed through the scorching cavern, you find an area covered with bloodstains. The blood on the wall causes you to notice an outcropping with a hole behind it. You recall the request you accepted to get revenge on whoever lurks beyond here. . . Ironically, you would never have noticed this passage if not for the bloodstains. If you are prepared, then you can enter this hole and track down the killer.
    You bend low and manage to creep through the hole, and enter an expansive cave. The stifling atmosphere has an extra feeling of eeriness that puts you on edge. You encourage each other to keep your spirits high as you continue deeper within. 
  • A gushing fountain of magma, a sudden thundering noise above you stops you in your tracks! Sinbad reflexively looks up and sees a bevy of stones falling on your position! Acting on instinct, Sinbad shoves the rest of the party out of the way before taking shelter! The deafening crashes nearby cause you to cringe in spite of yourselves. . . But thankfully, no one seems to have been injured. You praise Sinbad's quick thinking and compose yourselves before returning to your journey. 
  • E4: As you walk through the scorching cavern, you find a cool blue light and stop for a moment. When you approach it to inspect it carefully, a portion of the branch has a mysterious glow. (You meditate for a while on that mysterious blue light before returning to your explorations.) You remember the request you accepted to bring a shining branch for a rich girl . . . The branch she wants must be from this strange tree before you. You can try to break off one of the branches to bring back for her.
    You reach out to the shining blue branch and carefully break it off at its base. Curiously, the branch still shines, even after being broken off. You wrap it up carefully. You have now completed Belle's request! All you need to do now is return to the bar. . . You silently give thanks to the tree before leaving this place. 
  • F4: As you walk through the cavern's narrows paths, you stop, hearing a faint sound of water ahead. The cool sounds are too appealing to ignore as you venture through this unearthly heat. You are sorely tempted to search for the source of the sounds. . . You look around you and notice a few places where water may be flowing from. One is a small hole on a mossy rock at your feet. . . Another is upwards, inside a crack in the wall above you. A third possibility is the large rock a few steps ahead, which may be blocking a spring. After narrowing the possibilities to these three areas, you ponder your next move . . .
    • Check the small hole . . . You brush off the moss to find the hole is large enough for you to put both hands inside. You scoop surprisingly cool and refreshing water from the spring inside the hole. Everyone recovers 50 HP!
    • Inspect the crack in the wall . . . ____ puts aside the party's bags to climb the wall towards the crack. But just as ____ looks inside, a swarm of bats fly out! The black shadows fly away, but the shocked ____ slips and falls from the wall! ______ loses 30 HP
    • Move the nearby rock . . . The entire party works as one to move the rock to the side. Unfortunately, all your hard work went for naught. There is only a wall behind the rock. 
    • Don't do anything
Items: 
- 1x Formaldehyde
- 1x Jackboots


B10F: Fire Walk of Fortitude

The FOEs on this floor go to sleep at night. 
Quests:
  • Searching for Springs - Reward: 2,000 en (3,000 en if you get all three) & 14,000 exp. 
    • Request: It seems there's a hidden hot spring with its source in the lava caverns. I'd like someone to investigate this. 
    • "Are you accepting this request? It was made by Ottie, a geologist in the city. Did you know Armoroad is famous for its hot springs? Ottie wants you to research them. He has a theory that the hot springs' source is in the lava area of the Labyrinth. Ottie suspects you can find the source on B10F. He wants you to go find it for him. There might be more than one hot spring source. Try looking for them all if you can!We'll be counting on you to get this done. Go forth, explorers!
    • Welcome back! Did you find the source for the hot springs? Fantastic! Wow, you found three sources!? I bet Ottie's gonna be really pleased about that! Say . . . Have you ever tried the hot springs here in Armoroad? There is a famous resort here. The springs are popular among explorers, too! I love the hot springs! Nothing beats a good hot bath after I close the bar! You should relax and kick in the hot springs once in a while, too! Well, here is your reward. Nicely done!
  • Messages from Aeons Past II - Reward: Sonic Dagger
    • Request: This is Scott, the monstro-biologist. My research on the fossils continues. Can you find Monster Bones for me? 
    • "You are accepting this request? Thank you, as always. This request is from the monster researcher, Scott. Remember the fossils you found before? Scott is thinking those fossils are related to monsters that live in the lava caverns. If he can research those bones, he might be able to fill in gaps in the biological history. So, we are wanting you to get Monster Bones from creatures living in the lava caverns. I hear you can get these bones from Flame Lizards, Cave Elephants, and Stegosauruses. It should be a breezing for you! Go to it, explorers!
    • Welcoming! You appear to be safe. Have you found some Monster Bones already?That is what I am speaking about! You are always so efficient in your work! Scott says this knowledge may begin a revolution in the science of monster biology! But, no matter what he says, he still depends on people like you to do his job. I will be making sure Scott is getting these bones. Here is your reward for this request!
Information: 
  • Scavenger Toma: Ahhh. . . long time no see. Thanks to you guys, I can go off in search of new treasure. So relax, I ain't gonna cadge anything off ya today. Ask me anything ya want. 
    • Ask about the egg . . . Ooh, sharp eye ya got there. This is called a Round Eggshell. It belonged to a Dragon Egg. I kinda downplayed it a little, but frankly, dragons are amazing. If ya want one of these, ya gotta avoid breaking its shell. Ya get the picture, right? Don't tell anyone about it, okay? it's our little secret! 
    • Ask about the scale . . . what, this? This is a Red Iron Scale. This one I got when a Rattle Nozuchi dropped it. They're stuck on real tight, but zap one with a volt attack and the scales peel right off! Try it, you'll see. Just don't let anyone else in on our little secret. . . 
    • Ask about the claw . . . I thought you might ask about this one! It's a very, very sought-after little trinket. They call this a Flame Claw! It's a flame AND a claw! What more could a man want!? It gets really hot to the touch, though . . . If you kill a Flame Lynx quickly, you might bag one. Easy, right? Just make sure you don't tell anyone else . . . You gotta keep this stuff secret!
  • Monster scholar Scott: Hey there, its been a while. I hear tell that the path to the lava cavern's been opened. So, seen any Dragon Eggs? The magma makes it a popular spot for dragons to breed their young. Those eggs hatch into Dragon Pups, but if you aren't careful, they'll start calling for their mama. Eh, crass explorers who pick on monster kids and get toasted by their parents are asking for it. 
Events: 
  • A7: As you walk through the scorching cavern, a dense cloud of steam suddenly obstructs your view. You approach the source of the steam to see hot water gushing from a cavity in the boulder. It seems to be a hot spring. . . Soaking yourselves in this would do much to ease your exhaustion.
    You relax in the hot spring. The water soothes the tension in your body and mind! Everyone recovers 50 HP!
  • A1: As you struggle through the heat of the caverns, you notice the pungent scent of sulfur. On approaching the source of the smell, you see hot water gushing from a cavity in a boulder. It seems to be a hot spring . . . soacking yourself in this would do much to ease your exhaustion. You relax in the hot spring. The water soothes the tension in your body and mind! Everyone recovers 50 TP!
  • D1: As you struggle through the heat of the caverns, you notice the pungent scent of sulfur. On approaching the source of the smell, you see hot water gushing from a cavity in a boulder. It seems to be a hot spring . . . soaking yourself in this would do much to ease your exhaustion. You relax in the hot spring. ____ eagerly sticks a leg into the spring, but jumps back with a cry from the intense heat! _____ loses 50 HP! Upon closer inspection, the water in the hot spring is boiling. It would make relaxation difficult. You trudge wearily away from this place, your hopes dashed. 
As you cross the scorching hall towards the southeast door, a figure appears before you.
" Your duty is to meet with the Eldest One in the Hall of Conviction." Olympia points out a rocky wall to the north beyond the scorching ground.
"The room in the center of this path is the Hall of Conviction, your destination. Proceed."
You tread the scorching floors of the large hall and enter a small room where Olympia waits.
"You are here. This is the Hall of Conviction, where the Deep One's god is imprisoned in seclusion." Olympia points to the door behind you and moves on. It seems the intense heat affects her little. 
"Beyond this special door is the Hall of Conviction and the Deep One. Have a care." Olympia then produces a key and uses it to open the door before you. 
As you enter the door through the small room, a small figure stares at you from the corner. It appears human, yet aspects of it are clearly other. It looks somewhat like a young boy, but its crimson eyes glow eerily as they gaze at you.
" . . . How long it's been since I last supt." It's an indistinct, hoarse voice, but as it mutters, you feel an intense sensation of menace! In an instant, monsters appear from nowhere at the child's feet and fall upon you! 

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Deep Lady and Deep One
Deep One

  • Cover: takes damage in place of an enemy
  • Crystal Edge: deals damage to all allies
  • Leaping Slash: a slash attack to a row of allies
  • Counter Skill - A mistranslation, is actually a chase skill that will activate after an attack by the Deep Lady.

Deep Lady

  • Zone Icicle: deals ice damage to all allies
  • Dis-Element: resistance to fire, ice, volt elemental attacks increased
Advice: In this fight a Prince/Princess may not be ideal if you are thinking of relying on its passive healing. 

If bringing a Zodiac, make sure to only use elemental attacks when Dis-Element is down/dispelled. You can dissipate Dis-Element with the Prince/Princess's Ad Nihilo skill. 
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The child before you gazes at you with curiosity as you defeat the piscine grotesqueries. Its eyes are filled with joy and wonder; it is clear that it takes delight in your presence. Despite its rapt expression, you wonder when its blood and flesh will again become monsters . . . You are not quite sure whether to draw arms and attack, or attempt to parley with it. 

  • Attack it quickly
  • Say that you mean no harm
  • Quietly see how things go . . . As you quietly observe the child-like being, it seems to eventually lose interest in you. "If you come not as Sacrifices to me, hie hence. Contrary to all appearances, I am rather busy." The being you know as the Deep One closes its eyes and ceases all movement.
    "Now do you see? That is a Deep One . . . Mankind's worst and most fearsome enemy. Olympia speaks, having apparently entered the room without you noticing. "This childlike thing is their king, called the Eldest One. You have seen how it spawns. The Abyssal King captured it over 100 years ago. It has been sealed in this Hall ever since."
    As Olympia tells you this, the Deep One smiles from time to time, listening with closed eyes. "I am not King yet . . . In human terms, I would be something like a Prince or Princess."
    Olympia glares at the childlike being, then looks back to you and resumes her speech. "You know now of the Deep Ones. Your duty to the Abyssal King has been discharged."
    Olympia then directs you to return to the Celestial Palace to meet again with the Abyssal King. After looking once more at Olympia and the Deep One, you decide to quit this hall of horrors. 
Items:
- 1x Power Hammer

B11F: Rails of Precarious Decision

The FOEs on this floor are inactive at night.
Quests: 
  • Letter in a bottle II - Reward: Frost Jar x2
    • Request: Elly wrote back to me, but it sounds like there's something terrible happening in her hometown. Please help!
    • "Ah, there you guys are! The boy from the inn came here, looking for you. It seems that kid got another letter . . . It's nice that he can talk to that girl . . . But . . . It seems an unknown disease is plaguing her hometown. I want you to help him out! Go forth and help those innocent little children!"
    • Go speak to Aman at Aman's Inn:
      • "Huh? The request from the Butterfly Bistro . . . Oh! You accepted it!? Thank you!
        I got another letter replying to the one you helped me write, but it isn't good . . . A disease called the Green Death, where plants grow in people's bodies, is killing Elly's town.
        My sister's a doctor, but she doesn't know how to cure it either . . . Please! Please find somebody who knows how to treat the Green Death!
        You're explorers . . . You can ask people around the city and find a cure for it! 
    • Speak to Napier at Napier's Firm:
      • Ah, welcome. What can I help you with today? . . . What? You're looking for medicine? Yes, I have some all-purpose healing salve for adventurers. Let me go get it--
         . . . Oh, that's not what you need? Let me guess: you want a cure for the Green Death? I can tell by your faces that I'm right. That boy from the inn came looking for one. Unfortunately, I don't carry anything like that. Nobody knows how it's caused, right?
         . . . . Still, there are places with more advanced technology than Armoroad. Try there. 
    • Speak to the Innkeeper in Deep City:
      • Welcome back, everyone? Will you be resting for today? . . . Wait, Green Death?
        I've heard of it before. It's a terrible parasite that feeds on human bodies as it kills them. Armoroad's current technology must be incapable of curing it . . . But there is a way.
        I have heard that a rare herb called Scarlet Sage can be taken from the Third Stratum. If you can bring me some of that Scarlet Sage, I can make a remedy for you. 
  • The sculptor's request - Reward: Speed Book & 15,500 exp.
    • Request: I am Tursel, a sculptor in Armoroad. My next piece requires a piece of obsidian, so I need someone to get it. 
    • "Accepting this quest, are you? It is easy-peasy. Think of it as a relaxing break, yes? This one is coming from Tursel, a sculptor who moved to Armoroad recently! He wants 3 chunks of Igneous Rock so he can make carvings out of them. Synus sitting over there just came back from the lava area himself. If you are not knowing about getting that kind of lava, try asking him. I am sure I can count on you. Get going, explorers!"
    • Hello! Welcome back! I see you have the Igneous Rock. It must have been a breeze for you! Thanks to you, Tursel will be able to make some amazing art. Here is the reward for you, then! If we have another job, I'll let you know!
Information:
  • Scavenger Toma: Ugh, I'm swimming in these things. Hm? These? Lava Beasts drop 'em if ya defeat 'em with ice. If ya want the real treasure, ya can't take the easy way out with ice . . . But it's so damn hard. . . To be honest, Igneous Rock is practically worthless . . . Gah! You guys!? Th-This is just an ordinary rock! It's not treasure at all, so there's no need to tell anyone!
  • Gaudy Woman Dezerte: It's melted practically all the way down . . . It'd be cheaper to buy a new sword than to fix it. Oh, my sword? I got into an accident with a Lava Beast. Wait 'til you hear this! It was too hard and hot for me to take by myself, so I hooked up with an ice-using gladiator. He had great taste in equipment that fit him, plus he was a real hottie. So we go into the lava area and what do you think happens as soon as we meet the Lava Beast? The idiot gets this cocky grin on his face and pulls out a sword! Come ON! How stupid is he? How the hell is a gladiator with a sword supposed to use Fregid Blow? Ugh, I'm so mad at him!
  • Near-sighted astrologist Synus: Man, drinks after finishing a quest are the best part of my day. Care to join me? Igneous Rock? Alright, but first, I want to vent to somebody. My guild leader's a real creep. If a new girl joins up, he doesn't waste any time in hitting on her. Just the other day, he was getting static from this monk girl that joined, and he booted her. Just like that. Sure, he's our leader but the guild isn't his personal plaything! "Harmonious, laid-back guild" my ass!
     . . .
     . . . Oh, sorry. you were asking about Igneous Rock? All you have to do is freeze the Lava Beast on B11F. Easy, right? 
D2: As you proceed through the cavern, you find three evenly spaced holes in the ground. You peer into the holes, but they are rather deep, making it difficult to see inside. The only way to tell what's down there would be to fish around, but is that so wise . . .? 

  • The left hole . . . ____ fishes around in the hole to find a potato inside. The potato has been nicely baked by the geothermal heat. Its sweet taste revitalizes ______. The rest of the party glares at _____ for hogging the potato: ______ feels chastened. ______ recovers 60 HP!
  • The center hole . . .
  • The right hole . . . 
As you walk the scorching caverns in the undersea volcano, a figure appears before you.
"I had thought to encounter the Deep City's soldiers . . . but it's only you. Come to stop me, eh?" The young man Kujura's manner and smile are both insolent. "I hadn't mentioned it, but in truth, the Senatus and I knew all about what goes on down here. We knew, yet still we sent explorers into the Labyrinth in search of the Deep City. It was all in anticipation of this day . . ." says the young man while gazing at the lava.
"The Princess is at the center of it all. The Senatus and I fought so long all for her sake." The young man has an oddly far-off look as he speaks, as if he is reminiscing.
"Listen well, _____. You do not know the truth of this matter or who your real enemy is. Go to Armoroad. Listen to the Princess at the Senatus. Then the truth will come to light." Kujura makes as if to leave the room, still speaking to you . . ."Decide for yourselves what is true and what is worth fighting for. It can only come from you. If you understand then go," mutters Kujura as he blocks your path without meeting your eye.
It seems you have no choice now but to return to the Senatus and hear their case. 


Return to Armoroad and speak to Via Senatus.

Flowdia: "How's the Deep City? I sent Kujura to investigate it, as well as what lies beyond. If you're here, I assume you've spoken with him? Wait here. The Princess was around a moment ago, saying she was feeling better now."
Princess: "Greetings, everyone. I heard you say to it that my letter arrived safely. Thank you for that. As a result, Armoroad's explorers, and some of her citizens, have been able to enter the Deep City. I hear that you yourselves have freely traveled between here and the Deep City. As you've accomplished so much, I must reveal some of what we have kept veiled thus far.
I will tell you the reason for the schism between Armoroad and the Deep City . . . the buried truth. Once you know the hidden history of Armoroad, I would like you to reconsider your path.
Thank you. Then let me tell you the truth behind the Calamity these hundred years ago. . . Before the Calamity, Armoroad had a guardian god known as Yggdrasil. That tree in the center of our city was no ordinary tree, but a highly intelligent entity. In return for its knowledge, the tree demanded that we humans wage war against its enemies. These enemies are the spawn and the minions of evil, the Deep Ones. Armoroad's king learned that this evil is a threat not only to Yggdrasil, but to mankind. That legendary king from 100 years ago, Seyfried, decided he must take up arms against the evil. He sunk a portion of Armoroad, as well as Yggdrasil, to the ocean floor to continue the fight there. All happened just as Yggdrasil said it would. . . And that was the Calamity. Was the king justified in his actions? I . . . have had my doubts. I am trying several methods to deal with it in my own way. I'm sorry. It seems all this talking has exhausted me. Please ask Flowdia to tell you the rest."

Flowdia: " . . . My, that was rather long-winded. I bet you're tired out listeneing to it. But the Princess is right. We have our doubts on what Master Seyfried did . . . Was it the best solution? If there is an evil threatening mankind, then mankind must band together to fight it! That's what the Princess and I think, and that's why I'm using Kujura to find the Deep Ones. If we can defeat them, as well as whatever evil leads them . . . There will be no need for the Deep City. That's why I want you to go find Kujura and back him up. And tell that king in the Deep City: We intend to fight the Deep Ones, so don't get in our way!"

Return to Deep City and speak to the Abyssal King.

Abyssal King: "I thought I asked you to halt any intruders . . . but what business brings you here today? Ah, you have come to deliver a response from Armoroad? Very well. Air it for all to hear.
 . . . .
Slay the Deep Ones and their master with man's strength alone?  . . . They understand nothing. I have told you before. The evil feeds on human emotion, thereby increasing its own strength. The fewer who know it exists, the better for all. Those fighting it must have tremendous courage. You will not find such courage in the explorers of Armoroad. I charge you with stopping this mad plan."


Head to B11F and speak to Kujura.

A figure is standing within the scorching cavern as if awaiting your return. "You've spoken with the Princess, then. Now you understand the true goals of Her Highness. And I assume you've also spoken with those in the Deep City . . . They have their own desires." Kujura smiles slightly and begins pacing about.
"You are at a crossroads. I shall remain faithful to the Princess . . . Where will your loyalties lie?" Kujura fixes an intense gaze at you to impress the gravity of the situation before leaving.
You vow to take his words to heart and think carefully about how to proceed from here. You have met with representatives from both cities and learned much from each faction. The time has come to accept the mission of the side you feel is just and lend them your strength! A new mission is available at Armoroad: Defeat the Gatekeeper! A new mission is available at the Deep City: Protect the Gatekeeper!


Go to either Deep City or Armoroad to accept one of the missions.

Abyssal King: Welcome back. I have another favor to ask of you. Olympia has discovered what these intruders are about. They hope to proceed into a deeper Stratum. The Senatus would say that the Deep Ones are their enemy, and have no intention of turning on us . . . But I have told you already the reasons why this will end in disaster. End this foolishness. 

Via Senatus: . . . I don't have any more details for you. If you want to cooperate with us, accept the mission. 


  • Protect the Gatekeeper - (Reward: 7000 en & 85,000 exp & the Yggdroid Plan)
    • The Gatekeeper guarding the portal between the deep city and the lower reaches is a dangerous post. ensure the gatekeeper's safety.
    • "For man alone to brave the depths and defeat the Deep Ones . . . What a foolhardy notion. You have seen the Deep Ones. Hundred, thousands of them lurk in that abyss. And the evil that unifies them . . . It is too strong. Humans have no means to stand against it. Foolhardy indeed . . . But man is regrettably blind to his own foolishness. Before you leave on your mission, there is something I must caution you against. . . Past the undersea cavern is the colossal Gatekeeper, created by Yggdrasil to block the path. It has the power to block the Deep Ones from entering here. Humans haven't a prayer against it. For now, we use its power to buy time until the day we may use Yggdrasil's power in true battle. Hence, you must go to any lengths to ensure the invader does not reach and destroy the Gatekeeper. If for any reason the invader is allowed to slay the Gatekeeper . . . Our plans must be reconsidered .Should this come to pass, report to me at once. I will be here praying it does not. That is the long and the short of this mission. Your task is an urgent one. Do not fail us.
    • So the invader lured you into a trap, forcing you yourselves to fell the Gatekeeper . . . I see little reason to dwell on the mistake. What we must do now is determine how best to proceed. Beyond the Gatekeeper's posting is s path leading to the Abyssal Shrine, now a nest of Deep Ones. Any ordinary human who strays into that place will immediately fall prey to those fiends. What does that man expect to do if he ventures forth . . .? I admit, I am somewhat troubled, but. . . I must thank you for the attempt, failed or no. Keep up the effort. Hold, for I have another reward for you. It will help considerably in your future investigations. I shall dispatch loyal soldiers, similar in design to Olympia, known as Yggdroids. They are powerful mechanical soldiers, created by the supreme intellect of Yggdrasil. Whether they ease your burden all depends on you. Try not to fail us next time, mm?
      Once you've recruited a mechanical ally and prepared yourself, I'll need your help once more.I have a task for you inside the undersea shrine where the Deep Ones dwell. But first, rest. 
  • Slay the Gatekeeper
    • Our agent Kujura has infiltrated the underground Labyrinth and reports of a gate leading to a deeper Stratum. Slay the guardian of that gate!
    • "We'd best let the Princess give you this missions details herself. Wait here."
      Princess: I was only just informed. Than you very much for your assistance with our request. However . . . What you have now undertaken will not be easy. Well then, I will explain this mission afresh. Below the cavern currently under investigation, the Deep Ones and a greater evil lie in wait. However, in order to reach that point, one must first overcome a sentry placed by the Deep City. Kujura's report makes mention of the Gatekeeper, an artificial warrior created by the Deep City. We would like you to slay this mechanical sentry and open a path to the Deep Ones' undersea shrine.
      As I said, this will not be easy. But it is the only recourse left to us. I beg you to give this task your all . . . and to return safely home to Armoroad. 
Events: 

  • 1C: As you walk down the narrow paths of the lava cavern, you find a thin  rock jutting out. Looking closely, you see that the rock is adorned with clearly man-made decorations. However, the stone has nothing to do with your current task, so you leave it be and walk away. 
  • 4A: As you walk down the narrow paths of the lava cavern, you find a thin  rock jutting out. Looking closely, you see that the rock is adorned with clearly man-made decorations. However, the stone has nothing to do with your current task, so you leave it be and walk away. 
  • 4F: As you proceed past the magma, you detect a breeze blowing from a fissure in the wall. The cool breeze is refreshing against your sweaty skin. You consider taking a rest here . . . However, the blowing wind carries on it an eerie sound like the growl of a fearsome beast. If you believe the eerie sound poses no threat, you are certainly free to take a rest here.You decide to take advantage of the serendipitous breeze and relax your aching muscles. Everyone recovers 60 HP!
  • D7: As you walk down the narrow paths of the lava cavern, you find a thin  rock jutting out. Looking closely, you see that the rock is adorned with clearly man-made decorations. However, the stone has nothing to do with your current task, so you leave it be and walk away. 


Items: 
- 1x Coupon
- 1x Wind Script
- 1x Dismemberer

BF12: Searing Spirit of Ruin

Quest: 
  • The Jeweler's Request- Reward: An accessory of some kind & 16,000 exp
    • Request: My name is Finity, and I craft accessories. I'd like some materials that can be mined in the Third Stratum. 
    • "This request if coming from the famous accessory designer Finity. Are you wanting it? You're always bringing back rare stuff from the lava caves, yes? It seems Finity heard of your reputation for finding all kinds of new things. He wants you to mine for the rarest possible material. I am sure you can do it! Go, explorers!
    • Welcome! Did you just get back? Were you able to get the requested item? You found something rare, you say? Really!? Show me, show me! Wowza . . . The more I look, the more charming it appears! I cannot wait to see what Finity creates from this! Well, you have turned in a rare mineral. Here is your reward for doing the job! You have been very helpful once again. I hope you will do more requests!
    • (Obtained a Gale Amulet)
  • Decipher the Shrine's mysteries
    • Summary: A facility used by the Abyssal King to communicate with Yggdrasil is somewhere in the Abyssal Shrine. Find that place and hear the voice of Yggdrasil. 
    • "So, you accept the mission? Then allow me to provide further clarification . . . I have mentioned that the undersea shrine, where the Deep Ones nest, has been trespassed . . . But that does not necessarily mean open war with the Deep Ones. This mission comes with a lesson: What one sees before one is not always the truth. Remember that. Olympia shall explain further at the entrance to the Abyssal Shrine. 
Events:
  • A7: As you proceed through the cavern, wiping the sweat from your brow, something leaps form the lava. They seem to be fish. The fire's reflection on their silver scales is beautiful to behold. Your curiosity tempts you to get a closer look.
    You cannot resist the temptation to get a closer look at the fish and walk up to the lava's edge. The fish sense your presence and leap up to spew lava at you from between their gills! You wince to see the boiling lava graze ______. ______ Loses 80 HP!
    The rest of the party lend their assistance to ______ and you hastily flee as a group. 
As you weave your way through the scorching Labyrinth, you come across a familiar figure. "So we meet again . . . But this time, we appear to be on opposite sides of the matter." The young man smiles sardonically and continues, his gaze aimed at the door further in.
"If we follow divergent paths, so be it. But if you think that you can stop me . . . " With that Kujura lays a hand on the katana on his shoulder and lets fly with a piercing aura! In response, you tighten your guard, to which Kujura reacts with a crooked smile.
" . . . You are sorely mistaken, Guild Legion." As you are distracted by his aura, Kujura throws open the door behind him and rushes through! If you leave him be, he could destroy the Gatekeeper! You must give chase and stop him from proceeding any further before that happens!

As you enter the room, you see a gigantic construct covered in steel looking about the area. It must be the colossal Gatekeeper dispatched to prevent an incursion by the Deep Ones. What you do not see in the room, however, is any sign of Kujura. And to make matters worse, the colossal construct catches sight of you, making a dire sound . . . Its eyes gleam and it rumbles slowly into motion, coming unmistakably for you! Like it or not, the Fatekeeper has perceived you as a threat, and combat is now unavoidable! 

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Gatekeeper:

  • Souha Stance: Charges up for its next attack!
  • Tenchi Souha Sho: Unleashes a massive Strike attack upon the entire party!
  • Disperse: The Gatekeeper separates into the Keeper Head and the Keeper Body.
Keeper Body: 
  • Iron Claw: deals large damage to a single ally
  • Punching: deals small damage to a single ally
  • Line Slice: deals medium damage to a row.
Keeper Head:
  • Heat Ray: deals Fire damage to a single ally
  • Electric Flash: deals volt damage to a single ally
  • Blizzard Breath: deals large ice damage to a row.
  • Focus: Keeper Head and Keeper Body combine to become the Gatekeeper!
Once you've killed either Keeper Head or Keeper Body: 
  • Malfunction: The Gatekeeper can no longer function properly.
  • Critical Break: Self-Destructs and deals heavy neutral damage to the entire party. 
Advice: The Gatekeeper will use Souha Stance at the very beginning of the first turn of the battle, followed by Tenchi Souha Sho at the end of the following turn. This gives you the first turn to do whatever you want (attack, set up your buffs, etc) and the second turn to prepare your defenses (defend, Line Guard, etc) in order to survive the massive, AOE, physical attack that is Tenchi Souha Sho. If you are having trouble surviving Tenchi Souha Sho, you can try sub-classing a Hoplite with Ninja and teaching it Bunshin so that you can Line Guard both the front line as well as the back line. On the third turn, the Gatekeeper will use Disperse at the beginning of the turn, splitting itself into two halves: Keeper Head and Keeper Body. Use this turn to heal your party. 

You only need to attack one of either Keeper Head or Keeper Body since the Gatekeeper's HP gets split in half equally between the two parts and when Focus is used, combining the two parts once again, the HP of the completed Keeper will be the sum of their HP. The HP will be made even when it disperses again. 

Keeper Head uses elemental attacks and is weak to physical attacks whereas Keeper Body uses physical attacks and is weak to all types of elemental attacks. Watch out for Keeper Head's Blizzard Breath which will do large ice damage to the front row; having Anticold on your Hoplite can help reduce the impact of this particular attack. 

After a few turns, Keeper Head and Keeper Body will use Focus, combining to form the complete Gatekeeper. The Gatekeeper will then repeat his set of moves: Souha Stance, Tenchi Souha Sho, Disperse. You can use the first turn [Souha Stance] to revive any party members that may have fallen during the previous turns. I recommend going into Tenchi Souha Sho with your party at full HP. 

The cycle repeats until you kill the Gatekeeper in his complete state, or either one of the parts. If there is only one part remaining, it will use Malfunction on its next turn, skipping a turn before using Critical Break which will deal heavy neutral damage to the entire party. If you can't kill the last part before it uses Critical Break, use the Malfunction turn to prepare for its final attack just like you would for Tenchi Souha Sho.      
-----------------------------------------------------------------------------------------

You used all your might to stop the seemingly inexhaustible construct! Looking around, Kujura is still nowhere to be seen. He must have fled after using you as a decoy. You mull over whether you should report to the Abyssal King or attempt to pursue Kujura.  

Items:

- 1x Medica III
- 1x Nectar II
- 1x Frost Jar
- 3000 en.
- 1x Sun Key


4th Statum:

Floor 13: 

Quests: 
  • The Shrub Fruit - Reward: Kotegiri & 19,500 exp
    • Summary: I'm looking for fruit I can use to make herbal medicine. I heard it can be found on a shrub inside the Abyssal Shrine. 
    • "Oh, that one? The clinic at the inn is making that request. It seems that there are ingredients for medicine in the undersea shrine. Supposedly there is a shriveled fruit on a withered vine that can give you energy. Your job will be to get some of that fruit. You can do it, yes? I'm sure you can! Get to it, explorers!"
    • D6: You stop at a dead end where vines are entwined on the wall. The vines are withered and appear to be dead, but shriveled fruit is growing on one stem. You recall the request you accepted to gather fruit for the clinic. This shriveled-up fruit appears to be the item that was requested. You can pick the fruit from this vine to accomplish the request. You pick the shriveled fruit from the withered vine before you on the wall. The fruit is much lighter than it looks. You carefully wrap it and stow it in your pack. The request has been completed! All that remains is to take the fruit to the bar. 
    • "Hello again! You look happy. Did you get another request done? Oh . . . ! This nasty-looking thing goes into medicine? How very strange . . . In any case, well done. Now, take your reward! 
  • Elval's Hobby I - Reward: Metopon
    • Summary: I have indulged in every possible luxury and the ennui is like to destroy me. I seek stimulation!
    • "Are you accepting that requiest? It was put up by the richest man in Armoroad, Elval. In a nut casing, he is holding a monster-killing contest just because he is board. It is a contest, though, so I heard that your reward is better if you beat a lot of monsters. The guard in the public square can tell you the details. Go ask him about it!Brace yourselves! Go for the gold! Believe in yourself! All that inspirational stuff!
    • Guard: " You must be from _____. All the participants are here, so I'll explain the rules. You are to head down to the Third Stratum and defeat as many monsters as you can in 24 hours! The monsters have been assigned point values. Ones on B9F are 1 point, on B10F 2 points. Monsters appearing on B11F are 3 points, and those on B12F are worth 4 points. Also, more powerful monsters in the Labyrinth have values ranging from 15 to 25 points. The final rankings will be decided by the total points earned by defeating monsters. Your 24 hour time limit begins the moment you enter B9F, so keep that in mind. Of course, if you are satisfied with your score, you're free to report back to me and stop early. However, if you leave the Third Statum without at least 30 points, you will be disqualified. Those are the rules. Are there any questions? Ask them now, because I won't have time later. Well then, the contest rules have now been explained. Mr. Elval's guild will be keeping watch over the area, so don't slack off.  . . . There you have it. We're expecting great results from all of you! now get to B9F!
    • You've reached the start of the hunting contest, B9F! You can see that many other guilds have gathered around as well. You don't have a moment to spare! Take your weapons in hand and journey forth!
    • 30 points: You confirm that you have felled this beast before making a full tally of your kills. It seems that you have earned 30 points, the minimum amount required to complete the request! You are free to quit the contest and head back, or try harder to reach further heights. 
    • 100 points: Having slain this monster, you take a brief rest to  calculate your current score. You have defeated enough monsters to earn you 100 points! That must be a good score! You are free to quit the contest and head back, or try harder to reach further heights. 
    •  . . . It looks like all the guilds still alive have made it back. Well then, we will now announce the scores and top three guilds. 
Information: 
  • Two-fisted historian Bongaro: "Of all the stupid mistakes . . .! I let an iron-barred gate fall right on my shoulder! There's gotta be some kind of system behind the opening and closing of those gates. Ahhh, I'm overthinking it. Real men solve everything, iron-barred gates included, with their fists! 
Events: 

  • C5: As you walk through the narrow paths of the undersea temple, you hear the sound of rushing air. The draft may emanate from a secret path. You wonder where such a path could lead . . .
    You decide to split up and hunt for any secret paths nearby. Oddly, the sound seems to be increasing in volume . . . It's as if it's approaching you! When the sound appears to come from directly behind you, you anxiously spin around! Only then do you see the ominous, enormous snake hissing at you, its tongue flickering menacingly! 
As you proceed through the clearly man-made Labyrinth, a familiar figure appears before you.
"I've been waiting for you," says the inhuman Olympia as she approaches. "This is a method for seeing that which cannot be seen. It will be vital in completing your task."
Olympia holds out a pouch with tightly shut drawstrings for you to take. "This is Ibn Ghazi Powder. You will require it to read a certain engraving. The engraving is deep within the temple, somewhere on the 15th floor. Head there first."
After the girl finishes her blunt instructions, she immediately makes as if to leave.
"That which is concealed can be painful . . . But man pursues the truth nevertheless. You, too, will face a painful truth. We will require your full cooperation regardless."
The girl leaves you alone with your thoughts.  
-----------------------------------------------------------------------------------------
Big Snakehead and Silverback

Big Snakehead:
  • Torpedo - deals massive volt damage to the front row
Silverback:
  • Chomp - deals medium physical damage to a single ally
Advice: Not a particularly difficult fight; the only thing to watch out for is the Big Snakehead's Torpedo move. I would target the Big Snakehead.

If you find that you are having trouble dealing with Torpedo, I would recommend allowing all of your front row members to die save for one; i.e. your tank or Hoplite, and reviving the other members after the Big Snakehead has been finished off. That way you can save TP/items and the overall severity of Torpedo is lessened. Slowly grinding down the two enemies after that shouldn't prove to be too difficult. 
 -----------------------------------------------------------------------------------------

Items: 
- 1x Ariachne Thread
- 1x Sealing Book
- 1x Madora II
- 1x Vital Belt


B14F: A Fortified Excavation Site

Quests: 

  • Request: Statues of Limitation - Reward - Paralysis Hammer
    • Summary: When I entered the hall on B14F, a statue suddenly blocked my way, and I can't get any further. Get rid of it! 
    • "You are accepting this request? Oh, you're such a big help! That one is from Herm. You know the northern hall on B14F? When someone enters, a device activates statue monsters. It would be super-helpful if somebody could figure out how to turn that device off. If somebody doesn't do something, this could cause trouble for a whole lot of people. You know what I'm getting at, yes? Help me, help Herm, help your fellow explorers! We are all counting on you! Go forth, adventurers! 
    • A4: As you walk through a hall, countless statues appear with a roaring sound! . . . They don't seem to want to attack you, but that are not moving from their positions. You remember the request you accepted to stop the statues from appearing. It seems whatever device is summoning them is reacting to intruders. You are free to search for a way to stop the statues from appearing, or you can leave. 
    • You carefully investigate the statue to see if it has any clues as to what to do. You notice that there is a large "^" on the statue's wings. Some sort of symbol? Other than that, there is no difference between that and the other statues. 
    • You find something like a control panel on a giant pillar. It has 2 switches. One switch is labeled "+", and the other with "-". You can experiment with the switches if you wish. 
      • "-" When you move the switch, a number of the nearby statues disappear! It seems this switch makes nearby statues disappear. 
      • "X" When you move the switch, all the statues that had disappeared appear once again! It seems this switch makes nearby statues reappear. 
      • Solution: Press all of the buttons (in any order), except for the "X", once.
        When you flick the switch, a roaring echoes through the area and the statues disappear! A solemn silence fills the undersea shrine once again . . . You have accomplished the request! Go back to the bar to report your success. 

Information: 
  • Scavenger Toma: Yo, how's it going? No need for small talk! We can go straight to you buying me something!
    Coastal squid is the best, no question! Missy's recipe is so good, I wish I could marry her! . . . i think I just went a little crazy from the flavor. Today's treasure is this Dull Chest Fin! It turn grey from the focused grudge of the Big Snakehead after it was cursed to death. It's not easy to pull off, but the reward can be worth it! Heheheheheh! Ohhh, and by the way! You realize this is our secret, right? Don't go telling anyone!
    Ya gotta respect the first guy who ate a shrimp. I mean they look like beetles of the sea . . . Good thing for him, and us, it was delicious! Anyway, see this Dryad Statue? Looks valuable, huh? Turns out it's not so hard to get. Ya just gotta freeze an Otherspawn! Don't tell anyone, got it? We should keep this between ourselves! 
  • Unlucky Lady: I'm drinking here while I wait for my new husband to return from the Labyrinth. Have you ever seen an Otherspawn? It has cute, girlish features, but don't be fooled: it's devious. A group of them will summon a dreadful Deep One that's willing to sacrifice itself. You might be wondering how I know so much about this . . . M . . . My newest husband tried to tame an Otherspawn and was beaten to death by Deep Ones! *sob sob*  . . . . Ohohohohohohohoho! 
Events: 

  • F5: As you proceed through the halls of the undersea temple, you spy monsters up ahead and stop. Silently observing the beasts, you notice a silvery object at their feet. You hesitate to enter battle with them, but the object on the floor has piqued your curiosity. You weigh the risk against the potential reward before making your decision . . . 
    • Sneak up and take it - Upon your decision to sneak up to the object, _____ volunteers to apply ninja expertise to it. After confirming that none of the rest of the party objects, ______ suddenly disappears! _____ snatches up the shining object and returns, quick as lightning. It appears to be a silver ring. However, it's too large for a ring yet too small for a bracelet. Still unsure of exactly what it is, you tuck the silver ring away inside your pack. 
    • Take it by force
    • Leave it be - You escape and nothing happens. 
  • A2: You discover a mountain of junk piled before you. These were most likely used here a century ago . . . As you have no particular need for the antiques at the moment, you decide to ignore them. 
  • 7A: You reach a dead end and prepare to turn back, when ______ suddenly cries out! You look to see _____ standing paralyzed with fear, one foot extended forward oddly. Examining ______'s position, you see that the stone floor is sinking in suspiciously . . . Just then, the ninja _____ speaks up explains that the apparent trap is completely safe. If you trust _____ words, you may test the trap yourself by stepping directly onto it . . . 
    • Slowly lift your foot off - nothing happens 
    • Step bravely onto the stone - Amrita II
      Trusting in ______ braces for the worst before stepping onto the stone! A thunderous sound of scraping stones echoes and the ruins tremble about you! You immediately draw your weapons and raise your guard, but as time passes, nothing seems to happen. Eventually, you notice a bottle of medicine near _____'s foot that wasn't there before. You are baffled by the overly theatrical device, but grateful for the medicine bottle. 
    • Keep waiting - 
Items: 
- 1x Silver Ring

Sea Quests: Unlocked once you reach a key landmark on the ocean map, sea quests are great for getting decent amounts of experience provided you do them regularly as you progress through the game and not all just as you're about to finish the game. Sea quests also incorporate the game's sole Co-operative experience. 

Don't be afraid to use TP, your TP will be restored to its original values once the sea quest has been completed. After successfully completing a sea quest, your party's stats will return to their original values - the values you had before you entered Inver Port.

A good way to gauge your ability to tackle the sea quests is to look at the levels of the NPCs that join your party (you can view this in the Party Selection screen). If their levels are similar to yours, you should be able to do the quest.
- Skandalia Lighthouse: Skandalia Lighthouse stands close to Armoroad. For years it had dutifully sent its light out to sea, but now it is only a nest of monstrous birds. . .
- Trade City of Batavia: The trade city of Batavia has long had ties to Armoroad. It connects Armoroad to distant lands, but strange occurrences have been taking place lately . . .
  • The Strength of Bonds
    • Final Fight: Cruel Roamer
      • Advice: Kill the Cruel Roamer first, he summons more allies that can work together to unleash a strong, AOE attack that strikes your entire party.
  • Fruit of Recovery - Reward: Giles's Hoe
    • Summary: A destitute farmer and his wife have grown a new fruit. All that's left is to ship it, but monsters interfere. Lives on the like, they take up arms.
    • "My name is Giles. My wife Agatha and I own a farm here, and times have been tough. But . . . We've harvested a brand new fruit. All we need is a ship to trade it on, but Batavia is closed! Help us!
      • Giles - A farmer from Armoroad. His clear voice can put an enemy to sleep.
      • Agatha - Giles's wife. An ex-swordswoman, she still fights with monsters
    • First Fight: 2 Sea Lobsters and 2 Red Puffers
    • Second Fight: 3 Sea Lobsters and 3 Red Puffers
      • "As you finally defeat the second wave of monsters, you see a gigantic fish jump out at you! Your party and the couple say a few quick, encouraging words before you muster your strength and attack!"
    • Final Fight: Cruel Roamer. 
      • Advice: Kill the Cruel Roamer first, he summons more allies that can work together to unleash a strong, AOE attack that strikes your entire party.
      • "With a final, desperate strike, the gigantic fish falters and meets its watery grave! You look around cautiously, but Batavia's sea seems calm and clear. There are no signs of monsters . . . The couple thanks you with beaming smiles, but their true battle is just beginning. You bid good luck to the couple before setting a course back to the ocean city's port."
      • "Thanks to you all, we were finally able to ship out our fruit. My wife will finally be able to rest easy."
  • My First Quest - Reward: Mau Mau's Bow
    • "I'm Mau Mau. My friends and I snuck onto a ship to get to Yggdrasil, but we were caught. . . At this rate they'll throw us in prison! But if we can defeat the monsters at Batavia, we can use the reward to pay off our passage. Someone, please help us!"
      • Mau Mau - A girl with Ace who uses a crossbow. Her shots cause status effects. (level 11)
      • Ace - A pirate boy who came to Armoroad. He follows up on friends' attacks. (level 12)
      • Visen - A young astrologer with Ace. He is good at attack many foes. (level 11)
    • First Fight: 2 Red Lobsters and 2 Red Puffers.
      • "As you sail toward the trade city of Batavia, a severe tremor shakes the ship! You stop and drop anchor! Examining the water, you see the shadows of countless monsters encircling your ship! If you defeat these monsters, the children will formally be free to do as they wish. You offer the children some encouraging words before charging vehemently toward the monsters!"
    • Second Fight: 3 Red Lobsters and 3 Red Puffers
      • "As you mow down the first wave of monsters, another swarm appears from the depths of the sea! The children look exhausted, but you inspire them to go on as you turn to face the new threat!"
    • Final Fight: Cruel Roamer
      • Advice: Kill the Cruel Roamer first, he summons more allies that can work together to unleash a strong, AOE attack that strikes your entire party.
      • "When you finally defeat the second wave of monsters, a gigantic fish breaches from the water! Suddenly, the children give a spirited cry and valiantly charge toward the fish!"
      • "The children's hard fighting has paid off as the gigantic fish sinks into its red-stained, watery grave.You look around cautiously, but Batavia's sea seems calm and clear. There are no signs of monsters . . . At that moment, the children sink to the ground like jelly and laugh exhaustedly. The children are truly free to do as they wish now, but this is also the beginning of their hardships.  The young adventurers have finished their first quest and you set a course back to port."
- Ayutthaya Port: The kingdom of Ayutthaya flourishes with merchants and shipwrights, but a devil has arrived at its ports.
  • Ex-Pirate Ascendant - Reward: Inferno Script
    • Summary: The port known for its commerce is being threatened by a school of fish. As ships are assaulted, a lone fisherman rises with sword in hand.
    • "That fool of a fisherman, Drake, ran out to fight the giant shark heedless of my warnings, and I'm the mayor of Ayutthaya! He may be a former pirate, but now he's a fellow citizen. Please help him before the shark gets him!"
      • Drake - Former pirate, now a fisherman. An able swordsman and staunch ally. (level 22)
    • "You and the ex-pirate client reach the commercial port of Ayutthaya in your ship. Just then, you spot a gigantic dorsal fin protruding from the water as it circles your ship! There's no mistaking it, this is the behemoth shark terrorizing Ayutthaya! The nervous tension in the air is broken when a figure so large it obscures your vision rips the water! You must join forces with your client to defeat the impending threat!"
    • The Fight:
      • Advice: Overall not too difficult as long as you can tank his damage throughout the fight. You don't need to worry about being inflicted with any status ailments. 
        • Evil Placoid: increases enemy defense
        • Bite Off: deals damage to a single ally
        • Charge: skips turn to deal more damage on his next attack
        • Shark Rush: deals AOE damage to a row.
    • "The surging combination attacks of your party and the client finishes off the gigantic shark! This shark will no longer be a threat to Ayutthaya. Your party and the client wish each other good luck before setting sail back to port.
  • The Initiation Rite - Reward: Rebecca Gloves
    • Summary: Even in the commerce-based city of Ayutthaya, old traditions remain. A couple who is coming of age must take on a shark in their initiation ritual. 
    • "I am an Ayutthayan tribesman who must pass the ritual of adulthood. With my childhood friend Rebecca, we must defeat that shark. . . Of course, we don't stand a chance alone. This is why we seek the cooperation of adventurers!" 
      • Arcadio - An arbalist coming of age this year. Places status effects on enemies. (level 19)
      • Rebecca - A kunoichi coming of age this year. Her status effect skills are useful. (level 20)
    • "You and the two clients reach the commercial port of Ayutthaya in your ship. Just then, you spot a gigantic dorsal fin protruding from the water as it circles your ship! This must be the large shark that represents the final ordeal in the ritual of adulthood! The two nod to each other silently before surging forth to challenge the shark and prove their bravery!"
    • The Fight: The NPCs for this fight provide substantial status effect damage with their skills. They are both automatically placed in the back row however, so you want to bring party members with high defense and HP to withstand his attacks. Again, the Hammerhead does not inflict your party with status effects.  
      • Evil Placoid: increases enemy defense
      • Bite Off: deals damage to a single ally
      • Charge: skips turn to deal more damage on his next attack
      • Shark Rush: deals AOE damage to a row.
    • "As they wave to the port town's dwellers who are cheering them on, you set sail for the ocean city."
  • The Princess' Trial II - Reward: Benjamin Shield
    • Summary: It seems the princess from the north has more than one royal trial. She must defeat an even stronger monster to lay claim to the throne. 
    • "To inherit the throne is to know the hearts of the people, and that is why these trials exist. If there is a villain to the east. I will arrest him. If there is a monster in the west, I will subdue it. I fight in the name of justice!
      • Victoria - A princess from a northern realm. her orders embolden her allies. (Level 21)
      • Benjamin - A knight obediently serving the princess by defending her from harm. (level 18)
      • Albert - A warrior who smashes enemies in the princess's way with his hammer. (level 19)
    • "Accepting the northern Princess's request, you travel with her to the commerce port of Ayutthaya. Just then, you spot a gigantic dorsal fin protruding from the water as it circles your ship! There's no mistaking it, this is the behemoth shark terrorizing Ayutthaya. As you all draw your weapons in preparation for battle, the shark suddenly jumps out of the waves!" 
    • The Fight: This time all of the NPCs are placed in the front row. With a Princess among them they do have some recuperative abilities; however, that being said, the Princess is placed in the front row so don't expect to be healed every turn. I would highly suggest bringing your own Healer. 
      • Evil Placoid: increases enemy defense
      • Bite Off: deals damage to a single ally
      • Charge: skips turn to deal more damage on his next attack
      • Shark Rush: deals AOE damage to a row.
    • "With the aid of the Princess and her party, you successfully finish off the giant shark! Upon confirming that, the Princess nods to her two subjects and they wave a flag toward Ayutthaya. As your ship sets sail towards the ocean city, the flag bearing her kingdom's emblem flaps proudly . . ."
Trading: 
  • "The other ship has noticed you as well, and one of the sailors waves as you approach. "Ahoy there" We're merchants who make our livings by doing trade along this route. You're adventurers from Armoroad, right? I bet you'd have pretty rare stuff. Why not trade some of those goods you only get in the maze? I'll make it worth your while. I could really use some ____ right now. If you've got any, how about a trade?" 
    • "Hey, thanks! I'll trade you this for it. I'm sure you adventurers will appreciate it." The sailor removes his trade goods from his ship's hold and passes it over to your ship. "Hey, we might cross paths again sometime. Let's do business again!" The sailor returns to his cabin and sets sail for the next trading post on his itinerary." 
  • Topaz --> Amrita

Monstrous Codex: 

First Stratum: Waterfall Wood

B1F

  • Fanged Fish: This river fish is no threat singly, but a school of them is cause for concern. [Red Scale, Sharp Tooth]
    Sharp Fang:
    Ferocious Fish:
  • Deadly Durian: A fruit monster with a uniquely pungent smell. Its thorns temporarily rob victims of sight. [Green Thorn]
    Thorn:
    Decay Breath: 
  • Forest Frog: A large frog that uses its powerful leaps to pounce on enemies. It poses little threat. [Slimy Leg, Frog Cheek]
    Jump: 
  • Great Lynx: Overall responsible for the most novice explorer deaths. Skilled explorers need not fear it. [Mountain Claw]
    Bite Off: 

B2F: Marshes of Misfortune

  • Claw Shrimp: Denizen of the forest's outer Stratum. Its claws are its primary weapons, but it is easily handled. [Small Shell]
    Claw Cut: 
  • Great Platypus: A gigantic platypus monster. Novice explorers must be wary of the toxins in its tail. [Poisonous Tail]
    Poison Tail: 
  • Titan Arm: (Pungent Ivy) A grotesque, enormous flower. Its harmful pollen can infect anyone nearby, so take care.
    Vine Dance:
    Decay Breath: an attack used when accompanied by a Deadly Durian.
  • Largebill: (Green Feather) A monstrous bird with an insatiable appetite. It ambushes its prey from above.
    Chomp: 
  • Gigapede: (Gigapede Leg) A gigantic centipede that grew in the forest. It takes its prey at night and consumes it slowly.
    100-Leg Bind: 
  • Greedy Lizard: Bacteria are rife on this lizard's fangs. Any bite wounds should be treated immediately. [Lizard Crest]
    Greedy Fang: deals damage to and poisons an ally.

B3F

  • Venomshroom: (Poison Hypha, Pseudopod) A mushroom that adapted to the Labyrinth. It uses the last of its strength to release poison spores.
    Poison Spores: 
  • Spotted Frog: (Elastic Tongue) Larger than a normal Forest Frog, its jumping kick is given greater heft by its large body.
    Jump: 
  • Scylla Crab: (Steel Shell, Bloody Blade) A giant crab that awaits prey near the water. Its signature pincers can easily cut thick trees.
    Defend:
    Ruin Claw: 
  • Hippo

B4F

  • Starry Slug: (Tough Feeler) Harmless though it may seem, when in danger it defends itself by harnessing the elements.
    Membrane:
    Icicle: 
  • Devil Fish: (Tough Tooth) A fish with a distinct purple body, and sharp teeth that calls for aid by vibrating its crest.
    Sharp Fang:
    Ferocious Fish: 
  • Great Anaconda: (Purple Scale) A snake that has evolved to catch its prey without fail, using its fangs and claws.
    Choke: 
  • Furyhorn [Deer Skin]
  • Bog Lurker: [Prying Needle]
    Life Absorb: deals damage and heals for the damage dealt
  • Narmer

Second Stratum: Undersea Grotto

B5F

  • Red Starfish:  A small starfish with the ability to freeze the water it absorbs and release it at enemies. [Red Core]
    (Icicle: deals Ice damage to an ally; Bloody Supper: )
  • Whorled Puffer:  A miniscule fish which secretes a nerve toxin that can cause blindness and paralysis. [Spherical Bone]
    Foul Slew: inflicts party with a range of status effects including Blind, Paralyze and Confuse
  • Hungry Coral: A coral that evolved to actively seek sustenance. Beware its highly developed jaws. [Coral Arm, Supple Branch]
    Power Fang:
  • High Onnep: This vicious dweller of the abyss has a violent disposition and glares at all who enter its lair. [Jutting Tusk, Sea Beast Fur]
    Withering Glare: halves your party's defense
  • Abyssal Death:  A vicious crocodile that devours everything in its sight, constantly hungry for more meat. [Crocodile Fang, Pig Iron Fang]
    Tear Apart: deals AOE damage to all party members

B6F

  • Blue Starfish: A small starfish which uses jets of water for mobility and offense, making it highly agile. [Blue Core, Blue Arm]Aqua Shot: deals Ice damage to all allies
  • Great Hermit: This crab's shell shields it from the pressure of the abyss, as well as from any attackers. [Shell Piece, Small Flower]
    Cover: takes damage in place of a selected enemy.
    Shell: raises its defense.
  • Koolasuchus: This monster's mouth has evolved to be able to catch what prey exists in the abyss. [Salamander Lip, Thick Throat]
    Chomp: deals damage to a single ally
  • Coral Octopus: An octopus that spews an addling ink. It is cautious and constricts its prey before the kill. [Tough Tentacle, Sharp Knob]
    Mud Ink: 

B7F

  • King Starfish:  The king of the starfish found in the abyss. It absorbs its prey to replenish its stamina. [Cilial Sucker, King Core]
    (has the ability to summon other starfish)
    Life Absorb: deals damage to a single ally and recovers HP equal to that damage.
  • High Walrus: A sea beast that's proud of its two sharp, armor-piercing tusks, as well as its immense form. [Muscled Arm]
    Ruin Fangs: lands two attacks in succession on a single ally

B8F

  • Rock Coral: A coral that can mimic rocks to ambush its prey. Once it latches on, it does not easily let go. [Pungent Coral, Coral Jaw]
    Cuff Fangs: deals damage to and binds one ally
  • Iron Turtle:  A gigantic turtle with a steel-hard shell. Those who fight it find their weapons shattering. [Century Shell, Topaz]
    Ice Slurry: hits several allies with a large ice attack.
  • Glutton Beast: A mutated turtle with an appetite so insatiable it threatened the 2nd Stratum's ecosystem.
    Ice Slurry: hits several allies with a large ice attack.
  • Ketos: (Whale Fumarole)

3rd Stratum: Molten Caves 

B9F: Scorching Maze of the Chosen

  • Rattle Nozuchi: A distinctly-shaped snake that hides in the shadows of rocks. It tangles its foes before they can act. [Red Iron Chip]
    Twine: binds a the arms of the front row. 
  • Dragon Egg: A common dragon egg found in the magma caves. With time, a dragon pup will hatch from it. [Eggshell Piece]
    Shell: raises its defense.
  • Dragon Pup: Though young, its power belies its looks. It has a tendency to call on its parents when threatened. [Pup Horn]
    Fumes: deals fire damage to a row of allies.
    Can summon a Mother Dragon to its aide.
    *Note: When a Dragon Pup hatches from a Dragon Egg, it hatches at full HP even if you had done damage to the Dragon Egg before hand. 
  • Flame Lynx: Brilliant flames serve as a second coat of fur. Its fiery claws kill its prey without fail. [Burning Fur, Flame Claw]
    Flame Claw: deals physical damage to a single ally.
    Evil Cry: increases its attack
  • Stegosaurus: An herbivore saurian with a unique dorsal fin. It's cowardly, but uses its fin to attack when angry. [Stegosaur Fin, Predatory Fang]
    Great Spike: deals strike damage to several allies. 
  • Pomona Taker: see "Killer Ant"
  • Great Anteater: [Long Tongue]
    Greedy Claws: deals heavy slash damage to the front row.
    Can bite through another enemy, killing it, in order to regain HP.
  • Mud Lurker: 
    Worm Crack: deals AOE damage and binds the legs of the entire party.
    Mud Spit: deals AOE damage and binds the heads of the entire party. 
  • Wicked Queen: 
    Empress Hammer: deals medium damage to random targets.
    Can throw her Attendants to deal large damage to all allies. 
  • Attendant: see "Guardian Ant"

B10F: Fire Walk of Fortitude

  • Trip Mushroom: A mushroom that walks the forest on pseudopods. Inhaling its spores can cause unconsciousness. [Muddle Hypha, Umbrella Lump]
    Panic Spores: confuses a row of allies.
  • Guardian Ant: An ant that nests in dry areas. When if finds enemies, it makes a fort and awaits backup. [Red Fragment, Sturdy Timber]
    Defend Stance: raises defense for all enemies.
    Can summon allies.
  • Killer Ant: An ant that nests in dry areas. When if finds enemies, it binds them in place for the kill. [Black Fragment]
    Sticky Acid: lowers evasion of all allies.
    Can summon allies.
  • Cave Elephant: An ancient elephant that survived through natural selection. Its charge is fearsome to behold. [Red Tusk]
    Withering Glare: reduces party's defense.
    Charge In: deals medium physical damage to entire party.

B11F: Rails of Precarious Decision 

  • Flame Lizard: A small, carnivorous dinosaur of the scorching forest. It flutters its wings to create wind. [Torn Tail, Dino Calcaneous]
    Fumes: deals medium Fire damage to a row of allies.
    Burning Wind: reduces party's resistance to Fire.
  • Yawnypus: A subspecies of the platypus that dwells in dry caverns. It always has a sleepy look to it. [Flat Beak]
    Yawn: puts itself and the entire party to sleep.
  • Lava Beast: A naturally occurring monster in the scorching lava region. [Jet, Fiery Stone, Igneous Rock]
    Fireball: launches a medium fire attack at a single ally.

B12F: Searing Spirit of Ruin

  • Clawed Mole: (Soft Skin, Mole Claw)
    Crazy Swipe: deals several light attacks to a single ally in quick succession.
  • The Gatekeeper: (Clay Horn)
  • Keeper Head:
  • Keeper Body:

4th Stratum: Abyssal Shrine

B13F: Shrine's Stalking Ground

  • Aplysiomorpha: [Staunch Feeler, Trileaf Stalk]
    Frost Lap: an AOE attack that deals small ice damage to the entire party with a chance to bind legs. 
  • Swordfish: [Swordfish Skin]
    Gale Blade: deals medium damage to a single ally.
  • Deep Marine: [Spearhead Chip]
    Rush: a fast attack that allows the Deep Marine to attack earlier than it normally would.
  • Deep Medium: [Ebony Nail]
    Fishman Drug: Restores some health to an enemy.
    Icicle: deals large ice damage to a single ally.
  • Big Snakehead: [Hard Skull]
    Torpedo: deals large volt damage to the front row.
  • Silverback: [Crushing Fang, Silver Snakeskin]
    Chomp: deals medium physical damage to a single ally.

B14F: A Fortified Excavation Site

  • Ptarmigan: [Gold Caruncle]
    Ominous Step: lowers the party's offensive attack. 
  • Sauroposeidon: [Monster Bone]
    Great Spike: deals large damage to several allies.
  • Otherspawn: [Dryad Liquid]
    Ice Burn: Party's resistance to Ice is reduced.
    Can summon allies.

Ocean:

  • Red Lobster:
  • Red Puffer: (Uses Poison Gun) [Dark Red horn]
  • Cruel Roamer: [Atrocious Fang]
  • Hammerhead: (Uses Evil Placoid: increases enemy defense; Bite Off: deals damage to a single ally; Charge: Concentrates to unleash a deadly attack; Shark Rush: deals AOE damage to a row.) [Hammer Skull]


Item Compendium: 

First Stratum: Waterfall Wood

B1F:

  • Green Thorn: (Deadly Durian) Thorn on a monster's head that mimics a fruit. Sells for 5 en. 
  • Mountain Claw: (Great Lynx) Long, sharp talon for inflicting severe wounds. Sells for 10 en. 

B2F:

  • Green Feather: 
  • Small Flower: (Gathering Site; Hungry Coral) Often found growing near the Labyrinth's entrance. Sells for [Unlocks/Restocks: Nectar]
  • Supple Branch: (Hungry Coral) A piece of wood that doesn't easily snap. Sells for 25 en. 

B3F:

  • Hippo Tusk: Tooth that mercilessly crushes any intruders. Sells for 225 en. [Unlocks: (1)Tauret Hammer]

B4F: 

  • Prying Needle: (Bog Lurker) Needle that is stabbed into approaching prey. Sells for 150 en. [Unlocks: (1) Antennae Dagger]
  • Deer Skin: (Furyhorn) Extremely durable fur with a rough texture. Sells for 142 en. [Unlocks: (1) Barbute]
  • Volt Whisker: (Narmer) [Unlocks: (1)Rachef's Bow]

Second Stratum: Undersea Grotto

B5F: The Silent, Unknown Abyss

  • Coral Arm: (Hungry Coral) Hardens after death, making it difficult to work with. Sells for 39 en. 
  • Red Core: (Red Starfish) Starfish core that gives off warmth, as though still living. Sells for 37 en.
  • Spherical Bone: (Whorled Puffer)
  • Shell Piece: (Great Hermit) Piece of a shattered outer shell. Sells for 42 en. 
  • Jutting Tusk: (High Onep) A fang enough to scrape even large shells. Sells for 78 en.
  • Jet: (Mining Site, Lava Beast) Black amber that fossilized underwater over centuries. Sells for 50 en. [Unlocks: Slip-ons]

B6F: Torrents of Suspicion 

  • Salamander Lip: (Koolasuchus)
  • Thick Throat: (Koolasuchus)
  • Green Algae: (Gathering Site) Highly nutritious, green seaweed. Sells for 50 en. 
  • Sea Grapes: (Gathering Site) Rare seaweed with a pleasant texture. Sells for 60 en. [Unlocks: Guard Sole]

B7F:

  • Tough Tentacle: (Coral Octopus) Octopus leg that secretes pinkish fluid when boiled. Sells for 40 en. [Unlocks: Three Quarters, Head Guard]
  • Blue Arm: (Blue Starfish) Blue starfish arm that can shoot water from its glands. Sells for 51 en. [Unlocks: Nightcap, Brilliance Belt]
  • Blue Core: (Blue Starfish) Mysterious starfish core that creates its own moisture. Sells for 38 en. 
  • Cilial Sucker: (King Starfish) Sharp, Pointed sucker that siphons off nutrients. Sells for 62 en. {Unlocks: Advance Choker]
  • Sea Beast Fur: (High Onnep) Fur that is useful in creating expensive clothes. Sells for 49 en.
  • King Core: (King Starfish) King's core that glows green due to its magic powers. Sells for 45 en. [Unlocks: Rapier, Viking Helm]
  • Sharp Knob: (Coral Octopus) Protrusion used to pierce enemies when charging. Sells for 55 en. [Unlocks: Heavy Mace]
  • Muscled Arm: (High Walrus) A muscular arm too heavy for the average human to carry. Sells for 56 en. [Unlocks: Beast Gauntlets, Parade Armor]
  • Sturdy Timber: (Chopping Site) Timber so resistant to heat that it will not burn. Sells for 50 en. 

B8F:

  • Pungent Coral: (Rock Coral) Coral the reeks of decade-old bones. Sells for 41 en. [Unlocks: Sack Dress]
  • Coral Jaw: (Rock Coral) Hard jaw that severely wounds whatever it bites. Sells for 50 en. [Unlocks (1) Tewhatewha, (2) Arm Guard]
  • Pig Iron Fang: (Abyssal Death) Its poor durability makes it difficult to temper. Sells for 156 en. [Unlocks: (1) Gandivam]
  • Crocodile Hide: (Abyssal Death) Very high quality leather that's both smooth and tough. Sells for 239 en. [Unlocks: (1) Poleyn]
  • Century Shell: (Iron Turtle) Shell of a gigantic turtle that has lived for over a century. Sells for 59 en. [Unlocks: Laced Mail, Long Spear]
  • Topaz: (Iron Turtle) Light brown crystal that is structurally weak. Sells for 25 en. 
  • Whale Fumarole: (Ketos) Used to spout sea water as an offensive measure. Sells for 913. [Unlocks: Ocean Gun]

B9F: Scorching Maze of the Chosen 

  • Red Iron Chip: (Rattle Nozuchi) Piece of Nozuchi's outer skin which contains red iron. Sells for 64 en. [Unlocks: (1) Ahlspiess, (3) Barrette, (9) Fortune Choker]
  • Eggshell Piece: (Dragon Egg) Remnants of a shell intended to protect a dragon pup. Sells for 61 en. [Unlocks: (1) Kunai, (2) Spade]
  • Pup Horn: (Dragon Pup) Highly pliable horn commonly used in crafting. Sells for 76 en. [Unlocks: (1) Front Cuisse]
  • Stegosaur Fin: (Stegosaurus) It plays a role in regulating body temperature. Sells for 79 en. [Unlocks: (1) Bone Shield]
  • Predatory Fang: (Stegosaurus) Once plunged into its target, it never relents. Sells for 105 en. [Unlocks: Stonard, Oomiyari]
  • Burning Fur: (Flame Lynx) Red fur that absorbs fire to add to its own. Sells for 68 en. [Unlocks: (1) Red Doublet, (2) Flame Book]
  • Flame Claw: (Flame Lynx) Cat's claw that rends enemies with jets of flame. Sells for 87 en. [Unlocks: 
  • Flame Fruit: (Gathering Site) Fruit that warms one's body from within when eaten. Sells for 100 en. [Unlocks: (1) Madora]
  • Moss Strawberry: (Gathering Site) Sweet strawberry that grows on rocks. Sells for 110 en. [Unlocks: (1) Hamao]

B10F: Fire Walk of Fortitude

  • Red Fragment: Ant's bone fragment that has hardened and turned red. Sells for 66 en. [Unlocks: (1) Spear-thrower, (1) Jackboots, (1) Stun Gas]
  • Black Fragment: Piece of an ant's black bone that contains a unique iron. Sells for 67 en. [Unlocks: (1) Epee, (5) Beast Bell]
  • Red Tusk: (Cave Elephant) Ancient elephant's tusk used to gore trespassers. Sells for 119 en. [Unlocks: (1) Elephant Gun]
  • Muddle Hypha: Saps the consciousness of its unwitting victims. Sells for 62 en. [Unlocks: (2) Hard Gloves]
  • Predatory Fang: Once plunged into its target, it never relents. Sells for 105 en. [Unlocks: (1) Falchion]
  • Umbrella Lump: (Trip Mushroom) Umbrella that looks light, but cannot be easily lifted. Sells for 88 en. [Unlocks: (1) Aketon, Caresche, Shashqa, Panic Guard]
  • Pagoda Branch: (Chopping Site) Known for its resilient, egg-shaped leaves. Sells for 110 en. [Unlocks: Goudendag]
  • Trileaf Stalk: (Chopping Site, Aplysiomorpha) It has sharp thorns normally found in hedges. Sells for 100 en. [Unlocks: Nirili]

B11F: 

  • Dino Calcaneus: (Flame Lizard) Heel bone of a carnivorous lizard. Valued by scientists. Seels for 63 en. [Unlocks: (1) Mantle]
  • Flat Beak: (Yawnypus) Beak that won't melt unless left inside a forge for hours. Sells for 208 en. [Unlocks: (1) Volt Gun, Pikeman Armor]
  • Torn Tail: (Flame Lizard) Tail shed by a Flame Lizard to flee a dangerous situation. Sells for 88 en. [Unlocks: (1) Langyabang, Gale Amulet]
  • Fiery Stone: (Lava Beast) Red stone that is fiery to the touch. Sells for 93 en. [Unlocks: Kastane, Alla Romana]
  • Igneous Rock: (Lava Beast)
  • Clastic Rock: (Mining Site) Large rock cluster formed of weathered stones. Sells for 110. [Unlocks: Bascinet, (5) Tourney Mail]

B12F: Searing Spirit of Mole

  • Soft Skin: (Clawed Mole) Typically obtained from the beasts of the Labyrinth. Sells for 30 en. [Unlocks: (1) Gauntlets
  • Mole Claw: (Clawed Mole) Hard and thick, but not especially dangerous. Sells for 91 en. [Unlocks: (1) Katar, (2) Sting]
  • Long Tongue: (Great Anteater) Surprisingly coarse tongue used to catch prey. Sells for 109 en. [Unlocks: (1) Shoushido]
  • Flame Fruit: (Gathering Site) Fruit that warms one's body from within when eaten. Sells for 100 en. [Unlocks: 
  • Corundum: (Mining Site) Ire ore that can be used as a whetting agent. Sells for 100 en. 
  • Clay Horn: (The Gatekeeper) Sharp, heavy horn from the head of an automaton soldier. Sells for 980 en. [Unlocks: (1) Brionac]

4th Stratum: Abyssal Shrine

B13F: Shrine's Stalking Ground

  • Staunch Feeler: (Aphysiomorpha) Soft feeler that nonetheless never breaks. Sells for 152 en. [Unlocks: (1) Gilet
  • Swordfish Skin: (Swordfish) A set of fully bristled scales. Sells for 145 en. [Unlocks: (1) Evil Sea Boots, (2) Harvest Scythe, (3) Hide Armor]
  • Swordfish Fin: (Swordfish) Soft fin on a swordfish's belly that feels like silk. Sells for 270 en. [Unlocks: (1) Lightning Book]
  • Ebony Nail: (Deep Medium) Deep One's nail with the power to draw out spells. Sells for 168 en. [Unlocks: (1) Trebuchet
  • Spearhead Chip: (Deep Marine) Shattered tip of a Deep One's spear. Sells for 164 en. [Unlocks: (1) Awl Pike, (2) Wakizashi, Energy Bracelet]
  • Crushing Fang: (Silverback) Shatters its prey's bones, preventing them from moving. Sells for 319 en. [Unlocks: 
  • Silver Snakeskin: (Silverback) It shines so brilliantly as to be irresistible. Sells for 171 en. [Unlocks: (1) Death Magatama, Kite Shield]
  • Hard Skull: (Big Snakehead) Wouldn't shatter even if a cannonball struck it. Sells for 271 en. [Unlocks: (1) Tuck
  • Crystal Vine: (Gathering Site) Crystallized vine of a plant. Sells for 250 en. [Unlocks:
  • Deathly Stem: (Gathering Site) Thin, gray stalk that gives off the impression of death. Sells for 200 en. [Unlocks: (1) Steel Gun

B14F: 

  • Gold Caruncle: (Ptarmigan) Decorative Ptarmigan feather with an electric charge. Sells for 183 en. [Unlocks: (1) Dirk
  • Monster Bone: (Sauroposeidon) A femur strong enough to support the Sauroposeidon. Sells for 325 en. [Unlocks: (1) Curved Bone, Bravant]
  • Dryad Liquid: (Otherspawn) Odd fluid that changes hue at the water spirit's whim. Sells for 188 en. [Unlocks: (1) Sleep Gas, Crown Hat]

Ocean:

  • Atrocious Fang: (Cruel Roamer) Crushes anything it considers to be threatening or edible. Sells for 103 en. [Unlocks: Ga-dearg]
  • Red Shell: (Red Lobster)
  • Dark Red Horn: (Red Puffer) Cut from the head of a rare, unusually aggressive blowfish. Sells for 32 en. 
  • Hammer Skull: Hammer-shaped shark's skull that could cripple its prey. Sells for 182 en. [Unlocks: Black Breaker]

Epic Glossary: 

  • Epigraph Piece: A lithograph with spiral letters in the stone.
    • "In the depths of the sea, an evil force has lurked in the darkness. According to only a few witnesses, the creature is gigantic, with slime-covered tentacles that resemble squids and jellyfish. To quote an ancient sage, "Gaze long enough into the darkness, and the darkness shall gaze at you." Never forget that when studying evil, evil is studying you!"
  • Weapon Tome I: Volume 1 of the arms codex written by Pliny.
    • "There was a time when the seas were not troubled by pirates. Back then, not everyone recognized the sea as the dangerous place that it is. But one man's rise to infamy and then to legend changed all that single-handedly. "Jolly Roger" began as a fisherman with a rapier, but by the end, he had sacked cities across the world. Even after his death, the voices of those that fear him linger. Rumors of his ghostly ship attacking the living are not so far-fetched."
  • Weapon Tome IV: Volume IV of the arms codex written by Pliny. 
    • "A swordsman called One-Eyed Dragon once hailed from the west. His katana was the renowned Kurikara. His odd name is derived from the battle he fought against a sea dragon, who took one of his eyes. Perhaps as revenge, he forged a weapon from its bone spinters, and thus, the Kurikara was born. But, when One-Eyed Dragon died, he returned the katana to the sea . . . If you seek the blade, first, seek the sea dragon."
  • Weapon Tome IX: Volume 9 of the arms codex written by Pliny.
    • "It is said that in an ancient battle, one soldier survived. He was neither brave nor heroic, he was simply clad in magic armor that could withstand any attack. The price? He made a deal to keep a secret so long as he had it. He kept the secret safe, until one day, he drunkenly let it slip. He claimed to have obtained the armor from a city constructed by otherworldly beings . . . and was never see again.
Weapons: 
Swords:

  • Faussar: 
  • Scramasax: [ATK +37; 370 en.] A single-edged sword with a sharp blade suited for rending.
  • Stun Blade: [ATK +1] A bizarre sword with a blade that secretes paralyzing poisons. 
  • Cirius's Blade: [ATK +74] A mystic sword that confuses its prey with the power of a dreadful bird.

  • Kopis
  • Shortsword
  • Large Hatchet: [ATK +14; 50 en.] A farming tool used mainly for work in the mountains and woods.
  • Panzerstecher: [ATK +27] A thrusting sword that transmits one's power well. 
  • Panic Fleuret: [ATK +1] A thrusting sword with a tip that confuses those it pierces. 
Clubs/Maces/Hammers:

  • Black Breaker: [ATK +75; 2,480 en.] A powerful battle hammer than crushes with its black head. (Hammer Skull)
  • Albert's Mace: [ATK +30] An heirloom of a warrior who came from the north with a princess.
Books:

  • Pedant's Book: [ATK +1; ] A boring book that makes those around the reader very sleepy. 
  • Knowledge Book: [ATK +24] A book that recorded the laws governing monster actions. 

Spears

  • Ga-dearg: [ATK +56; Costs 1,890 en.] An evil-warding spear that can even pierce through spell barriers. 
  • Do Sanga: [ATK +51] A spear designed to pierce enemies with it's forked prongs. 
  • Pike: [ATK +43] A spear with a leaf-shaped blade.
Crossbows:

  • Gandivam: 
  • Reshef's Bow: [ATK +63] A crossbow loaded with so many arrows, they fire as a storm.
  • Mau Mau's Bow: [ATK +51] An antique crossbow given to you by the novice adventurer, Mau Mau. 

Daggers:

  • Ring Dagger:
  • Blinding Dagger: [ATK +1] A dagger than temproarily disables the opponent's optic nerve. 

Armor: 
  • Spiked Leather: [DEF +21] An armor strengthened with countless rivets driven into it. 
  • Three Quarters: [DEF +35] Armor made lighter by narrowing areas of the thick plating. Costs: 1,280 en.
  • Half Armor: [DEF +29] Sturdy armor made for infantry. 
  • Feather Armor: [DEF +16] Simple armor made by sewing monster feathers together.
  • Benjamin Shield: [DEF +25] A token of gratitude of a heavy knight loyal to his master. 
  • Coral Shield: [DEF +23] A sturdy shield made from the coral of the Labyrinth.
  • Caetra: [DEF +17] A shield that can withstand impact despite its small size.
  • Round Shield: [DEF +12] A circular shield made for soldier on the frontline.

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