Sep. 13th, 2024

B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


Here's the new sword in action with Shocker against one of the FOEs of the stratum. It was kind of jarring to see it do significantly more damage than the actual physical hit itself or even what a formula would've done.

One of the quests wanted 150 items in the compendium. Already done. Another wanted three Tri-Colors, mineable from B26. Finally, one concering the so-called legendary songstress of Etria, who can be heard in the depths of the forest. I'm given a Vox Stone and asked to go on a tile hunt. It's in B24, with no easy elevator access. This gave a free Angel Harp (Troubadour accessory) and a new daytime song for the town.

So B27 is the infamous pitfall maze, and B28 is mostly one giant mass of damage tiles. The way to get around this is by watching the FOEs, as they never walk over the pits. You'll need the Survivalists' Owl Eye to do this because the Alchemist's sucks and lasts only one step, even if it is global compared to the limited range. But Sunflower had used all but one of her SP and it's very limited in scope.


So I raised one of the farm team up! Farma could use the sword same as anyone, so that helped him. At the very end here, I innovated the Songbird Dojo: this FOE will summon two white blood cells to battle periodically. On Picnic, he could splatter them in one hit each and collect a cool experience payout each time.


There was nothing really do it, just a slow and methodical grind. Could I have looked up a map? Well, yes. I actually did at the very end in order to fill in the blanks in spots where FOEs never tread. But that would be no fun.

Farma had Multi Shot to contribute, but I otherwise mostly ignored battles. Everyone was at 70 anyway and as long as I had all the drops, I was good for 100% completion as far as the game is concerned.


When all was said and doneand the upper part was mapped, everything looked about like this. Next was to take the farming team and head to an unmarked area to access some special gathering spots. There were two in an isolated room of B28 and one in the southeast corner. More stuff which made the ultimate TP boosting accessory.

Two quests resulted from a peek into B29: one was to find the innkeeper's pet. This is a tile hunt you are given like no information about, not even the name of the innkeeper. But you do get the name of the pet. It's on B26. There were hilariously chances to fight a superpowered mouse enemy in an event instead. Just all damage at least. The second was to find a monster that accosted an elderly man on a stroll. It's simply a Clover, no problem. One of the game's rare monsters.

Oh, and on that note, I forgot to get the first one. They're on specific parts of B10, particularly three tiles on the southernmost part of the room before the boss.

B29 itself is the infamous teleporter maze. After seeing the new jelly here was another one immune to physicals, I went back and switched in Allium again. With him and chasers, I made short work of all the enemies on the floor. The only problem was navigation. There is literally nothing to this but trial and error. Stalker was really nice to have here, cutting back on the number of battles significantly.


B30 was when they officially ran out of ideas and just made a bigass winding path. Yet another enemy here resisted all physicals, all the more reason to keep the Alchemist in. There was nothing to it but going forward and killing everything in my way. Songbird FOEs periodically showed up and died in one turn.

I eventually made it to the part before the end, where there was a shockingly convenient shortcut and another healing spring.


Three quests popped up here. One was to fix an elevator on B21. This featured a ton of spider enemies who quickly fully bound my party, but not before I got up Immunize and knocked off half their health. Some Theracia As got Larkspur and Allium back in the game and finished them.

Next up was to find the so-called legendary bird. Jt starts with a long story that has more lore in it than all the other quests put together about a young orphan who stole a piece of meat and ran into the forest when seen. The owner found him and wanted to give him a bigger piece, but he ran again until the owner caught up. They had a laugh until monsters showed up, but then the bird showed up and asked for the meat. It ate it and drove the monsters away. And with literally just that to go on, I have to figure it out. Your only hint is that the boy ran into the forest, so SURELY it's early on, yes? No, it's at the very bottom. Just a horrendously obnoxious venture back to the entrance area. Got some expensive jewels out of it at least.

Last one was another ingredient hunt: made from Stiff Hide (a wolf), Sticky Goo (stratum 2 gels), Gumthroat (Treefrog), Tendon (Immoa), and - for some reason - Drywall (B21 mine). Pretty easy, and they all cooperated.

This unlocked the last quest: to find some ancient relics. As usual as of late, given no information about where they are. There's one each on each floor of the sixth stratum and they were unmarked when going through the first time. Interesting "spot what this is" lore but that's it.


Before the superboss I had to fight my way through the dragon clones, a weird thing that only this game and its remake ever did. They're supposedly the last defense the core has. Considering it's, yknow, the superboss, it hardly needs them. They even take the full two weeks to respawn like many FOEs do, so you can just (have to actually) thread out after beating them. They're so much weaker than the dragons themselves the only thing worth talking about is that it took a while to get their drops.


Etrian Odyssey superbosses are normally about finding ways of smashing the game and therefore them into tiny little pieces. Can't do that here without Picnic mode, and I have enough dignity to go after this thing on Expert.


But like many Etrian superbosses, the pattern is at least very predictable. For one, it flips if you have ten or more buffs. With Immunize (boosted all the time thanks to Axcela IIIs) covering the defense, that left Trumpet out in the cold. He was replaced with Rotheca. I pulled out some Bravant IIs and bought some more.


It uses elemental nukes on set turns: it opens with a fire one and uses it on every 5x+1 turn. The volt one is used on 4x+1 turns, and the ice one is used on 6x+1 turns. If multiple meet the qualifications, fire will superscede ice and volt, and ice supercedes volt.

At one point, it pulled out a move that bound everyone's everything. I had Immunize up though, so I just used Theracia As and kept going. Besides that scare, its physicals were manageable and it never pulled out its murder move which it can do depending on the situation. There's ways to play the AI around it, worst case.


In the end, it fell. Pretty lucky fight all things considered, but I'm not going to complain.


And maybe the town because apparently the only reason to ever come into the labyrinth is to discover the mysteries. You know, not farming the resources or adventuring for the thrill of it or anything. Hey, at least Primevil can regenerate so the core isn't permanently dead.


That's it for Etrian 1. All in all, they had to start somewhere, I guess.

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sirsystemerror

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