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Update 98: You Spin Me Right Round, Baby Right Round

Like a record, baby right round round round~.

Please don’t make a mockery of our suffering.

I am going to preface this update by saying fuck floor 24. So before we tackle that monstrosity, we’re gonna go clean up floor 23 first, since I didn’t really explore that floor all too well before. Well, actually... there are a few things we need to take care of first before we do that.



First of all, here’s the party that was voted in to explore the last part of the Labyrinth. We’re gonna explore the 6th Stratum, just not the 24th floor yet.





First order of business, getting into a battle on this spot.



I just need to knock you out for a little while, okay?





Then wasting some turns so that this FOE joins in.


Vampire Tree
Behavior: Spawns at certain spots when the party is in battle, and attempts to join in as soon as possible.
Aggressive: Yes
Level: 66
HP: 6558
STR: 60
VIT: 60
AGI: 52
LUC: 48
TEC: 66
Attack Type: Pierce
Exp: 17890
Item Drops:
-Drop 1: Sapping Root - 65% Drop Rate. 1 needed for Dampener Armor (Light Armor. Must be restocked.)
--Root that stores life energy robbed from its host.
-Drop 2: Ruler’s Blade - 20% Drop Rate. 1 needed for Zirah Bouk (Rapier. Must be restocked.)
--Tongue that aims for the neck to constrict its prey.
-Gold: N/A
Description: A plant warped by the miasma found in the Labyrinth.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 125% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 10% Arm: 10% Leg: 10%
Other Resistances: Death: 10% Petrification: 10% Stun: 25%

Skills:

Spirit Dry: Uses the Head. Deals 10% STR-based Almighty damage to the entire party. Damages their TP pool instead of their HP pool. Has an accuracy of 99. Has an action speed of -5.
Parasite Venom: Uses the Head. Deals 120% STR-based Almighty damage to the entire party. Heals the Vampire tree for 1.5 times the damage dealt. Attempts to inflict Poison, with a 60% success rate. The Poison ticks for 80 damage. Has an accuracy of 99. Has an action speed of -10.

Vampire Trees aren’t really that deadly. They’re really more annoying if anything. They have the ability to attack your TP pool with Spirit Dry. Though the damage that skill will deal is fairly minor. Parasite Venom is the real annoyance, as that can knock off a chunk of your party member’s HP and heal the Vampire Tree at the same time. Though if you can deal enough damage to outdamage the heal from Parasite Venom, this thing shouldn’t be too much of a problem.

Oh, and in case you’re wondering how an FOE’s brain works, well...


Vampire Tree’s AI Script posted:

On the 1st turn:
-89% chance to cast Parasite Venom. (Standard targeting.)
-11% chance to use a regular attack. (Standard targeting.)

From 100% to 61% HP:
-39% chance to cast Spirit Dry. (Standard targeting.)
-40% chance to cast Parasite Venom. (Standard targeting.)
-21% chance to use a regular attack. (Standard targeting.)

From 60% HP to death:
-29% chance to cast Spirit Dry. (Standard targeting.)
-60% chance to cast Parasite Venom. (Standard targeting.)
-11% chance to use a regular attack. (Standard targeting.)


Unless the FOE in question has a gimmick, their AI is considerably more simple than most bosses. They’re even more simple than some regular enemies. But hey, who needs strategy when you can just beat the tar out of helpless adventures with the power of your sheer raw stats?



Nothing much to these FOEs, so I’m just gonna have Charlotte and Rose Charge up and then attack.



Raise those swords with pride!





The key to beating a Vampire Tree is just being able to deal with Parasite Venom. If you can do that, then it can’t really do much to you.





We slice...







And we dice!



They’re not too bad to deal with overall. Unless your party happens to have no damage, then uh, good luck with that.



Next up is this FOE on the 23rd floor.



It’s pretty easy to get the preemptive attack on these, since they move one space every 3 steps. Unless you’re in their sights, at which point, they’ll move at normal speed. Anyways...


Dreamsmasher
Behavior: Walks around in a circle, moving one space every 3 steps. If they catch sight of the party, they will chase them down at normal speed until they leave the room.
Aggressive: Yes.
Level: 66
HP: 7651
STR: 67
VIT: 63
AGI: 50
LUC: 50
TEC: 56
Attack Type: Pierce
Exp: 18200
Item Drops:
-Drop 1: Atrocity Sigh - 80% Drop Rate. 1 needed for Formaldehyde (Item. Must be restocked.)
--Breath of an evil sheep that sends its prey to the abyss.
-Drop 2: N/A
-Gold: Eye of Insanity - Kill with Poison or Plague damage. 95% Drop Rate. 1 needed for Barsus Gun (Gun. Must be restocked.)
--Bit of a dangerous eye that drives the reckless mad.
Description: A sheep that imbibed the Labyrinth’s miasma and now emits that miasma from its very pores.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 0% Confusion: 0% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 10% Arm: 10% Leg: 10%
Other Resistances: Death: 0% Petrification: 0% Stun: 25%

Skills:

Mad Charge: Uses the Legs. Deals 170% STR-based Pierce damage to one row. Has an accuracy of 99. Has an action speed of -3.
Stone Eye: Uses the Head. Attempts to Petrify the entire party with a 30% success rate. Has an action speed of -3.

Dreamsmashers are considerably more dangerous compared to Vampire Trees. For one thing, they can actually deal some heavy damage. And they can also petrify the entire party. Prevent Order or some other way of dealing with Petrification is a must have, or you’re gonna be looking at a game over screen very fast.

Oh and, they’re immune to both Instant Death and Petrification, so if you’re hoping to see Alice pull off something like she did with the Vampire Tree, you’ll be sorely disappointed. In fact, the Vampire Tree is the only FOE in the entire Stratum that she could kill through those methods.


Dreamsmasher’s AI Script posted:

On the 1st turn:
-69% chance to cast Stone Eye. (Standard targeting.)
-31% chance to use a regular attack. (Standard targeting.)

From 100% to 61% HP:
-29% chance to cast Stone Eye. (Standard targeting.)
-40% chance to cast Mad Charge. (Standard targeting.)
-31% chance to use a regular attack. (Standard targeting.)

From 60% HP to death:
-29% chance to cast Stone Eye. (Standard targeting.)
-60% chance to cast Mad Charge. (Standard targeting.)
-11% chance to use a regular attack. (Standard targeting.)


Not much to their AI either when their skills are already that dangerous to deal with. If you’re gonna be fighting these things, getting the pre-emptive attack is a must, since it skips one of the most dangerous turns in the battle. Dreamsmashers are far more likely to cast Stone Eye on the first turn than in any other circumstance.











The Dreamsmasher didn’t get to do much in this battle. The one free turn it did got, it just opted for a regular attack.



If you can deal with Stone Eye, well, you still have Mad Charge to deal with. But Stone Eye is the big threat here.





Unfortunately, the next fight with a sheep did not go so smoothly.

ROSE! Oh dear, this is not goo- I must say, I never noticed how chiseled her abs were before. And those muscles, she must work out a lo-

Uhhh, Charlotte? I don’t mind if you’re that touchy feely with her normally, but can you a) not do that in public, and b) save it for when a giant sheep is not trying to eat us!?

Ahahaha, what’s the matter there? My tough bod too hard for you to crunch on?

Mmm, seems like everything is under control. And for the record, we don’t have that kind of relationship!



I stand corrected...

Uh, wait a sec. Don’t chew on those, those are

Oh boy, I hope Asteria can fix that. Smithy didn’t need these, right...?

So... Time to run?

Yes. Very yes.



I gave up on trying to kill that sheep. Instead, I opted to go after another FOE we haven’t fought yet.




Revelationer
Behavior: Immobile until it spots the party, at which point, it will chase them down. However, their movement is restricted to moving forwards and backwards only.
Aggressive: Yes.
Level: 70
HP: 8420
STR: 70
VIT: 63
AGI: 50
LUC: 55
TEC: 61
Attack Type: Slash
Exp: 27890
Item Drops:
-Drop 1: Volt Scale - 85% Drop Rate. 1 needed for Caladbolg (Sword. Must be restocked.) and Dragon Blade (Ultimate Sword. Must be restocked.)
--Sharp scale from one of the multi-headed dragon’s heads.
-Book Drop 1: Power Book - 1% Drop Rate.
-Book Drop 2: Intelligence Book - 1% Drop Rate.
Description: An atrocious dragon with seven heads. Each head is said to embody a negative human emotion.
Damage Resistances: Slash: 10% Strike: 10% Pierce: 10% Fire: 10% Ice: 10% Volt: 10%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 10% Arm: 10% Leg: 10%
Other Resistances: Death: 0% Petrification: 0% Stun: 25%

Skills:

Dragon Head: Uses the Head. Randomly attacks the entire party with STR-based Slash damage 7 times, dealing 100% damage per hit. Has an accuracy of 70. Has an action speed of -5.
Seven Plagues: Uses the Head. Attempts to inflict Instant Death, Petrification, Sleep, Confusion, Poison, Curse, and Paralysis on the entire party with a 5% success rate. The Poison ticks for 100 damage. Has an action speed of -10.

Revelationers are the toughest FOEs in the stratum, and by extension, the entire game. They hit very hard, and Seven Plagues can be a nightmare to deal with if the RNG is not in your favor. It essentially has a 30% chance to inflict any status effect on a party member. Prevent Order can deal with most the things it can inflict, however, it can’t do anything about Instant Death.

I should note that it’s far easier to farm for Power Books from them. There are a lot more Revelationers in the 6th Stratum, compared to the 2 Deep Coistrels you could fight in the 4th Stratum to farm for them.


Revelationer’s AI Script posted:

On the 1st turn:
-69% chance to cast Seven Plagues. (Standard targeting.)
-31% chance to use a regular attack. (Standard targeting.)

Routine 1:
-If HP is below 51%:
--69% chance to cast Dragon Head. (Standard targeting.) But if this routine was already followed last turn, 39% chance to follow routine 2 instead.
--31% chance to use a regular attack. (Standard targeting.)

-Else:
--49% chance to cast Dragon Head. (Standard targeting.) But if this routine was already followed last turn, 29% chance to follow routine 2 instead.
--51% chance to use a regular attack. (Standard targeting.) But if this routine was already followed last turn, 49% chance to follow routine 2 instead.

Routine 2:
-If HP is below 51%:
--59% chance to cast Seven Plagues. (Standard targeting.)
--30% chance to cast Dragon Head. (Standard targeting.)
--11% chance to use a regular attack. (Standard targeting.)

-Else:
--39% chance to cast Seven Plagues. (Standard targeting.)
--30% chance to cast Dragon Head. (Standard targeting.)
--31% chance to use a regular attack. (Standard targeting.)


The first turn is one of the more dangerous turns when dealing with a Revelationer. Though thankfully, it won’t cast Seven Plagues for multiple turns in a row at the very least.





Same strategy as with the other 2 FOEs. Just have Charlotte and Rose beat them down with their Charged attacks. You know the drill. Though the Revelationer’s slight physical resistance makes the process take a little longer.





Ooh, unlucky seven. Tsk tsk.



How many of your heads do I have to cut off!?

Uh, Charlotte? I think we got them all. It’s bleeding out pretty badly.

It never did bother casting Dragon Head throughout the entire fight.



The Revelationer is more of a stat/party composition check. They’re fairly manageable once your party is strong enough.



Also, switching to this party for a bit since I want to snag the Dreamsmasher’s conditional.



There’s another one of the Evil One’s eyes in this area.



And the Dreamsmasher, to boot.



Oh yeah, Dreamsmashers just move around in a small 2x2 area. They take 1 step for every 3 steps you take, unless they catch sight of you, at which point they move at normal speed.







You think you can beat me in a staring contest? Ohoho, that’s rich!





You were amazing, Mr. Butterfly!

After several attempts, the Poison from Call Insect lands.



Wow, that looked painful.

What a way to go.



For the record, both Poison and Plauge damage works for this. This is because internally, the damage aspect from both those status ailments are coded as the exact same thing.





Let’s see what these drops unlock.



The Atrocity Sigh unlocks one of the most useful consumable items in the game. Formaldehyde. Just farm up enough of these babies and you’ll be able to get any pesky conditional drops, or any items with a low drop rate, such as books, far more easily.





The Eye of Insanity unlocks the 3rd most powerful Gun in the game. Could be worth going after.





And the Volt Scale unlocks the 3rd most powerful Sword.

Alright, enough goofing around. Let’s head on back to the 23rd floor.






There’s another Dreamsmasher in this area. It’s guarding a treasure chest.



Which contains this baby.



The Dagger of Mercy gives the wielder a 14% chance to instantly kill their target with regular attacks. Now, you’re probably thinking, this is totally worth putting on your weaker characters, right? Not really. You see, like with the more powerful gimmick weapon, the Dagger of Mercy sadly has a base accuracy of 50 instead of 98. Yeah, that’s something to be aware of, and I won’t have Alice equip it for that very reason.





More Dreamsmashers patrolling the 2nd area.



Another eye down here.



The 3rd section has a shortcut to the 2nd section right over here.



There’s an eye and a Dreamsmasher here.







Which happened to be guarding this baby.



Harm is healing!





Uroboros Guard is another defensive Limit skill. It blocks all damage done to the party for the current turn. However, half of any damage the party would have taken is then converted into healing.

You’re probably thinking that this sounds like a better version of Aegis Shield, so what’s the catch? There’s none. Uroboros Guard really is a straight upgrade, and is just a flat out better version of Aegis Shield. However, keep in mind that Aegis Shield can be obtained far earlier as long as you can take down King Penguin, while you have to reach the 23rd floor to get Uroboros Guard. Though once you get it, there is pretty much no good reason to use Aegis Shield anymore (unless you want to avoid compromising any strategies using HP Cannon or something like that.)




Oh whoops, ran into another eye while I was down here.



And yet another one while I was in the 4th section.



Always nice to have. Even if I haven’t really used it to grab any tricky conditional drops.



Uhhh, Alice?

Oh boy. Sometimes I can’t help but wonder what you would do without me.

One To Market later.



Okay, here’s how the bottom Dreamsmasher moves normally.



And the top one’s movements.



Back on the 22nd floor, you’ll want to fall into this pitfall here.





It leads to a Vigor Book.



Which I give to Charlotte.



Take this one way passage to get out of this room.



Watch out for this eye, though.



And this Dreamsmasher.







Last set of eyes and a Dreamsmasher. What in the world is being so heavily guarded?



...

I have to wonder if the Evil One is mocking us.

Not the greatest treasure, but...



We’re now completely done with the 23rd floor!



Now onto the main attraction.





After a battle with a new enemy, first.


Ammonite
Level: 61
HP: 813
STR: 68
VIT: 55
AGI: 49
LUC: 46
TEC: 59
Attack Type: Pierce
Exp: 4472
Item Drops:
-Drop 1: Invader’s Eye - 20% Drop Rate. 1 needed for Nuctemeron (Book) and Cianontedae (Boots.) 6 needed for Mons Meg (Crossbow) and Arm Seal (Accessory.)
--Cursed eyeball that tries to violate onlookers’ minds.
-Drop 2: N/A
-Gold: N/A
Description: An ancient mollusk whose hard shell repels most impacts, protecting it to this day.
Damage Resistances: Slash: 0% Strike: 0% Pierce: 0% Fire: 150% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 150% Poison: 150% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 50% Petrification: 100% Stun:

Skills:

Withering Glare: Uses the Head. Lowers the entire party’s physical defenses by 60% for 3 turns. Has an action speed of +3.

Ammonites are basically walking screw yous if your party has access to physical damage only, and completely lacks any other methods to kill enemies with. Otherwise, they’re fairly unremarkable, other then letting other enemies kill you slightly faster? Look, if there were more enemies that hit harder physically, they would be a threat. But as it stands, they’re just annoyances.





Your hard shell is no match for a fistful of flaming hot justice!



If you completely lack the means to deal with them, just run away.





Let’s get this started.



Oh joy, another mapless room. Oh, but guess what? We’re not alone in here.



We’re stuck in a hallway with 3 Revelationers! But worry not, there’s a way past them.



First, lure the Revelationer in the 2nd row to this position. Where the Revelationer in the first row is doesn’t matter.



Then walk forward in the 3rd row for a bit until that row’s Revelationer is in front of you, then take that path to walk around it. Easy enough, right? Well...



All I know is that to me.



None of this is any fun.



Open up those lovin’ doors.



Watch out, here it comes!



Consider this the official soundtrack for the rest of the update.

Wha- What just happened?

Oh. Right. These things. I should have just given myself a break here.

Uh, does anyone remember which direction we were facing before?

I think it was this way...?

In case it isn’t quite clear what happened, allow me to explain. These are spinners. Stepping on them will forcibly turn you in a certain direction a certain number of times. And yes, they only show up in mapless rooms. Starting to realize the implications? Yeah, if you thought it was hard to keep track of your position in mapless rooms before, these will do their best to screw with your sense of direction even more. If you’re familiar with Wizardry, this might sound familiar to you. Yes, these are in fact, a homage to the spinners in Wizardry, though EO3’s versions are considerably more merciful. For one thing, the spinning isn’t random in EO3. You’re always spun in a set direction and a set number of times for a specific spinner. That said, it doesn’t make this floor any less painful to go through.





At least we won’t have to re-solve that Revelationer puzzle.





E3 Chop Point:
Polyamide Fiber: 50% Gather Rate.
Star Driftwood: 50% Gather Rate.
Stardust Twig: Rare.
Common Gather Periods: 2 to 16.
Rare Gather Periods: 1 to 4.





That door leads to a campsite.



Which also has a shortcut in it.





I opt to rest here since my party got a bit beat up.

So, Faye. There’s something I’ve been meaning to ask you.

Ask away!

Did... did you ever remember how you got those weird time traveling powers?

Yes, it’s certainly not natural for a girl like you, or for anyone to have the power to undo their own death.

Huh? Oh, right! Uhh, let me think... Oh, yeah! Now I do! You see, it all started this one fateful day when I was taking a stroll through the woods...





...

Um. That’s um... Quite the story, Faye.

If I had a bull honky detector built into me, I’m pretty sure it would be going cuh-razy right now.

...Let me get this straight. You punched a little girl in the face-

She was a witch! An evil witch!

Because she was doing uhh... what to squirrels?

Torturing them! Said they were evil or something. I mean can you believe it? Who’s ever heard of an evil squirrel!?

And then she cursed you to “suffer for all eternity” or something like that?

Yeah, but I think she like botched it or something, cause I ain’t suffering all that much!

...Oh, look at the time! We’ve been here for way too long We really must get going! If I have to hear any more of that nonsense, my head is going to explode.

...If you didn’t want to tell us the real reason, you could have just said no.

Tch! Believe what you want, I guess.

There’s actually something special about this campsite, but I’ll show it off later.



And here’s the last new enemy on this floor.


Tri-Pumpkin
Level: 0
HP: 1430
STR: 58
VIT: 55
AGI: 45
LUC: 50
TEC: 56
Attack Type: Pierce
Exp: 4722
Item Drops:
-Drop 1: Cursed Femur - 45% Drop Rate. 1 needed for Zweihander (Sword.) 2 needed for Fatal Magatama (Accessory.) 5 needed for Melputtahbehmo (Rapier) and Cathbharr (Helmet.)
--Mysterious, bony part of a three-headed pumpkin.
-Drop 2: Pumpkin Head - 10% Drop Rate. 7 needed for Dvergr Sword. (Sword.)
--Highly impact-absorbent head of a three-headed pumpkin.
-Gold: N/A
Description: The most dangerous form of the Death Pumpkin, it can call on allies to overwhelm its foes.
Damage Resistances: Slash: 75% Strike: 75% Pierce: 75% Fire: 75% Ice: 75% Volt: 75%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 150%
Bind Resistances: Head: 10% Arm: 10% Leg: 10%
Other Resistances: Death: 50% Petrification: 50% Stun: 25%

Skills:

Crazy Noise: Uses the Head. Attempts to inflict Confusion on the entire party, with a 20% success rate. Has an action speed of -10.
Binding: Uses the Arms. Attempts to inflict Arm bind on the entire party, with a 90% success rate. Has an action speed of -5.
Halloween: Limit Skill. Requires a Tri-Pumpkin, Death Pumpkin, and Hell Pumpkin. Uses the Head. Deals 80% TEC-based Fire damage to the entire party, and has a 60% chance to inflict Head bind, Arm bind, and Leg bind. Has an accuracy of 90. Has an action speed of -10.

Tri-Pumpkins are the last member of the pumpkin trio, and are the deadliest member as well. They can lock down your party members by confusing them with Crazy Noise, and shut down any physical attackers you have with Binding. Oh, but that’s not all! They have a skill called Halloween, which is a decently strong attack that can completely cause the fight to go south. And they can even summon Death Pumpkins and Hell Pumpkins to help pull that off. Though Halloween can be completely blocked by Antifire and Fire Prophecy if you have access to those skills.





Yeart yeart yeart.

I didn’t want to deal with any potential nonsense it could fling at my party and just sicced Alice on it.







So here’s the gimmick of this floor. Mapless mazes with one way passages.



And spinners. If you don’t keep track of where you are, you’ll get lost very easily. And yes, this happened to me. Several times. To the point where this floor took an entire hour for me to complete!



Instead of going into excruciating detail on everything in the maze (unless you really like seeing the same textures over and over), I’ll just cut to the chase and show you the map and show what the game expects from you. Yeah.



And this is the path you have to take to get through it. Just try not to get dizzy, because one wrong step can end up throwing you off completely! It’s definitely the most annoying floor in this entire game without question. Mapless mazes with spinners in them might not be as bad as teleporter mazes, but boy does it get close!

Now you might’ve noticed a few side areas on the map, so lets go check those out.




There’s a Dreamsmasher in the right side area guarding a chest.



It contains the final coupon in the game.



Oh, and these side areas love forcing you to walk by an eye to get out.



D7 Mine Point:
Star Sapphire: 50% Gather Rate.
Perlite: 50% Gather Rate.
Zircon: Rare.
Common Gather Periods: 2 to 10.
Rare Gather Periods: 1 to 5.

The bottom side area contains a mine point.



There are 2 Dreamsmashers patrolling in the top side area.



Eh, I’ll give it to Fang later.



And with that, I never have to go through that part of the map ever again. Oh, but we’re not out of the woods yet.



But first, unlocking equipment at Edie’s, since I want to take a break from all that craziness.

Provides a 10% boost to max TP. Could be handy if you don’t have access to the ultimate Book.






Fatal Magatamas provide a 50% resistance to Instant Death. Handy, especially when dealing with certain bosses like Anemone.

Well, now back to spinner hell.




Four-way intersection edition!

I dunno how much more of this I can handle.

Stay strong, Faye! There’s not much room on the map left. We must be getting close!



C3 Take Point:
Ambrosia: 50% Gather Rate.
Hogweed Oil: 50% Gather Rate.
Maiden’s Wheat: Rare.
Common Gather Periods: 2 to 12.
Rare Gather Periods: 1 to 4.

Last item point on this floor.



And here’s the next mapless maze section.



But at least the path through it is fairly straightforward.



...

Now I’m certain that the Evil One is mocking us.

Thanks, game.



And with that, I am finally free.



I don’t have to do any of that ever again.



I am completely done with this floor!



And now, the end is in sight. Unlike all the other Strata in this game, the 6th Stratum actually has 5 floors for us to explore. But we won’t be exploring this just yet. We still have some loose ends to clean up.

But first. The last of the town dialogue in this game.






Exhausting. But we’re close to the end!

...I won’t get to use that line much longer, huh? But I don’t feel too sad about that. The old man at the port said that friendships are like waves. Armoroad is getting to be its old self, thanks to you. Even the sea lanes are on the road to recovery. With all that going on, there’s no way I won’t see you guys somewhere out there again... As long as the seas tie the nations together, our friendship is unbreakable! So don’t be sad when you leave for your next journey! Remember that I’ll be rooting for you!

Heh heh, thanks kid.





Um... Well...

......You know... With our parting so near at hand, I don’t know how I should interact with you.

Wow, I guess she does care about something other than money! Ha ha ha!

...Wh-What!? Do you find it funny to see me tear my hair out over something besides P/L sheets!? You’d never have made it as far as you did without the generous help of this Firm! Rude to the end, I see! What beastly parents you must have had to lack all consideration and...

...Pfffthahaha.

...Ahaha. It always seems to go thus between us, doesn’t it? It seems a tearful farewell would be impossible. But then again, maybe that’s how things should be.

Ah, Edie. Definitely the best shopkeeper in the series and I’ll miss seeing what she has to say. Anyways, that trip through the 24th floor got me some new equipment, so let’s have a quick look.





The Cathbharr is the best helmet in the entire game. Not that really means much, but the 10% resistance to Strike attacks is nice.



Oh? Do go on.

The client is this really cute and awesome girl who runs a bar in Armoroad! It’s really easy, okay? Just listen to the details. When you leave Armoroad for more adventures, she wants you to send letters to her! ...But she wants to keep her identity a secret, so just send your letters here to me. You’ll get your reward when you come visit here again! ...Okay? You’ll do it? Well, you don’t have to give me an answer now. Just write the letters when you can. I want you to remember this request, though! Remember! Send me letters! ...For her!

Aww, you don’t have to- we will!





I’ve heard from the Senatus that those Deep Ones worship the monster down there, right?

Yep. We’re probably gonna be in for one hell of a time down there.

You’ve gotten so strong... Both as warriors and as people, I mean. That’s why I’m okay leaving this one to you. Protect Armoroad for the both of us!

We’ll succeed. I’m sure of it.





Yes, they are. Once we’re done, we’ll be taking our leave.

Wouldn’t you say that meetings and farewells are like the tide? The waves bring in all sorts of things, and they send just as many right back out... With that in mind, I know the sea will bring us together again some day. Now, sail on, young ones. Head to wherever adventure awaits!





You all did well... The Princess is quite pleased. As am I, of course. When you first came here, I thought you were typical explorers with eyes bigger than your stomachs. I never dreamed my fate would be so intertwined with yours. Ah, but it’s early still for me to be reminiscing like this... It’s time you finished the job! And don’t leave any loose ends!

Hee hee! We won’t! Ooh, wait. Almost forgot about that!

Forgot about what?

I’ll tell you in a bit.





The Abyssal King once told me to manage this inn for explorers, and I intend to honor that duty. But... will that duty come to an end someday...?

Ehhh, who knows? But it ain’t ending just yet!





I mean, of course not, since we first met when I came to the Deep City. I find myself wishing I’d gone to my sister’s store more... But it’s a little late for regrets. Some things I’d have only learned here in the Deep City. That’s one thing I have to give my sister. I’ve made my choice. I’m going to use what I’ve learned here and outdo even my sister someday! So if we ever meet again, out there in the wide world, please shop at Napier’s Branch then too.

Hmmhmm, you’ll have to give it your all to accomplish that. Despite her... insatiable desire for money, she is quite the hard worker.





You must win out over it. The Abyssal King and Princess, were they here, would say the same.

Yeah. We won’t let all our effort go to waste! We’ve come too far to fail now!

You said it! Oh yeah, so uhhh, what was that thing you just remembered?

Oh, yeah. The dragon god’s challenge? Remember?

Right. He said that if we can beat him, we’ll get more power, right?

And I feel like we’ve kept him waiting long enough.

Uh huh. And if we’re gonna take on the Evil One, we’re gonna need all the help we can get! Rest up, everyone. We got a big day tomorrow!