Down the Original Tree in HD, B19-B20
Sep. 11th, 2024 02:35 pmB1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2

There were actually two FOEs who had to be dealt with by binding them completely. So here's the second one. And yes, tying up a whip-using female, make your own joke. Both were very weak to binds anyway, and were annoying in how they could inflict curse and panic respectively. Really noticing this party's frailty compared to the main one, even without Immunize. Might be an armor issue? Or that the main party can kill before they can move issue? Not that they had problems killing either: Alchemist can pull its weight.
Okay, that second quest now. I ran into another problem here: it wanted you to kill three Sickwoods on B17. Problem was, they were dead!! I needed to respawn them by having a level 1 character sleep for a few days. Actually, I eventually did a lot of sleeping and gathering to get a special piece of equipment in stock that is unfortunately both 50 of a material and out of my price range for now. Helped make some money back though. Shoutouts to money.
I then went through B18. The FOEs were actually a bit tougher with the main party, but it's still not saying much about them. The first one was in the way for crying out loud, you're expected to fight these. A lot of them. In a bit.

One of the quests from stepping into B19 involved fighting a bunch of palette swap frog FOEs. One of the two could curse and was really fast which was obnoxious. 1st Turn and stalling when needed solved them. The others only poisoned and died in one turn like a lot of fights were at this point.
The other was to find a giant bird's limb to make medicine. I thought this was the Ammoas, but it was actually the regular Moa FOEs. Easy to kill and I got the drop first try. This led to a second one that needed a take item from B18. Just sent in the gatherers as usual. Finally, I had to go and get one of my characters petrified for a quest. The fairies on the left side of B18 could do this. He was not automatically unpetrified, and buying a Theracia B was cheaper to heal him than asking the doctor at this point.

B19 was just this big expanded version of B17. I was able to fight the Redbeaks here, but it took me a while to get the Red Beaks. Nothing more to it.

Prior to reaching B21, this boss will respawn if all the FOEs on the floor are not dead. However, that is exactly how you can abuse it to grind: Picnic mode plus decently leveled characters can tear it down easily. And the FOEs will aggro, but can never reach you or enter the battle. I used this to get the B-team up to level 70.
Thought for a minute about retiring them, but it's definitely not worth in Etrian 1: back to level 1 for just 6 extra skill points and a mere +3 in a stat that's dependent on the class being retired. Even with Picnic grinding available, that's a bit much for little return. Especially considering many classes struggle to figure out what to do with leftover skill points.

Needless to say, they also got the rare drop along the way.

As I said, the gimmick of this floor is that you have to kill everything on it before fighting the boss. In HD at least, it seems you can leave the dungeon in between it? One of the ones that got in the way on the murder massacre stayed dead. But in the original, you had to do it all in one trip: at least you could leave the floor. It got hectic sometimes, but I kept everything under control. But I reset once when the boss Kool Aid Manned into the fight and killed the two FOEs in the process. Wanted drops, so. Yeah. Next time I remembered to keep a suspend save just in case.

And uh, bought this for next time. Like I said, I was close to the money farm, so it didn't matter.
The boss itself was a nothingburger. Only two interesting things: I had actually used Trumpet's force a bit earlier to regenerate TP. He had recovered enough to use it on turn 2, so it led to the interesting situation where turn 1 was Bravery and turn 2 was boosted Bravery. The bird also landed petrification on my Medic, but he still got experience, which is all I cared about.

Then enter one of the silliest design decisions: it implies you can go forward, but changes its mind and says you have to go back. Then all the way back down. Boring.

There were actually two FOEs who had to be dealt with by binding them completely. So here's the second one. And yes, tying up a whip-using female, make your own joke. Both were very weak to binds anyway, and were annoying in how they could inflict curse and panic respectively. Really noticing this party's frailty compared to the main one, even without Immunize. Might be an armor issue? Or that the main party can kill before they can move issue? Not that they had problems killing either: Alchemist can pull its weight.
Okay, that second quest now. I ran into another problem here: it wanted you to kill three Sickwoods on B17. Problem was, they were dead!! I needed to respawn them by having a level 1 character sleep for a few days. Actually, I eventually did a lot of sleeping and gathering to get a special piece of equipment in stock that is unfortunately both 50 of a material and out of my price range for now. Helped make some money back though. Shoutouts to money.
I then went through B18. The FOEs were actually a bit tougher with the main party, but it's still not saying much about them. The first one was in the way for crying out loud, you're expected to fight these. A lot of them. In a bit.

One of the quests from stepping into B19 involved fighting a bunch of palette swap frog FOEs. One of the two could curse and was really fast which was obnoxious. 1st Turn and stalling when needed solved them. The others only poisoned and died in one turn like a lot of fights were at this point.
The other was to find a giant bird's limb to make medicine. I thought this was the Ammoas, but it was actually the regular Moa FOEs. Easy to kill and I got the drop first try. This led to a second one that needed a take item from B18. Just sent in the gatherers as usual. Finally, I had to go and get one of my characters petrified for a quest. The fairies on the left side of B18 could do this. He was not automatically unpetrified, and buying a Theracia B was cheaper to heal him than asking the doctor at this point.

B19 was just this big expanded version of B17. I was able to fight the Redbeaks here, but it took me a while to get the Red Beaks. Nothing more to it.

Prior to reaching B21, this boss will respawn if all the FOEs on the floor are not dead. However, that is exactly how you can abuse it to grind: Picnic mode plus decently leveled characters can tear it down easily. And the FOEs will aggro, but can never reach you or enter the battle. I used this to get the B-team up to level 70.
Thought for a minute about retiring them, but it's definitely not worth in Etrian 1: back to level 1 for just 6 extra skill points and a mere +3 in a stat that's dependent on the class being retired. Even with Picnic grinding available, that's a bit much for little return. Especially considering many classes struggle to figure out what to do with leftover skill points.

Needless to say, they also got the rare drop along the way.

As I said, the gimmick of this floor is that you have to kill everything on it before fighting the boss. In HD at least, it seems you can leave the dungeon in between it? One of the ones that got in the way on the murder massacre stayed dead. But in the original, you had to do it all in one trip: at least you could leave the floor. It got hectic sometimes, but I kept everything under control. But I reset once when the boss Kool Aid Manned into the fight and killed the two FOEs in the process. Wanted drops, so. Yeah. Next time I remembered to keep a suspend save just in case.

And uh, bought this for next time. Like I said, I was close to the money farm, so it didn't matter.
The boss itself was a nothingburger. Only two interesting things: I had actually used Trumpet's force a bit earlier to regenerate TP. He had recovered enough to use it on turn 2, so it led to the interesting situation where turn 1 was Bravery and turn 2 was boosted Bravery. The bird also landed petrification on my Medic, but he still got experience, which is all I cared about.

Then enter one of the silliest design decisions: it implies you can go forward, but changes its mind and says you have to go back. Then all the way back down. Boring.