Toggle Background Color

Update 20: Ambushed

Oh god... No wonder no one could get past the 2nd Stratum all this time. I'm gonna be sick...





The nighttime splash screen for the 2nd Stratum.



Now back at this Abyssal Death.





Just do the same thing you did before, and use the room layout to walk around it.



It's still after us!

Blue flowers!



Hey, didn't one of the guys at the bar mention a hidden area with fossils near one of the crocs?

Yeah, they're all over the floor!

You notice several chalk-colored bone-like objects protruding from the ground. You think back to the request you took to search for fossils. This must be the place... Because the path was so hidden, it’s possible that nobody has found them after all this time. You decide to write down the details of this place and its exact location in your report. You have completed the request! Take your report back to the bar to turn it in.





Gives regular attacks an 18% chance to Blind. Meh.





And now there's a quick route to the stairs.



We're done with the 5th floor for now.





Just what is that?

It appears to be a current of some sort. Hmm, there's more of those around this area. I suspect that if we get caught up in one, we'll get swept away.

There is no telling what might be the cause, but air is flowing along the passages. It is clear that the current is very strong. If you step into it, you may be swept away. You must take the utmost caution around these currents...



We can't seem to swim against it.

Looks like we'll just have to go with the flow.

Currents will transport you in the direction they're flowing. You can't control your part members until you exit one. Also thanks to upgrades in the engine, the game no longer turns you in the direction you're supposed to go in before it forcibly moves you. I'll mark the direction they flow in with the arrow icons.







Why are there so many currents everywhere!?

You see, currents can be caused by-ACK!









Death to all starfish!


Blue Starfish
Level: 17
HP: 232
STR: 17
TEC: 21
VIT: 15
AGI: 17
LUC: 15
Attack Type: Pierce
Exp: 496
Item Drops:
-Drop 1: Blue Core - 35% Drop Rate. 1 needed for Do Sanga (Spear.) 3 needed for Star Bandana (Helm.)
--Mysterious starfish core that creates its own moisture.
-Drop 2: Blue Arm - 10% Drop Rate. 1 needed for Faussar (Sword), Aqua Mittens (Gloves), and Black Breaker (Club. Must be restocked.) 5 needed for Nightcap (Helm.) 6 needed for Brilliance Belt (Accessory.)
--Blue starfish arm that can shoot water from its glands.
-Gold: N/A
Description: A small starfish which uses jets of water for mobility and offense, making it highly agile.
Damage Resistances: Slash: 100% Strike: 150% Pierce: 100% Fire: 100% Ice: 50% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 150% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 150% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Aqua Shot: Uses the Head. Deals 50% TEC-based Ice damage to the entire party. Has a hit rate of 30%. Has an action speed modifier of -10.
Bloody Supper: ???

Blue Starfishes are slightly stronger versions of Red Starfishes. They hit a bit harder, but they're pretty hesitant to use their Aqua Shot skill, as their AI will prevent them from casting it if another Blue Starfish in the battle already cast it. And even if they do use it, chances are that it'll miss most of your party. They're just a minor nuisance.







How's that hole in your head working out for you? Huh? Huh?





That's Mr. Elephant telling you to go away.



Dropping an elephant on them is still an effective strategy.



Another current.



And right here I made a huge mistake, I accidentally walked into an FOE. With 2 more behind it!






Sea Wanderer
Behavior: Patrols a set path. Aggressive ones will chase after the party until they get out of range.
Aggressive: No*
Level: 26
HP: 2720
STR: 27
TEC: 28
VIT: 19
AGI: 24
LUC: 28
Attack Type: Strike
Exp: 4950
Item Drops:
-Drop 1: Depth Scale - 80% Drop Rate. 1 needed for Cinquedea (Knife.)
--Ancient fish scale engraved with cursed patterns.
-Drop 2: N/A
-Gold: N/A
Description: A gigantic fish that has lived in the abyss since ancient times, luring many to their demise.
Damage Resistances: Slash: 150% Strike: 150% Pierce: 150% Fire: 150% Ice: 150% Volt: 150%
Ailment Resistances: Sleep: 0% Confusion: 0% Plague: 0% Poison: 0% Blind: 0% Curse: 0% Paralysis: 0%
Bind Resistances: Head: 0% Arm: 0% Leg: 0%
Other Resistances: Death: 0% Petrification: 0% Stun: 50%

*Most, but not all.

Skills:

Ancient Curse: Uses the Head. Has a 50% chance to inflict Curse on the entire party. Has an action speed modifier of +5.
Lullaby of Rest: Uses the Head. Has a 30% chance to inflict Sleep on the entire party. Has an action speed modifier of -5.

Sea Wanderers travel in groups, so if you want engage them, fight the last one. At that point, you have a time limit of sorts before the others start joining in. Anyways, Sea Wanderers take more damage from all damage types in exchange for being immune to every single ailment except for Stun. This isn't a completely good thing, they have more HP to compensate for that. If you're wondering why they were designed like that, they're a type of enemy that I like to call HP sponges. They have inflated HP values, but are usually weak to all damage types, so they take around the same amount of time to kill as the other enemies in the area.

But the enemies that are designed this way usually have access to the Curse Ailment. What Curse does is that anyone who is inflicted with this will take half of the damage they deal for every attack they dish out. It's not that useful for the players, since the EO series follows the JRPG rule of enemies not doing as much damage to the player, while the players do more damage than the enemy. But if your party is inflicted with it, it can be a nightmare to deal with. If an attack deals over a 1000 points of damage, bam, they're dead. And this kicks in for every attack, so AOEs can also end up killing the user. And considering that Sea Wanderers take more damage than usual, it's very easy for your party to accidentally kill themselves in the middle of a turn. However, Curse will never activate if the attack ends up killing someone. So don't think about sending in someone to use Curse, and have a bunch of weak party members for the enemy to kill. At any rate, Sea Wanderers aren't too bad if you can kill them fast enough. Plus after 4 inflictions of Curse and Sleep, they can't do much to you.




RUN!

But my party isn't strong enough to take them on, not to mention I ran into the one in the front, so the other two would have joined the fight.





Here's their patrol path. Sea Wanderers usually move around in a circle, so just trail behind them. Just try not to stay in front of them if you can help it.



Ugh, if only we had Alice with us.

You know, we could do this ourselves.

And sully my hands with foreign plant life? No thank you.

It's not just about harvesting plants. It's knowing which ones are usable, and not damaging them in the process. The same thing goes for chopping and mining.

I guess if you say so.

B1 Take Point:
Green Algae: 50% Gather Rate. 1 needed for Amrita (Item. Must be restocked.)
-Highly nutritious, green seaweed.
Sea Grapes: 50% Gather Rate. 1 needed for Guard Sole (Item. Must be restocked.)
-Rare seaweed with a pleasant texture.
Hibiscus: Rare. 1 needed for Fire Jar, Ice Jar, and Volt Jar (Item. Must be restocked.)
-Flower of a succulent plant that stores water.
Common Gather Periods: 2 to 12.
Rare Gather Periods: 0 to 4.

This is an important Take Point since you can get Amritas here. I highly suggest stocking up on them, since they can make Labyrinth trips last a lot longer.





Uh, any ideas on how to get to that treasure?

There is no way we can fight the current for long enough to open it.

Hmph. If only these wretched, if amusing, currents didn't exist.

Unfortunately there's no other way to the chest, so it can't be opened.







A campsite if you need one.



It looks old, but it is polished and you can see modest offerings at its feet. You could follow the lead of the explorers that have come before you and pray to the statue...



Pray to the statue:

Please keep us safe on our journey.

You decide to pray for success in your journey and for the safety of your comrades. You feel a little calmer afterward and decide to renew your efforts in challenging the Labyrinth.

Take the offerings:

Hey, what's all this? Ooh, lots of treasure!

Fang, no!

You look around first to make sure no one is watching, then grab the offerings at the statue’s base!



You have performed a very dishonorable act! Who knows what divine wrath may come upon us now!?

But the moment you turn your back to return the way you came...





Ow.

Um. W-We should still probably leave. Before anything worse happens.

Could it be the statue’s curse...? Suddenly scared, you decide to flee this place.

If you try to take the offering again:

I don't wanna get hit on the head again.

Or worse. Let's get away from this place, kid. Unless you want to piss of a statue even more.

You learned your lesson the hard way the last time you attempted this villainy! Fearing something even worse may happen this time, you decide to leave quickly.

Leave quietly:

Hmph, ridiculous. We need to get through the Labyrinth ourselves. Not pray to some statue for help.

An explorer’s success, you reason, is earned, not given. This decided, you turn away from the statue and go back the way you came.

I went back to town since I realized that I was on a new floor, and new dialogue and quests are available for us in town.





I heard it’s a dangerous place and they only let a few really good explorers in. If it’s that dangerous, take care of yourself, okay?

Your concern is appreciated, little... boy. That's the boy, right?

Yes.





Take my advice: explorers should spend their money on weapons and armor. What else is it for? The surest way for explorers to enhance their longevity is to shop at Napier’s Firm.

Is your mind only focused on money?

Shut up and buy something.







Provides a 5% TP boost. Meh.



We'll pass. I am thirsty. I wonder if the bar serves any milk?







Y-Yes ma'am! I see I will have to get my refreshments elsewhere.

Heh, my kind of woman. I'm down for a drink!

Psst! Akatsuki! Ask for a smoothie instead! That tends to go better with her.

I see. Thank for the advice, Miss Faye.



Yo, how’re ya doing? Today, I’m wanting something sweet.



Here's something refreshing!

...Ahhhh! Truly one of nature’s blessings!



No no no. Um, could I get one of those? Thanks! Here you go.

That sweet taste is like heaven... You might not know it to look at me, but I’ve got a sweet tooth. This one’s kinda obscure. Don’t get me wrong, it’s worth a bundle, but... Well, have a look. This is a Thick Throat. Don’t ask me what it’s for, because to tell the truth, I have no idea! But here, see... Feel the texture? Anyone who touches it falls for its distinct charm. Ya can get it by zorching a Koolasuchus with a volt attack. Hope ya pull it off! Oh... and this is just between us. Don’t tell anyone else!



I quite like this one myself.

Hey, my favorite! That slight tang of salt just does more to bring out the sweetness. Ahhh... That taste is good enough to make me forget all about stuff like treasure.

Really?

...Yeah, right! Heheheh! Take a look at this! It’s an unblemished Great Hermit shell! They call these Flawless Shells on the market, and they go for a pretty penny. Getting it is simple! All ya gotta do is not put any scratches on it. That means no swords! But that’s my little secret, okay? Don’t tell anyone!

I can see I'll have to pull my weight yet again in harvesting these.



Ah, it’s you. Run up against any Great Hermits yet? Their behavioral patterns are very interesting. They’re altruistic... They protect their fellow beasts. They use their hard shells to shield other monsters. I bet it’d be a real pain for you. But just put it to sleep or use volt attacks on it and watch your problems disappear. Tch, even monsters know to look out for each other. But humans... Oh, never mind me. Hahaha!



Time to turn in that fossil quest.

Hello again! Were you able to find any fossils?

Yep. We found them right here.

...Ah, so they were deep inside a hidden passage! I am surprised that something so old could exist! History is exciting, is it not? Well, all right, thank you for your report. Here is the reward for you! I hope we can work together again soon. Stay safe!







Meh.



Monarch March now heals 5 HP per step. And now is when I stop leveling up this skill, since this will be enough out of battle healing for the rest of the game.



Wild Mastery now gives a 12% bonus chance for ailments to land. I'm maxing this skill out now, since the bonus chance ignores resistances. Against things that matter, a guaranteed 15% chance for an ailment to land can be very helpful.



We wish to do this one.

Taking on this request, are you? It was posted by a local clinic. Are you knowing about Thick Throats? When ground into powder, they make cough medicine. I hate the taste, because it is so, so bitter... But it is so, so effective, too! It must be rare, though, because I am hearing that it is difficult to obtain. You see, you can only get Thick Throats by killing a Koolasuchus with a volt attack! I am wishing you much luck! Go get them, explorers!

...That sure was a good use of our money back there.

It's not really a big deal. Not like we paid a fortune for that desert.



Uh, a statue?

Ahahaha. Looks like you got some apologizing to do.

You’re accepting this request? An adventurer in the hospital named Swallow put it up. To hear her tell it, she was on the verge of death on B6F, but woke up in front of a clinic. Swallow was muttering about some magic statue that saved her...

Huh.

Crazy, I know! It seems she was always going down there and polishing the statue. Anyway, she wants someone to go to B6F, tell it she’s safe, and offer some kind of gift to it. Crazy or not, that’s the job. Get going!













Very good advice for playing any Etrian Odyssey game.





Even skilled adventurers can’t do much from a ship’s distance away.

Unfortunately, not something that we can do until we liberate Tortuga Island.





Ahh... It reminds me of 70 years ago, when I was a sweet young thing in the prime of her life. A travelling guild like you came here out of the blue and reached the Second Stratum in no time!

So what happened to them?

Hm? What became of them? Oh, they were annihilated just afterward. That’s the Labyrinth for you.



It swallows up the strong and the weak alike... So be careful you don’t share their fate!

And now, back to the Labyrinth.





PASARAN!





NOOOOOOOOO! Hopefully I can find another one. Pasaran hunting is a pain.



At least I got a level up.



Eagle Eye now decreases an enemy's defense by 20%.





You will not stop my vengeance...







Etheric Charge now increases the damage of the next elemental attack by 300%, effectively increasing Asteria's damage per turn by 50%. On top of her other forms of damage output. Though Etheric Charge is a bit costly at this point.






Koolasuchus
Level: 19
HP: 256
STR: 21
TEC: 14
VIT: 17
AGI: 15
LUC: 18
Attack Type: Strike
Exp: 627
Item Drops:
-Drop 1: Salamander Lip - 35% Drop Rate. 1 needed for Frost Book (Tome.)
--Salamander's lips that are slimy, yet durable.
-Drop 2: N/A
-Gold: Thick Throat - Kill with Volt. 85% Drop Rate. 1 needed for Bolt Charm (Accessory.) 3 needed for Espada Ropera (Rapier), and Mist Robe (Clothes.) 1 needed for the quest Clinic's Request.
--Salamander throat with a multitude of uses.
Description: This monster's mouth has evolved to be able to catch what prey exists in the abyss.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 150% Fire: 100% Ice: 100% Volt: 50%
Ailment Resistances: Sleep: 50% Confusion: 100% Plague: 100% Poison: 100% Blind: 50% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Chomp: Uses the Head. Deals 150% STR-based Strike damage to one party member. Has a hit rate of 99%. Has an action speed modifier of -5.

Trash mob. Kill and move on.











I think I broke everything. Again.

Remember, finish it off with a good ZAP!

On it!



Sorry, but you did good anyway!

Stop cheering on the enemy!

I think it's adorable. It's not like he's actively helping them out.







The last of the new enemies on this floor, and one that can be a pain to deal with if your party isn't set up right.


Great Hermit
Level: 18
HP: 244
STR: 16
TEC: 16
VIT: 20
AGI: 13
LUC: 17
Attack Type: Slash
Exp: 598
Item Drops:
-Drop 1: Shell Piece - 30% Drop Rate. 1 needed for Kazak (Clothes.) 2 needed for Spatha (Knife.) 6 needed for Pole Stone (Item.)
--Piece of shattered outer shell.
-Drop 2: Small Flower - 20% Drop Rate. See 1st Stratum Take Point info for more details.
-Gold: Flawless Shell - Don't kill with physical attacks. 80% Drop Rate. 1 needed for Sarissa (Spear.)
--Great Hermit's outer shell with no damage whatsoever.
Description: This crab's shell shields it from the pressure of the abyss, as well as from any attackers.
Damage Resistances: Slash: 75% Strike: 100% Pierce: 75% Fire: 100% Ice: 100% Volt: 150%
Ailment Resistances: Sleep: 150% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Shell: Uses the Head. Increases the user's physical defenses by 60% for 3 turns. Has an action speed modifier of -5.
Cover: Does not use a body part. Protects an ally and takes damage in their place. Has an action speed modifier of +20.

Great Hermits can be very annoying to deal with if you don't have elemental attacks. They're not dangerous, so they're unlikely to be a priority target. But they can protect other enemies and take damage in their place, forcing you to waste time taking them out first. Not to mention that they can make themselves take a lot less damage from physical attacks for extra annoyance.









Oh, like that will help you. Ha ha haaaa!



If you have access to Volt attacks, they're just a minor nuisance.





Izuna deals 194% damage and has a 37% chance to inflict Petrification.



You recall the quest you undertook... This must be the statue Swallow was "saved" by. You can do as requested and inform the statue of Swallow’s safety and offer it gifts.



No:

I don't feel comfortable being heeeeEEEEERE!

Are you okay!?

You decide that you have no time to waste on a dirty old statue. As you turn and leave, Fang trips over a rock and falls to the ground! To make matters worse, Fang completely fails to recover and lands badly!

Fang loses 30 HP!

It's no biggie. Ha ha. Ow.

Looks like you're not getting out of this easily, kid.

Fang brushes the dirt off and tries to laugh it off. You should be more careful!

Yes:

There was a girl you saved, yes? Her name was Swallow, and she is doing well, thanks to you.

She sent us to give you this offering as thanks. Please accept it.

And I'm sorry about taking your stuff.

You talk to the statue, saying that Swallow is alive, and place the gifts at its feet. As you brush a bit of dirt off the statue’s face, its eyes begin to shine eerily! Despite its stern appearance, you can feel a warm light passing through your body...



You look at the statue with surprise, but nothing seems unusual about it any more. It could be your imagination... but the statue seems to be faintly smiling now. You give sincere thanks to the statue and decide to leave this place to report in.

It seems that all is forgiven.

I-I hope so.



C5 Take Point:
Green Algae: 60% Gather Rate.
Sea Grapes: 40% Gather Rate.
Hibiscus: Rare.
Common Gather Periods: 1 to 7.
Rare Gather Periods: 0 to 4.







Ah, Miss Olympia. It is also good to see you again.

The girl called Olympia addresses you cheerfully.

If you have come this far, you must be under orders to search for the Deep City, correct?

Yes, that is correct.

Olympia slowly looks around the forest.

To be honest, I’ve ventured through the Second Stratum a number of times already. I’ve found clues regarding the Deep City... but I had my own reasons for remaining silent. But you are trustworthy, and strong... Yes, I think I can share my clues with you.







Look there, and I’ll show you the clues I spoke of.





The path she is pointing to is a long, blue road that stretches as far as you can see.

Past this way are currents that seem to be vestiges of when this place was once submerged. I learned that a hidden stair is supposedly past those currents... One which leads to the Deep City.

Olympia then shakes her head.

But there are countless dangerous fish lurking in that passage that prevent anyone from getting there. I’ve asked a number of guilds to investigate... but none have returned.

The girl falls silent, waiting for the implications of her words to sink in.



I’m positive a way to the Deep City lies beyond there. I’d like to ask that you investigate.

Olympia’s expression is solemn. It seems she has told you all she knows. You don’t know whether to trust her words, but there are no paths other than to the east.



It is clear that she has nothing more to say. You decide to return to your explorations.



We can talk to Olympia again for more info.



There, you find her leaning by the trees, just as before. She is staring at the blue walls. This might be an opportunity to ask her once again about the road ahead...





Is there any more you can tell us about that path?

The girl smiles at you and nods her assent. As before, she points out the passage stretching east.

Past this way are currents that seem to be vestiges of when this place was once submerged. At the end of the currents is a school of ancient fish that will seek to bar your way. But if you can subdue them, then I believe you will find a hidden passage to the Deep City.

The girl looks furtively around and reminds you in whispered tones that this information is secret. You don’t know whether to trust her words, but there are no paths other than to the east.

I see. Thank you for the information. Looks like there's no options other than to head east.



Uh, which current do we take?

We'll have to guess. Let's take this one first.



It leads nowhere except for another inaccessible chest.



The 2nd current actually leads forward, but there's something we can get if we take the 1st current.





The 1st current also leads forward, but it also nets us a hammer that grants us access to HIT forges.



Another Moon door.





Now this area can be kind of hectic to go through with all the Sea Wanderers and currents. Just stay behind them, and you'll be fine.







It isn’t immediately apparent, but looking around, you are left with an unsettling impression.

I don't see any stairs around here. And there's nowhere else to go on this floor.

Huh. Wonder what's going on. Say, why's the coral so red? And uh... everything else?

I... I think that actually might be blood. But, the part I'm really concerned about is...

The ground and nearby coral are tainted a dark red, and bags and equipment are strewn about... Some are new, some are very old, but what worries you is the sheer number of them...

Why is there so much of it? From the looks of it, it seems like so many people died here. What could have happened here?

Uh, guys!? LOOK!

As you look nervously for a path ahead, you suddenly sense a terrifying presence.



Oh son of a...

N-N-N-Nice f-fishies...



You look wildly about the room, but the small place holds no clues. Could Olympia’s words have been a trap...? You must somehow resolve this crisis and return to Olympia to question her!

There's no way out! No stairs or any clues to the Deep City either!

Did Olympia lie to us?

If that's true, then that means...

Worry about that later! We need to get out, now!





So, any ideas?

Hmm. Aha! We can escape! Look!



If we just wait for them to move away from that corridor, we can slip out! Follow me!



They're after us! Run!

Unlike most of the Sea Wanderers in this Stratum, this group is the only one that's aggressive. But they'll give up chasing you once you get out of range.



Here's a way out!



I-It seems like that was a one way trip.

Hmph! As if we would want to go back to that utter deathtrap!

Just what the hell was Olympia trying to do to us!?

Rrrgh... Only one way to find out. Come on, I bet Olympia is still there!

Some shortcuts are a one way trip, but the game won't warn you about those. So be careful!



You find her there, her posture unchanged, still leaning back while gazing at the blue walls. Once she notices your presence, her mouth drops open in shock.





Though she still faces the trees, Olympia’s dark whisper is clearly directed at you.



WHAT!?

So you did try to-!

The muttering girl’s demeanor is very different from before; she seems cold and distant now.

Tidehunt... You’ve become a nuisance.

Olympia’s eyes are now trained fully on you with an icy stare.















But it may be best to report the girl’s treachery to the Senatus first before pursuing Olympia.



Wait. Couldn't we have used that to escape from the fish?



I suppose the panic got to us.

An alternative way to escape from that death trap is to just use an Ariadne Thread to get out of the Labyrinth. Then go back in to confront Olympia to get things back on track.





You should report to the Senatus that adventurers are being preyed upon in the Labyrinth's depths. You vow to make time to go to the Senatus and inform them.

I doubt that Senator Flowdia will be happy to hear about this.

Well, when everyone you send into the Labyrinth's depths end up being victims of murder...





I don’t know what’s happened, but if you haven’t found the Deep City, you needn’t be in such a rush.

There is something that is absolutely vital for you to know about.



Fade to black.



...I see. This new information does shed some light on recent occurrences... Countless guilds exploring the Second Stratum, the Undersea Grotto, have gone missing. I had assumed the Labyrinth’s natural challenge to be the cause, but if that girl is to blame... She’ll rue the day she defied me like this! I’ve issued a new official mission for you.









We gladly accept! We have no idea how long this has been going on, but this must be stopped!



You may not realize it, but... We’ve been investigating the Second Stratum for decades. I’ve seen dozens... no, hundreds of explorers go to a watery grave in the Labyrinth... If this woman has indeed been deceiving Armoroad’s explorers, she must be held accountable. The Senatus shan’t remain idle, of course. I’ll have Kujura lead a company of sentries down. The race is on to find that woman, capture her, and bring her before me!