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Update 15: Don't Pet the Deer

I don't know if I can really handle this. Maybe I'm not cut out for exploring.



Get into position! Fight!

I leveled up my Princess and Farmer to 12 to get them to catch up with the others. And I opt to level up Attack Order instead of Monarch March, because healing 3 HP per step will be sufficient for now. Attack Order increases a row's physical attack power by 20% for 4 turns. A very good skill, and something you want maxed out eventually. If not one of the first skills you max out.







Putting a single point into Attack Order unlocks these skills. They act like the elemental oils in that they imbue a person's regular attacks with a specific element, but these skills also increase that character's resistance to the specified element. They provide a 10% resistance at level 1 and a 50% resistance at level 5. I don't find these useful because regular attacks are awful in the EO series, and there's a much better way to defend against elemental attacks.



Lullaby now has a 40% chance to put enemies to sleep. Now there's some more stuff to do on the Sea, so let's go do that.





The other ship has noticed you as well, and one of the sailors waves as you approach.



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. As a gesture of friendship, let me give you this parchment. It’s old and has some value.

The sailor tosses a scroll over to you, and you easily catch it.



I graciously accept your gift!

Right, let’s get down to business. I need some Topaz at the moment. Got any to spare?



Unfortunately, I don't. If I did, he would have given us an item like a Medica, or even a stat book. The items differ from ship to ship.

I'm sorry, but we don't have any of those right now.

Don’t want to trade, eh? No worries. Let’s do business next time, then.

The sailor returns to his cabin and sets sail for the next trading post on his itinerary.







Let's see what this says.









This day seems to be hotter than usual.

You said it! I'm roasting in this weather.

Burned and weary, you can’t bear the thought of wearing your armor any longer. As you despondently gaze upon the beautiful blue waters, one word pops into your mind... Swimming! Luckily, the sea is calm, making this the perfect time for a dip! Any potential dangers lurking beneath the surface cannot hold back the temptation... You can choose to enjoy a swim in the water, or hold out and continue, avoiding any threat.



Woo hoo! Let's go swimming! Cannonball!

You decide that everyone needs a break once in a while and strip off your armor. The cold seawater feels good on your burnt skin, and the brightly-colored fish cheer your spirits. For a brief moment, you are able to forget your troubles and duties, and simply relax.

I think that's enough swimming for now. Everyone, back to the Tug Life!

Pfft, who's responsible for that name? Hey, where's Fang?

But, when the party returns to the ship refreshed, you notice Fang has yet to return... You all begin searching the area and see the lifeless body of Fang floating face-up!

Hurry and take him back to the ship!

Bring him here, I know how to resuscitate him!

You hurry to bring Fang back aboard the ship, where Asteria performs CPR!

AUGH! MY LEGS!

Kid, you gotta stretch before you start swimming or you'll get muscle cramps.

It seems Fang was foolish enough to jump in without warming up and got a cramp. You all vow to stretch before you go swimming next time, and return to your voyage.

There's a couple of spots where you can opt to go swimming if it's daytime. If you accept, you'll get an item most of the time. However in this case, you have a 70% chance of having someone get a cramp instead. Oddly enough, this is the only diving event you can actually fail.









No favor is too small for us! What is your request?

You must have had difficulties opening a route here, what with the eddies, reefs, and pirates. The other day, a merchant ship loaded with Black Pepper crashed on a reef to the east. According to one of the ship’s survivors, the merchandise is likely to be intact. ...I can see you know what I’m going to ask. We want you to find and recover the Black Pepper.

You suddenly recall the crates of Black Pepper that you salvaged from the ocean. You ask the soldier to wait here and bring the crates from your ship.

Ah, no worries. We've already found the Black Pepper. We'd be happy to give it to you.

You already found it and brought it here!? ...Please, accept these as your reward.

The soldier hands you a silver coin and an old book. He then disappears into the mass of people in the city, likely to report this to the mayor.





You nod with satisfaction, and prepare to set sail with your spirits high.









Ooh, a sea dragon! I wonder if it'll be a good friend.

If that thing really exists, I'm sure it'll give us a good tussle!

There's one last thing left for us to find.



Fortunately, despite some of the other events requiring you to roll for a 20% chance to trigger them again, this isn't one of those events and you can attempt this as many times as you want easily.

Whew! That was a refreshing swim, wouldn't you say?

Erm. We appear to be short one person. Again.

Great, did Fang get another cramp?

Nope! I stretched this time!

Then who-wait, where's Alice?



You all begin searching the area and see Alice pop out from the below holding something.

Sorry, everyone. I tried to come back as fast as I could, but I saw this stone tangled in the seaweed, and it took me a while to get it out!

Hmm, I wonder if this rock is some sort of rare artifact. In any case, excellent job, Alice!

My sediments exactly!

...That was dumb.

Bah, everyone's a critic.

Alice excitedly shows you a black stone tile made of an unknown material. There are characters engraved on it, but you do not understand the language they are in. However, you recognize this as a rare find, and carefully wrap it in a cloth to take with you.









How about we just get back to exploring the Labyrinth?

Agreed.

Okay.

There's nothing more for us left on the ocean, so let's go back to the Labyrinth.



First things first, unfinished business. Also, because Alice now has POWER, I placed her at the front.

Wh-Why do I need to be at the front!?

Come on Alice. You need to learn how to fight. Farming for materials is fine, but we can do that on our own time. If you're gonna explore with us, you need to learn how to defend yourself. Now ATTACK!

















I've already made a huge mistake here. Can you figure out what it is?







Oh, so this the part where I tell everyone to SEVER THAT HIPPO'S HEAD AND BRING IT TO ME!

Um, something like that I guess.





The mistake was using Lullaby. Trying to use that skill was a mistake for several reasons.







AAAHHHH!

Big mistake.

For one thing, Alice could have easily shrugged that off if she weren't asleep.





I'll make you wish you never did that.





Go Mr. Butterfly! Go!









Here's another reason using Lullaby was a mistake. Even if Alice stayed alive, Rose wouldn't have been able to initiate this Limit because Alice was asleep. If you can't control that party member, then they can't use the Limit.



I don't know if I can do this.

Come on, Alice. You can't let a little failure put you down.









MR. BUTTERFLY! NOOOO!



Whenever a summon dies, they immediately disappear.









I guess the good do die young...

Unfortunately, I'm out of Nectars at this point.







Yes, vomit out every last one of your insides! That's what you get for what you did to poor Alice!

Calm down, "your highness." She's not dead.



Eventually it goes down. Unfortunately, since Alice died, the party doesn't get Earth's Bounty exp bonus.



The Hippo Tusk unlocked this item. It provides a 10% boost to hit chance. I could buy this for Rose, but it's a little too pricey for me right now.





Has the Senatus given their approval?

Indeed! We have taken up the mission to slay this, “Narmer.”

Very well. You are free to proceed if you wish.

The young man stands to one side and throws you some medicine, calling it a parting gift.



Narmer... In the ancient tongue, it means ’raging catfish.’ Do not fight it in anything but peak condition.

The young man steps aside, clearing the way.

May you live long enough for our paths to cross again. Goodbye.



You take his words to heart before going your own way.

Sounds like a fierce little monster. I'm getting all fired up already! Ooh, I'm getting too excited.







Think I'll take it out on that thing over there!

A deer? Are you sure about this? And didn't one of the bar patrons warn us about those?

A mere deer won't be enough to stop us! Let's raise our blades with pride, and strike that deer down!






Furyhorn
Behavior: Patrols a set path.
Aggressive: No
Level: 14
HP: 784
STR: 17
TEC: 18
VIT: 17
AGI: 22
LUC: 17
Attack Type: Pierce
Exp: 2364
Item Drops:
-Drop 1: Deer Skin - 75% Drop Rate. 1 needed for Barbute (Helm. Must be restocked.)
--Extremely durable fur with a rough texture.
-Drop 2: N/A
-Gold: N/A
Description: A vicious deer with immense horns. It strikes fear into explorers with its cry before attacking.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 150%
Ailment Resistances: Sleep: 10% Confusion: 0% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 150% Arm: 150% Leg: 150%
Other Resistances: Death: 10% Petrification: 10% Stun: 50%

Skills:

Muddle Roar: Uses the Head. Has a 70% chance to inflict Confusion on one row. Has an action speed modifier of +5.

Ah, the Furyhorn. Probably one of the first things that come to mind if you talk to EO players about FOEs. They're usually one of the first FOEs you come across in an EO game, and if you try to take them on, you'll either have some dead party members or a game over if you're stupid enough to keep fighting after it killed some people.

How the mighty have fallen. Furyhorns are pathetic in this game. They only have one remotely threatening move, and no damage skills. While Muddle Roar inflicts Confusion, it only affects the front row, and thanks to how ailments work in this game, you cane easily outlast the Furyhorn if you had to. It's also weak to every single bind, so that's an easy way to shut it down. As a kicker, its regular attacks deal a pathetic amount of damage, and by this point, you probably have the tools needed to take one down.

You may have noticed a bit of a common trend with the FOEs you've seen so far if you've been reading the stat blocks. Namely how they're weak to one particular type of disable, but nearly immune to every other. It's a bit of a weird design decision they decided to pull with FOEs in this game. And one that doesn't really work because there's no indication that they've pulled such a design decision in the first place, and that you can't actually see resistances to disables in this game. It's basically a guessing game on what disable you have to make use of to get an advantage, and a guessing game several people playing this game had no idea even existed.














Standard opening tactics, except this time I don't have Alice use Lullaby.







BOW BEFORE ME, PEASANTS!

Oh god. Where am I? Did that tree just move?

Oh! What a cute little deer! I think I'll pet it.





QUIT YOUR SNIVELING AND SHAKING, AND GET BACK TO WORK!





There there little deer. I think I'll pet you some more.







Ummmm... I guess they're having fun?

Oyy... It looks like I'll have to conduct this battle.

Look at that damage. And Singularity isn't maxed out yet. But when it is...



S-St-Stay away from me, or I'll cut cut cut you down!

I should note that Alice's damage is on par with Rose's regular attacks, so there is a reason I stuck her in the front.





Seriously, that is just pathetic. Even Alice could survive that.









The only danger in this fight is your own party members. And even that won't be a factor after the front row gets confused 4 times.



Are you sure this will help?

The sooner we're all out of danger, the sooner they'll stop roughhousing with each other.



And now I'm having EO1 flashbacks.





You really shouldn't have any trouble with these FOEs.



C5 Take Point:
Small Flower: 50% Gather Rate.
Anra Fruit: 50% Gather Rate.
Hibiscus: Rare.
Common Gather Periods: 2 to 10.
Rare Gather Periods: 0 to 4.

Now the first three floors of a Stratum will contain two of one type of gathering point, but the 4th floor will contain all three kinds of gathering points.

Also note the fact that Rare Gather Periods can start from 0. That means that it's possible to immediately get into a battle upon the first instance of being asked to gather during those periods, and not get any rare item at all. From here on out, nearly every single item point features Rare Gathering Periods like that, with only a few letting you grab 1 rare item safely.







Devilfish
Level: 11
HP: 151
STR: 14
TEC: 16
VIT: 8
AGI: 17
LUC: 10
Attack Type: Slash
Exp: 241
Item Drops:
-Drop 1: Tough Tooth - 35% Drop Rate. 1 needed for Repeater Bow (Crossbow.) 4 needed for Crushing Club (Club.)
--Sturdy tooth that can be used in various ways.
-Drop 2: N/A
-Gold: Violet Comb - Kill with Fire. 80% Drop Rate. 1 needed for Fortune Book (Tome.)
--Cockscomb that sends a signal to its comrades.
Description: A fish with a distinct purple body, and sharp teeth that calls for aid by vibrating its crest.
Damage Resistances: Slash: 100% Strike: 125% Pierce: 100% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 50% Curse: 100% Paralysis: 150%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Sharp Fang: Uses the Head. Deals 130% STR-based Slash damage to one party member. Has a hit rate of 99%. Has an action speed of -5.
Ferocious Fish: Co-op skill. Requires 1 Devilfish and 2 Fanged Fish. Uses the Head. Deals 200% STR-based Slash damage to the entire party. Has a hit rate of 90%. Has an action speed modifier of -5.

Devilfish are stronger versions of Fanged Fish with new tricks up their sleeves.





Like the Titan Arums, they can summon helpers.





They can perform a nasty attack with the Fanged Fish.





I... think I'm getting the hang of this? How did I do?

You didn't have to hit it so hard.

You're doing just fine Alice. Just fine.

Indeed! You're making quite the admirable effort!

Of course, if you kill off one of the Fanged Fish, you'll cancel the co-op attack entirely.



They're not super tough, but something to watch out for.



The stream is deeper than it looks and its current is swift. There’s no guarantee you can get the gem. Then again, would it really be so harmful to try...?



Ooh, I wonder if I can reach tha-OW!

Susan reaches into the brook to grab the gem, but pulls back out after crying out in pain!



A school of carnivorous fish leap from the stream as if following Susan’s arm upwards!

You know, putting my arm into a place where carnivorous fish live was a terrible idea.

You think?

You curse yourself for forgetting that many dangerous, bloodthirsty fish call these waters home! You must collect yourself and put down the carnivorous fish who snap at you with bared fangs!





This fight would be threatening if they actually started out using Ferocious Fish. Which they fortunately can't, as their AI prevents them from doing so. Some enemies hold back and won't use their most powerful skills if you get blindsided in order to avoid starting you off with a huge disadvantage, or to avoid giving you an instant game over.



They didn't so they died.




Great Anaconda
Level: 13
HP: 296
STR: 16
TEC: 11
VIT: 13
AGI: 14
LUC: 14
Attack Type: Strike
Exp: 777
Item Drops:
-Drop 1: Purple Scale - 45% Drop Rate. 1 needed for Knowledge Book (Tome), Aim Goggles (Accessory), and Boldrons (Gloves.) 3 needed for Puple Leggings (Boots.) 5 needed for Lorica Squamata (Heavy Armor.)
--Its purple coloring comes from its lethal, toxic sap.
-Drop 2: N/A
-Gold: Sharp Fang - Don't kill with physical attacks. 90% Drop Rate. 1 needed for Ahtlatl (Crossbow.)
--Fang that kills its prey instantly to prevent escape.
Description: A snake that has evolved to catch its prey without fail, using its fangs and claws.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 150% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 150% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 25% Leg: 25%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Choke: Uses the Legs. Deals 150% STR-based Strike damage to one party member, and has a 70% chance to inflict Arm Bind. Has a hit rate of 90%. Has an action speed modifier of -5.

If you don't have a Zodiac in the party, these enemies will make you wish you did. They hit fairly hard, and take a while to kill. They're the strongest encounter on the 4th floor, but they can only attack a single target. At this point, you should have the tools to deal with them, and they're not that tough. They just tend to make fights last long.













GAH! Can't breathe... or move...

And Arm binds will make the fight last even longer. Arm binds have the side effect of halving any damage output from STR-based attacks. On the plus side, Alice is my strongest physical damage dealer when it comes to regular attacks, so I do have a backup fighter. Also her absurd amount of LUC has her proc a ton of crits.



In the end, it goes down without much fuss.



Singularity now provides a 40% damage boost when striking a weakness.





Nectar IIs are stronger versions of Nectars and will revive an ally with 100 HP.





Attack Order now provides a 22% boost to physical damage.



Another moon door we can't open for now.



B3 Mine Point:
Topaz: 30% Gather Rate.
Phonolite: 70% Gather Rate.
Chalcophyllite: Rare.
Common Gather Periods: 1 to 8.
Rare Gather Periods: 0 to 3.



And here's the last of the new enemies for this floor.


Starry Slug
Level: 12
HP: 172
STR: 9
TEC: 14
VIT: 12
AGI: 10
LUC: 17
Attack Type: Pierce
Exp: 258
Item Drops:
-Drop 1: Tough Feeler - 35% Drop Rate. 1 needed for Eared Dagger (Knife) and Ga-dearg (Spear. Must be restocked.) 5 needed for Pike (Spear.) 6 needed for Guard Vest (Light Armor) and Ice Charm (Accessory.)
--Feeler textured with horn-like protrusions.
-Drop 2: N/A
-Gold: Starry Case - Kill with Volt. 80% Drop Rate. 1 needed for Leaf Blazer (Clothes.) 2 needed for Cutlass (Sword.)
--Exoskeleton that glitters when light is shined onto it.
Description: Harmless though it may seem, when in danger it defends itself by harnessing the elements.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 150% Ice: 50% Volt: 200%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 0% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Membrane: Uses the Head. Increases the user's physical defenses by 60% for 3 turns. Has an action speed modifier of +0.
Icicle: Uses the Head. Deals 90% TEC-based Ice damage to one party member. Has a hit rate of 99%. Has an action speed modifier of -5.

Do you have a Zodiac? No? Too bad! These are basically a stronger version of Scylla Crabs with how they act. If you don't have a Zodiac, they'll take a while to go down.









AHAHAHAHAHAHA!



Of course, if you do have a Zodiac, they're very easy to deal with.



Um, I don't think we have any more room for this. Our pack's overflowing.

Hmm, looks like we'll have to throw some stuff out.

Then let us get rid of some rubbish! We don't need this, nor this, we don't need this many of that, oh we really don't need this bit of junk-

No, wait! We still need those supplies!

You have a limited inventory in the EO games. If you go over the limit, you'll be forced to throw some items out. If this happens, it's usually a sign that you should go back since you've been in the Labyrinth long enough. Or you over-prepared and brought too many supplies.



And now we have a quick way back here. At this point I went back and sold most of my stuff to unlock new equipment.





Adds on 20% Volt damage to regular attacks. Probably a better fit for Wildlings since Hoplites aren't great attackers.







+4 LUC is a very potent boost at this point in the game, and can be a very handy weapon for dedicated inflictors.



+1 TEC and +5% more TP. Utterly outclassed by Pollux's Records, which you should have very easy access to at this point. Though I suppose it's a nice upgrade if you've been ignoring the sea entirely.





Provides a +9% boost to hit chances. Not something I would pick up now, but it can be a handy accessory when accuracy starts mattering more down the line.

Overall, nothing really interesting. I restock and upgrade as necessary.




After spending a while on the 4th floor, this quest unlocks. You really want to make sure to do this one.

I like the sound of “Fish Extermination Day.” What do have to do for this?

Oh, you are accepting this request? This is a tricky one. The Fish Extermination is a traditional event in Armoroad. This is your first time, yes? If the Fanged Fish and the Devilfish are left alone on B4F, they breed very quickly. So, the Senatus created the Armoroad Fish Extermination Day to wipe those pests out. The guild that defeats the most fish will get an extra reward! If you want to be coming in first place, you have no time for wasting!









This should scare the meanies away.

I have Fang learn Primal Drums, which is one of the best support skills in the game. What it does is it lowers all enemies' physical defenses by a certain amount, in this case 10%. Essentially this skill is an attack buff for your party, without eating up a buff slot. You're only allowed to have 3 different buffs and debuffs in the EO series before they start getting overwritten. I should probably note that defense debuffs do not get directly applied to damage resistances in this game, unlike EO1 and 2, so you can't use them to activate Singularity. (This was a trick you could pull off in EO2 with the Alchemist's Analysis passive.) It's a great skill and gives the Wildling some utility outside of inflicting ailments. Especially since defensive debuffs are very rare in EO3. A shame that it's only available for that class...





Nothing too exciting for Rose, but there is a skill I'm working towards.





Lullaby now has a 45% chance to inflict Sleep.





Now I'll show off what this guard gives you if you give him a Sharp Tooth or a Purple Scale. The dialogue is mostly the same and uninteresting.







Yeah, it's really not worth trading with him.



Now back on the 3rd flo-hey, what's that?



Another FOE?

This one seems pretty different. It doesn't look to be hostile.

I think it's afraid of us.

It... IT'S SO ADORABLE! I simply must have a closer look!

SHINY! MUST KILL!





Oh! Didn't that scholar in the bar tell us about these?

They said something about obtaining good fortune after finding such a creature.

But how do we obtain such fortune?

My guess? It's an FOE, so we'll have to do it the old fashioned way! Beating the fluff out of it!


Pasaran
Level: 15
HP: 120
STR: 10
TEC: 16
VIT: 16
AGI: 22
LUC: 23
Attack Type: Strike
Exp: 5000
Item Drops: N/A
Description: A fluffy monster that brings good fortune. It is so light that winds quickly blow it away.
Damage Resistances: Slash: 25% Strike: 25% Pierce: 25% Fire: 25% Ice: 25% Volt: 25% Almighty: 25%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 50% Arm: 50% Leg: 150%
Other Resistances: Death: LR - 30% Petrification: LR - 50% Stun: 10%

Skills:

Escape: Uses the Legs. The Pasaran flees from battle, denying you exp and disappears from the map. Has an action speed modifier of -3.

Pasarans are very special FOEs. One of the bar NPCs mentioned that they appear after camping, which is true, but they also have a chance of appearing any time you walk around in certain areas after mapping parts of the floor enough. They appear on set tiles and then try to run away from you. They only move once every 4 turns, but they can move over any tile and can phase through walls. If they reach the edge of the map, they'll disappear until the next one spawns. Which they'll also beeline towards after being on the map for too long. So if your plan your movements carefully.

Anyways, even if you do catch up to them, they're a pain to actually kill. If you've played the Dragon Quest games, you know what Metal Slimes are, right? Pasarans are basically those things, rare enemies that are a pain to kill because they try to run away or something, but give out a massive reward.










If you run into the back of an FOE, you'll get a preemptive strike. The same goes for them, if they run into your back, your party will be blindsided. Now if you don't get a preemptive strike, you can run away to get behind them. Pasarans only disappear from the map when they run away.



Here we go!



Prepare to strike!





My tool just bounced right off!





...That fluffball is a lot less inflammable than I thought.

Pasarans have a 25% resistance to all damage types, including Almighty. So it can take a while to kill them, but they have a bad habit of trying to run away. The best way to kill them? Either use Leg binds to stop them from running away, since they're very weak to them. Or...



Maybe this will help?



Heh, let's get pumped!







Wow, for being so soft and fluffy, it sure could take a lot of punishment!

Charge up a Limit and let loose. That does a lot of damage and Limit skills never miss.



Good fortune indeed! Such a bounty should help us advance our skills!

Ha! That thing was a really good punching bag!

That made for some fantastic training! We'll have to keep an eye for more of those creatures!

Now Pasarans actually reside in all Strata, but they get stronger and have more nasty tricks up their sleeves the further you progress, but they give out more exp as you get into the later Strata. They are also the only enemies in the game that actually resist Almighty damage, so that's something to keep in mind.





Are you from Tidehunt?

Indeed!

Well met. The woman from the Butterfly Bistro spoke of you. "The Senatus has issued this request to all the adventurers visiting the kingdom’s bars. We would like you to defeat as many Fanged Fish and Devilfish on this floor as you can. In order to encourage you to do so, we have implemented a ranking system. A guild’s rank is determined by the total number of these pests that are defeated. Last time, the Amoro Hunting Group won by defeating 50 fish. Consider that while you fight.



Your score will not be considered until you defeat at least 15 of these pests. If you leave before defeating 15, you will have to accept the quest from the bar again. That concludes my explanation. If you have no further questions, we would like to begin. Ready?



Oh I'm ready to slice up some fish. Let's go!

I will be looking forward to seeing how Tidehunt performs in the rankings. Now, go!

The guard gives you an encouraging smile and directs you to proceed into the forest.

So this is a killing contest quest. These are the only kinds of quests that can actually be failed. If that happens, you need to hand in your quest report early and then accept it again. In order to get 1st place, you need to kill 50 or more fish. You should absolutely try for 1st place since the prize is a really good one, and helps with the upcoming fight with Narmer.

If we're going to be fighting a lot of fish, maybe we should look near the rivers.



Try to get into encounters around river tiles, since that's the best place to look for Devilfish.



Now there's a little trick you can do to make this go by faster.



If that group is in this contest again this year, then they'll probably try to match their score again. The guard said it was 50 fish, right?

50 fish... Oh goodness, how are we going to kill that many? Searching for them was already kind of a hassle.

Hmm, instead of hunting them down, why not let them come to us?

First, kill off every enemy except for any Devilfish.





After all, they call for their brethren to assist them!

And then have the Devilfish keep summoning Fanged Fish so you can kill them to rack up your score. Unfortunately, you can't do this forever.



I think it caught onto what we're doing. It doesn't look like it wants to call in anymore friends.

Eventually the Devilfish will stop summoning allies. This can happen at any point, even early on if you're unlucky. When the Devilfish is able to cast Ferocious Fish, which is whenever there are at least 2 Fanged Fishes in the battle, it'll have a 79% chance of casting Ferocious Fish and a 21% chance of using a regular attack. After casting Ferocious Fish, it'll be able to summon more Fanged Fish again. But if you kill off the Fanged Fish when it decides to use a regular attack, it won't be able to summon anymore of those enemies. You could let it cast Ferocious Fish successfully, and then kill off any Fanged Fish on the next turn. But it's unlikely your party can withstand that much raw damage for several turns in a row. So when the Devilfish does nothing but attack, just kill it.



You can only get a maximum of 8 drops out of a battle. Anymore items that drop after those initial 8 will be erased.



You count up your kills and realize that you have now defeated 15 fish. You can end this quest now, or continue exterminating the fish and strive for a higher score.

Fortunately, the game keeps a tally for you in these quests so you don't have to count the kills yourself.





Singularity now provides a 50% damage boost if you strike a weakness. So Asteria's Star attacks essentially deal 60% TEC damage if they hit a weakness.





...You think about the previous year’s winning tally that the guard mentioned earlier. You can end this quest now, or continue exterminating the fish and strive for a higher score.

The message you get for killing 30 fish.



There is no doubt in your mind that your guild will earn a high rank in the competition. You can end this quest now, or continue exterminating the fish and strive for a higher score.

40 fish.



You are utterly convinced that you have destroyed enough pests to win the competition! You should find a guard and tell him that you are done with this quest.

How many did we kill, cause I lost count.

I think we got enough to win that contest. I don't see anyone else fighting fish.

And the message for killing 50 fish. You're done at this point. But before I go back, I decide to explore a bit more.



A Furyhorn patrols this room.













It goes down easily, but not before Alice committed suicide.



Attack Order now boosts a row's physical damage output by 24%.



Leveling up Attack Order to 3 unlocked this skill which is really complicated to explain. I'll go more into detail about it later.





Leveling up Sword Mastery to 3 unlocked a skill I'll get for Rose later.



Lullaby now has a 50% chance to land.



Primal Drums reduces all enemies' physical defense by 15%.





Oh boy.



I'll show this off later, but this item is one of the best additions to the series. But don't waste this on the 1st boss. It is so not worth it.







The pack is close to bursting, so let's go back and see how we did in the contest.





Is everyone here? We will now announce the results of the Fish Extermination Competition!













If your guild ties with someone, you'll have priority over them since you're a newer guild.

That concludes that ranking announcement! The Senatus thanks you all for your hard work! Winning guilds, report back to the bar you accepted the quest at for your rewards. Dismissed!

Was there ever any doubt? Now let's get our prize!



Ah, hello! Is it truth that you earned the 1st place!? The city is in an uproar! The name of the Tidehunt Guild will be known all throughout Armoroad! Enjoy your new fame as master fish exterminators! Here is your reward, along with the prize money! Take it! Do not be shy!





Liar! There's no prize money! Ah well, the Amritas are actually a fantastic reward at these point. I'll say this right now, you want to save these for the boss. The amount of Amritas and the amount of exp you get depend on how many fish you killed. The rewards are as follows:

15 Fish: 1 Amrita, 700 exp per person.
30 Fish: 2 Amritas, 800 exp per person.
40 Fish: 3 Amritas, 900 exp per person.
50 Fish: 5 Amritas, 1000 exp per person.

And here's all of Missy's possible dialogue for when you turn in the report.

15 Fish:


Ah, you’re back! Well done! I see you were not in the top rankings... Well, there was much competition. So it goes. I think it is better to do what you feel you are capable of, and not take desperate measurings. That is, do not be greedy if you are unsure if you can succeed. Well, is all waterings under the britches now, yes? Here is your reward! Take it!

3rd place:

Ah, you’re back! Congratulation! You reached 3rd place, yes? Amazing work! Having the 3rd place team come from my bar will pick up my business surely! Fantastic! Your drinks are on me for today! Be drinking upwards! Oh, before I am forgetting... Here is your reward and prize money. You take it!

2nd place:

I am hearing the news already! Well done! Did you know that you earned 2nd place in the Fish Extermination Competition? You are sure to become famous here in Armoroad for your piscine-murdering abilities! What a happy day today is! Your drinks are on me today! Yes! Oh, I am almost forgetting. Before you start drinking, here is your reward! Take it!











Provides a 30% resistance to Paralysis. And that's all for the items I unlocked.

Next time: The Hunt for Narmer.