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FAQ/Walkthrough by KeyBlade999

Version: v1.15 | Updated: 03/17/16


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  • Game: Etrian Odyssey 2 Untold: The Fafnir Knight (新・世界樹の迷宮2 ファフニールの騎士, Shin Sekaiju no Meikyuu 2: Fafuniiru no Kishi in Japan)
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.15
  • Time of Update: 8:49 AM 3/17/2016

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Introduction

Hello, and welcome to my latest FAQ, coming quickly off the heels of my other one for Etrian Mystery Dungeon. The target of this FAQ is Etrian Odyssey 2 Untold: The Fafnir Knight. EO2U, as it shall most likely be henceforth known, is not a particularly new title, for me or for the world. It originally debuted on the Nintendo DS some years ago in the form Etrian Odyssey II; this, in fact, is just a 3DS remake of the same title. It happens to feature many of the same features as the previous Untold title - Etrian Odyssey Untold: The Millennium Girl, a remake of the first title - did last year, including the ability to have a bit more of a story to it, in turn adding an extra dungeon. Sweet.

I've actually been making FAQs for a lot of EO-style works in the past couple of years: Persona Q, Etrian Odyssey Untold, Etrian Mystery Dungeon... It's been a mixed experience for me. These games are just so fun and so challenging - which I can't say the same for with a number of other RPGs, such as Pokémon - and yet FAQing them is so tedious at times. They're sort of the black sheep among us FAQers, like the MegaTen franchise's titles: they're so hard and time-intensive to FAQ that it is a monumental task for one or two people to create even remotely comprehensive FAQs.

Well, I'm giving it my shot at it again, and preferably a better one than with my first Etrian Odyssey FAQ (Untold). I'm used to the formulas, and even have plenty of time on my hands, being the antisocial person I tend to be. I'm even starting this a couple of weeks ahead of the U.S. release thanks to a Japanophiliac friend of mine that imported it, which is even nicer. It promises to be a fun time. :)

All of my mindless babbling aside, I hope you enjoy my FAQ!




A Quick Note

What I cover throughout this basics section is mostly some important stuff. There is some strategy in this section, and some stuff that is simply very important to know. I didn't cover everything because some more of the (honestly more intuitive) stuff (such as controls) is in the game's e-manual. Be sure to view it...


Title Menu

When you start up the game, you'll arrive at the title screen, which has these options.


  • Continue: Load a Suspend-Saved game. These quicksaves are erased upon loading.
  • Load Game: Load a properly saved game.
  • New Game: Begin a new game. Note that, after beating the game, it will be labeled with a star denoting New Game+ features, like bringing over characters and the like.
  • Album: View old cutscenes and listen to music and sound effects and the like.
  • Option: Adjust various options.
  • Download: Download DLC. Some of it is free, some not.

Game Modes & Difficulty

In Etrian Odyssey Untold, just as with the first as it is with the second, there are two modes. You will be able to choose between the Story Mode and the Classic Mode. Once chosen, there's no turning back.


  • Story Mode: The "upgraded" version of the game, giving you access to the details of the remake.

  • Classic Mode: Imagine this as the original Etrian Odyssey II, but with better graphics. It emulates the original game for those reasons. You can use New Game+ to get the Story Mode features later, if you prefer. In any case, the primary feature of Classic is the ability to have a more customized team of five characters. The main loss is the ability to use Fafnir.

Once you've chosen your desired mode, it is time to choose difficulty as well. These affect how hard and how often you are struck by enemy attacks and ailments, namely, and also affect how "smart" the enemy AI can be.


  • Picnic Mode: This is best chosen by those who haven't played RPGs often, or are just wanting to enjoy the story or otherwise breeze through the game. The easiest difficulty. Gameplay can begin straight from a death mid-battle, and certain items have infinite use. If you've thought other Etrian Odyssey games are punishingly difficult and do not desire to experience that hell in full again, be sure to choose this.

  • Standard Mode: The medium difficulty. This is best for those who are relatively experienced in RPG gameplay, or for those desiring to experience "vanilla" Etrian Odyssey. (Etrian Odyssey is harder than most RPGs, so even RPG enthusiasts will have a nice challenge here!) It's great for first-time Etrian Odyssey players to get a taste of what the series is like, and provides the most moderate challenge, letting fans and newbies alike enjoy it. Standard is for those that want a suitable balance between (EO gameplay and story, providing a fair challenge while also letting you enjoy the story to a degree Gameplay can continue only once from death.

  • Expert Mode: The hardest difficulty, designed for masochists that absolutely adore controller-breaking-style levels of challenge. Only recommended for fans of the Etrian Odyssey series or for those who played Etrian Odyssey II adequately well before, as death in battle means a Game Over outright. Expert is the level of difficulty around which the original EOII was based.

Basics of Battles

Battles work much akin to any JRPG you can think of - very turn-based. Most closely, they resemble the Etrian Odyssey series (no surprise there); another analogy can be drawn to it being a modified version of the Final Fantasy IIj formula. The ultimate goal of battle is usually to deplete all enemies' HP to zero, and you do so by means of attacks. You can either use a plain attack or a Skill. Each such attack has a number of elements attributed to it: Cut, Stab, and Bash are those for physical attacks, and Fire, Ice, and Volt are for magical attacks, but these can exist in combination with each other or on their own.


One of the biggest influences on battle is row as well. Not only are attacks elemental, but some are melee (short range) and others are ranged (long range). This is because the battlefield has several rows. In your party of five, you can have up to three people in either the front row or the back row. Unless enemies use a ranged attack, they will only be able to hit your front row. Therefore, from a strategic standpoint, it is best to keep your melee fighters on the front row and your magic users and healers in the back row, alongside any ranged attackers you may have. The diagram to the above kinda summarizes the situation. Essentially, the back rows are capable of taking reduced damage from melee attacks, so it's usually best to put your more frail units there (or long-range attacks like Survivalists, as the case may be).

With that all in mind, let's finally discuss the various actions you can take in battle.


  • Auto-Battle: Press L to activate this. Basically means every uses their basic Attack until you turn it off.
  • Attack: Uses a plain attack, with the element being determined by the user's weapon.
  • Skill: Use one of the skills of the character.
  • Defend: Halves the damage taken for the character on that turn. They will take no other action this turn, however.
  • Items: Use an item.
  • Switch: Shifts one of the party members to another place in the party. This won't consume a turn.
  • Force: With each action you take, you fill the Force Gauge. When full, you can use Force Skills. There are Force Boost abilities, which use part of the Force Gaguge and activate for 3 turns. Force Break skills are stronger, but will prevent any more Force Boosting/Breaking until you leave the labyrinth.
  • Escape: Try to flee from battle.

There are also a number of other things that occur more autonomously in battle:


  • Status Ailments: Obviously not a good thing, these things will put you in some kind of trouble. They can be induced by an attack in and of itself, or as the side-effect of one. All ailments - bar KO - will be healed at the end of the battle. Conditions can be cured by a number of means, such as items (Therica A, Therica B, Nectar) or skills (Displace, Refresh, Unbind).
    • Bind: Can essentially stop you from using skills. There are several bind types, for Arms, Legs, and Head: many skills are of one of these types, so binding that specific part will prevent use of that skill. Leg Bind also comes with a nasty side-effect of lowering your turn speed and making you unable to escape from battle.
    • Blind: Your accuracy is extremely low and you cannot evade attacks.
    • Curse: When dealing damage to foes, you, too, will suffer damage.
    • Fear: You might not act when commanded to, and also take TP damage at the start of each turn.
    • KO: Your HP has reached zero, and you cannot act. If everyone in your party is KO'ed (or Petrified), the game is over.
    • Panic: You cannot control the afflicted character, nor dodge attacks. You might even attack your allies.
    • Paralysis: You cannot dodge attacks, and have about a 50% chance of not doing something when commanded to.
    • Petrified: You cannot act whatsoever until cured, but you do not sustain lots of damage. However, if all your party is petrified, it means a Game Over.
    • Poison: You take HP damage at the end of every turn.
    • Sleep: The afflicted person is asleep and thus will not move. They awaken when attacked, but attacks dealt whilst asleep are stronger than normal.
    • Stunned: You simply do not act this turn.

Finally, the end of the battle. After the enemies are all killed, you'll get items and EXP. If your entire party is KO'ed and/or Petrified, then the battle ends with a Game Over. You can continue in all instances except the Expert difficulty. After enough EXP. is earned, the character levels up, increasing their stats and skill repertoire.

With these basics covered, it's time to go more in-depth on characters in general.


Party Formation

A critical part of arranging one's party in this game are the job classes. Just as with any job-based game, the job classes determine a lot of the strengths and weaknesses of a character. In Story Mode, you're stuck with a specific set of characters throughout the entire experience, but in Classic you can choose additional characters.

Of course, your potential builds are very flexible: the key point is to fix your party so that certain archetypes are filled. The first place to start would be to choose several classes for each row: as you cannot have more than three units on either row, you'll not want to pick too many front row classes (i.e. Ronin) because they simply won't fit. The archetypes you'll want filled:


  • Physical Attacker: A powerful unit that can deal decent physical damage. Landsknechts, Ronin, and Fafnir Knights fill this role well. Beasts and Protectors could also fill this role, but they work optimally more as a tank. With certain Grimoires from the latter two, you can also get them to have an elemental presence in the fight, since it lets them hit on multiple fronts.

  • Healer: This unit is one that'll do much of the healing in your group, be it from ailments or the healing of HP/TP. Medic is a nice class since it is dedicated to healing. War Magi have a more balanced skillset and can serve both an offensive and defensive presence, but they may need some items to actually help with the ailment/debuff front for a while if you don't give them any Grimoire Stones. It's recommended they be in the back row to shield them from as much damage as possible.

  • Elemental Attacker: The means by which you deal elemental damage. Sometimes this can be paired in with the physical attacker class, as some of the physical-attacking classes also have decent elemental skills; Fafnir Knight is probably the best example of one. There are other classes that do well for pure-elemental damage though, such as the Alchemist. Physical/elemental mixes would be the Ronin most prominently.

  • Others: Some other archetypes are also worth filling, but those three are the most important: between them, you've got your offense and your defense down. Some other archetypes worth dealing with include that of the tank: the thing that sits there and deals damage. Protectors and Beasts are the most notable members of that group, being able to take a lot of hits; Protectors in particular have multiple means to circumvent damage against the party, be it physical OR elemental, and even redirect attacks. Another archetype you could fill is that of the person who basically sits there and doles out ailments and binds. War Magi can handle binds themselves, and Survivalists can handle some ailments, too, but arguably the Dark Hunter and the Hexer are the better at this and more suited to such a role. A final role worth considering is that of the support: not simply healing, but moreso buffing and debuffing of stats. Sovreigns and Troubadours can fit in this group well.

Keep in mind that certain job groups just sort of "click" together. They don't necessarily HAVE to be together, but they really worth well together. Some examples:


  • Survivalist/Dark Hunter + War Magus: War Magi's best skills rely heavily on either being Force Boosted or, preferably, the target having an ailment. Conveniently, Survivalists and Dark Hunters do well at that!

  • Fafnir Knight + Sovereign: Fafnir Knights (though also Ronin and Alchemists and others with elemental attacks, to a lesser degree) fit well with the Sovereign's Elemental Circle and Link Order skills, causing lots of extra damage!

There are, of course, other combos that demonstrate such synergy, to varying degrees of course.


Fighting Bosses & FOEs

Firstly, keep in mind that, in terms of each, this is only a generalized guide. When it comes to FOEs, I won't be covering how to beat them, for the sake of not cluttering an already-cluttered walkthrough, especially given the methodology is very similar between FOEs. When it comes to bosses, I will cover those more in-depth in the walkthrough, but keep in mind that this is sort of a general guideline on battling them.

Battling these things is firstly not recommended unless forced, if for a while. That's self-explanatory with bosses. In the case of FOEs, it's said because you can run into them far before you are really ready to fight them. It is best to fight FOEs only when you've progressed to the next stratum of the dungeon, and even then it is rather questionable. Fighting will usually follow two primary phases:


  • The Opening: During the early portions of the battle, you'll want to focus on several things: buffs and debuffs and ailments. By this, I mean that you raise your own stats, lower foes, and throw status ailments at them as needed. Buffing your stats boosts your damage output and lowers the intake while debuffing provides the opposing effect on your opponent. This allows the battle to progress much more quickly and in your favor. However, this can take several turns and these effects are usually time-constrained, so it is best to get as many buffs/debuffs in during a turn as is possible. Medics will want to focus on healing intermittently. Those who cannot provide any help to the buff/debuff effort will want to just go ahead and attack.

  • The Nuke: With buffs and the like established, begin attacking the FOE or boss at will. Be particularly sure to hit weak points and the like. Those who cannot attack adequately should focus on perpetuating buffs and healing. Once the buffs and debuffs are gone, reinstate them and loop.

It's the general strategy most follow when fighting bosses and FOEs: make yourself as strong as possible, then cut your foe (or should I say FOE?) down. This allows the shortening of the battle, because, remember, these guys are strong and shortening the battle to any degree means less life and items and time lost.


Other Topics of Interest

Just a conglomerate of other topics I would expect to be discussed at some point.


  • Conditional Drops: Some enemies in the Etrian Odyssey series have what are known by most players as "conditional drops". In other words, the item will not drop until you actually meet some sort of condition for it. Not all of these are that obvious, but I made sure to iterate them where I could. Even if the condition is met, there is not a 100% chance of the item dropping.

  • Damage Types: In this game, there are several types of damage, seven in all. An attack can combine any two of these (one physical, one elemental) as needed. These types of damage will affect how many damage you deal to an enemy. Let's say you were facing an icy foe, for example; would it not make more sense to use Fire attacks (which melt ice) than Ice itself? Stuff like that will be iterated throughout the guide, but you'll want to keep it in mind nonetheless. Here are the types of damage:
    • Physical -> Bash
    • Physical -> Cut
    • Physical -> Stab
    • Elemental -> Fire
    • Elemental -> Ice
    • Elemental -> Volt
    • Almighty -> basically, nothing resists or nullifies it, but neither is anything weak to it.

  • Elemental Affinities: Following up on the previously-mentioned set of damage types, each monster will have a certain resistance or resistance to them all (except for untyped damage, which no one can resist or be weak to). Here are the states you'll find:
    • Weak: Weak, deals a lot more damage. Usually hits for 25%-50% more, sometimes double.
    • Normal: Deals normal damage.
    • Resist: Deals less damage than normal. Usually hits for 50% or 25% of the norm.
    • Near-Immune: Any attack of this type will only deal exceptionally low amounts of HP of damage, regardless of the user's prowess.

  • FOEs & Dealing With Them: Obviously, you don't always want to fight FOEs. For the most part, you don't have to (bar getting 100% on the game, obviously), and usually there's a way around most FOEs that completely avoids fighting, even though you may have to use the dreaded trial-and-error on a puzzle at times. Most puzzles with predictable solutions are already in my guide. Of course, not everyone wants to use this the whole time. Therefore, you should take note that a Flash Grenade stash can be helpful for you to have in the field since they stop the FOEs from moving (which can even trivialize some puzzles).

  • FOEs & Power Levels: When you look on the map where a FOE is, you can see a colored aura surrounding it. There are three types: blue (weak), yellow (normal), and red (very powerful). These change relative to your level as well. For the most part, you'll only want to fight the blue ones, maybe the yellow ones if you have a reason; red, you should definitely avoid in almost every instance.

  • FOEs, Bosses, & Respawning: FOEs respawn every seven in-game days, and bosses every fourteen.

  • Grimoire Stones: During battles, you might find that you are in a "Grimoire Chance", or even a "Grimoire Fever" (a chance for many Grimoire Chances). There are specific Grimoire Chance types: "Active" can give you on based on a skill you use that turn, or if you don't use a skill a random TP-consuming skill will be chosen; "Passive", for skills that are simply automatic/passive; "Enemy", for enemy skills; and "Premium", which will grant you a better-than-normal stone. These stones - Grimoire Stones - contain the effects of the skill in question, which you can equip once you open the Ducal Restaurant early in the game: characters can have up to 5 stones each, unlocking a slot for a Stone at Levels 10, 20, 30, 40, and 50.

  • Statistics: Each character has a number of statistics with a variety of functions.
    • HP (Hit Points): Their health and most critical stat. If it hits zero, they're KO'ed!
    • TP (Technical Points): The currency for most Active-type skills. This allows the use of skills, and it does NOT restore over time, so be sure to be careful about it. You can restore it with certain items and skills.
    • STR (Strength): Helps determine Attack and physical damage.
    • TEC (Technique): Helps determine elemental damage and the accuracy of skills.
    • VIT (Vitality): Helps determine Defense and in turn the damage taken.
    • AGI (Agility): Helps determine turn order and evasion rate.
    • LUC (Luck): Helps determine luck-based things, such as certain skills' accuracy and the critical-hit rate.
    • ATK (Attack): The determinant of physical damage, based on Strength and the wielder's equipment.
    • DEF (Defense): The determinant of physical damage intake, based on Vitality and the wielder's equipment.
    • EXP. (Experience): As you kill foes, they'll yield EXP. unto you. Gain enough EXP. and you'll level up and grow stronger.
    • Skill Points: These allow you to learn skills. Each skill must have at least one Skill Point before you can use or glean benefits from it, and most skills can be further improved in a number of ways by including more Points on them. You can even learn more skills by allocating certain quantities of points to certain skills!

  • What Level Should I Be?: Usually, you'll want to have your party on average around 2-3 times the number of the floor. For example, for floor 6F, you should be around Level 12-18. For floor 25F, Level 50-75. Something like that. But, in general, if you map everything in a floor and do all the bar quests as they become active, you should be at about a suitable level for wherever you end up in the game.

  • What Should I Bring Into Dungeons?: Generally, the stock I'd prefer is the following:
    • At least five Medica (or better variants once possible)
    • At least two Nectar/Nectar II
    • At least two Amrita (unless you have a lot of TP-restoring skills) - shift to Amrita II when possible
    • Return Flutes can also be useful
    • This stock can be augmented as desired, for obvious reasons



Some Notes on the Walkthrough

Firstly, remember that this walkthrough is written from the viewpoint of Story Mode, not Classic Mode. Don't get me wrong, there is actually a lot that is similar between the two modes of play, particularly in what matters (playing through the dungeons). However, story events might differ, and your party in Story Mode is less flexible than in Classic. (Speaking of which, I detailed some stuff in the previous sections about what levels you should be when, and some good stuff regarding parties.) The most important difference is the lack of a Fafnir-classed character in Classic mode. Keep that in mind. If you have differences between the two playthroughs worthy of note, please let me know.

Going off of this note, the walkthrough is based off of the Standard difficulty, not Expert nor Picnic. This will - in terms of your walkthrough experience - mostly just affect how hard enemies might hit you, hitting harder and more frequently hitting on Expert. I tried to account for this in the boss strategies; however, if you find an error, do NOT hesitate to contact me and to detail your experienced error so that I might help other people that encountered the same problem. There are other effects, namely when you are hurt or healed by in-field events, they affect you in different, albeit expected based on the difficulty, ways.

Also, I will not mention anything regarding how to complete the map. Don't get me wrong, mapping is very important in Etrian Odyssey. However, I will not tell you to just go along some path for the sake of mapping it out. I provide maps within this walkthrough - as well as on the GameFAQs FAQ page from which you accessed this, and on VGMaps (http://www.vgmaps.com) - for the sake of letting you know that. To that extent, you can even use the maps ALONE if you want. My focus is more of a textual walkthrough within this: I'll tell you to where to go and the like, how to beat troublesome enemies, find chests, evade FOEs, stuff like that, but not something that tedious. It keeps the experience fun for both of us! :) There will be some annoyances caused by this when it comes to activating Floor Jump since it requires you to basically step on every tile, more or less; however, most of these are caused by FOEs, and most are predictable enough to where, if that were a concern (seriously, though, there are shorcuts between many floors), you can figure out what to do with ease.

When it comes to quests, you'll find them in a different section than within the walkthrough; for the most part, I won't cover these within the scope of the walkthrough since they're optional and can be done at most any time. I won't even mention when they become available - not because I'm a jerk, just that some are weirdly unlocked.

Also keep in mind, finally, that my experience and yours may differ otherwise on a number of factors, namely regarding boss strategies. If you find mine inefficient, feel free to tell me, but also tell me how I could improve that strategy. That is the difference between trolling and constructive criticism. Just saying that my boss strategies sucked helps me absolutely none, because I did this to the best of my effort; telling me where they sucked and how to fix them is much more beneficial. It's just being nice. :)


Sectional Flowchart
















Arrival in Central City



Midgard Library: The opening cutscenes will begin setting up some back plot to your adventure. You're one of the select few chosen to explore the world for research purposes for the renowned Midgard Library. After choosing your name, you'll be dubbed the Fafnir Knight and given your first mission. Flavio, a survivalist, will be coming with you on this, a mission from the duchy of Caledonia. It is to protect Lady Arianna during an ancient ritual.

Central City: A month later, when you arrive, go straight to the Explorers Guild. It seems you're to be given an initiation mission, which you need to go to the Duke's Palace to accept. Do so, accept the mission ("Entrance examination"), which tasks you with mapping out 1F of the Yggdrasil Labyrinth. Once accepted, you're able to go around town - namely the Sitoth Trading post - to prepare for your adventure with the 300 ental you have. You might want to focus on buying some armor.

After, you can go visit the Flaus Inn. Here, you can "Stay" (restore HP/TP for a cost overnight to either 7 AM or 7 PM), use the "Clinic" (heal KO and other ails), and "Save". Pretty basic. Staying will raise slowly as you progress through the game.

After, head to the Stickleback Bar. From here, you'll take your optional requests when you feel like, receiving money, items, equipment, and other stuff in return!

Anyhow, once you're ready, head along to the Forest Entrance. There, enter the labyrinth, into the first stratum.



Labyrinth: 1F Dungeon Map



If this image is too small for you to see properly, go to the FAQs page or to VGMaps (http://www.vgmaps.com/), where you can view full-resolution versions of this and my other EO2U maps.





Labyrinth: 1F Mission



TREASURES CHECKLIST
[_] Medica x5, Nectar x1[_] Nectar[_] Tangled Whip[_] Medica II[_] Wooden Plate[_] 500 en

RESOURCE POINT CONTENTS
RarityMine PointTake Point (B3)Take Point (B4)Chop Point
CommonNoneSour FruitSour FruitNone
UncommonSmall FlowerSmall Flower
RareDew ShardDew Shard
IngredientRyeCitron

LOCAL ENEMY BESTIARY - 1ST STRATUM: 1F
Enemy NameMax HPATKDEFWeaknessesResistancesNear-ImmunitiesItem Drops
Crawler200128FireNoneNoneSmall Nail
Forest Snail6967NoneNoneNoneHard Shell, Hiding Snail
Hedgehog7575Bash, FireStabNoneRat Needle
Mole8086IceNoneNoneMole Claw, Soft Fur
Ragelope (FOE)1,6801813VoltNoneNoneDeer Hide, Severed Antler*, Venison
* - Must kill with a Cut attack

A note for Expert players especially: An alternative you may want to consider at this time is that you can speed along in the dungeon until you meet up with Wulfgar. As a Beast of relatively higher level - not to mention just a sixth party member - you'll find that he can be useful in tanking hits in random encounters and thus for some grinding until your party gains a few levels.

Labyrinth - 1F: Once you enter the labyrinth, go forward a few paces and you'll have a conversation with an unfamiliar girl. Speak with her and she'll join your party, as well as grant you five Medica and one Nectar. From the room there, turn east and go into the next room, then south from there. There will be a quick scene as you approach the fork in D5-E5; after the scene, approach the fork and take a westward turn. You'll find a room with a treasure chest; open it for a nice Nectar, which helps you revive allies if they fall in battle. Nice.

Go east from this room and, as you enter E6, you'll see a path branching off to the north. Go to the end of it and you'll find a whip stuck in the top of a tree. Opt to climb up to it - preferably with a high-Agility character - and then to cut down the branch to get the Tangled Whip. (Remember to return this to a novice Dark Hunter in the Stickleback Bar for a Binding Whip.) After you land, you'll also have a brief battle. Afterwards, go back to the fork and then east. As you begin turning northward, you'll meet up with a dark wolf in a brief cutscene; a few more steps to the north and he'll save you from some monsters. This wolf - Wulfgar (how creative!) - is of the Beast class, and is relatively high-leveled compared to you, so he's a good asset for the moment!

Continue north to find a north/south fork. At the end of the path to the south, you will find a flower at the end of the path. When you approach it, you'll get sprayed in the face by some flowers, affecting - at least in my case - Flavio, making him lose a small amount of HP. However, you'll get a Medica II in return, which is MUCH worth it! In any case, return to the north and go north to find another such fork. If you to the end of the path to the east, you'll find a stream at the end you can drink fron, restoring HP and TP to the whole party. If you instead go to the west, you'll eventually be directed north into a smallish room. Go north from there into the hallway, and then westward. You'll pass by a room to the south as you do so, but ignore it for the moment and just continue to the end of the path.

At the end of the path, you'll find a Take Point. Take Points are part of a group of Resource Points that include Mine and Chop Points as well. You can items from these with varying rarities, uses, and selling prices, and you'll also find some ingredients like Rye and Citron there, too, which can be used later on with cafe dishes and stuff. Job classes have abilities that can make your yield from these points increase, too, which is nice!


That done, backtrack a bit along the path to that room I mentioned to skip earlier. Go into it now and, at the far southern end, you'll find a chest containing a Wooden Plate; this is the proof that you've finished off the quest, so it's time to leave. But there's a bit of a problem; off to the north, a FOE - known as the Ragelope - has suddenly appeared. FOEs are very strong enemies, stronger than the bosses of that strata often, so should not be fought for a while. Indeed, most FOEs have ways to get around this. With the Ragelope FOE, you'll find that it will take a step every time you take a step, and they will cycle around specific points. For example, you can look to the right to see the movement pattern of the Ragelope FOE in the Wooden Plate room; the red dot with "1" in it is where it starts and, remember, it will always move only one step at a time. It is possible to use this to bypass it. For example, you can walk behind it, keeping a space or two between you and it. Until such an opportune time comes, you can just move back and forth on the same two spots of the floor, just wasting time until then.

Use that strategy to bypass the several other Ragelopes on the floor as you backtrack towards the entrance. There will be on in B6-A6, and another in D5-C5. Once you return to that room north of the entrance stairs, go back south and outside.

High Lagaard: Once you return outside, report your results in the Duke's Palace, claiming 500 en as your reward for completing the quest. During the scene there, it becomes clear that your next target is Ginnungagap. Prepare for your journey and then head along to the Forest Entrance, from which you can choose to enter Ginnungagap.



Ginnungagap: B1F Map



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Arrival in Ginnungagap



LOCAL ENEMY BESTIARY - GINNUNGAGAP: B1F
Enemy NameMax HPATKDEFWeaknessesResistancesNear-ImmunitiesItem Drops
Jackalope9788StabNoneNoneStrange Horn
Sunflower8657CutFireNoneRay Flower, Perfect Thorn*
Mercenary Boar (FOE)67299NoneNoneNoneBlack Muzzle
* - Kill with Fire, Ice, and/or Volt damage

You'd be surprised to know that it's been a week since I touched this portion of the guide! =O

In any case, onto business. Once you arrive, you'll find yourself in an open room; go to the northeast corner of there and through the door. Follow the hallway beyond until you arrive at an intersection. There will be a brief scene there, after which you can continue south to the wall, then east through the doorway. The other side features naught but an empty room; you can go northeast to the next door and you'll have another, similar scene on the other side. Follow the path for a few more steps until you reach a north/south fork; go north and further along there to the door.

On the other side, go due west and you'll trigger a brief scene in which you meet with Bertrand and Chloe, a Protector and Medic respectively, who will join your team on a permanent basis from now on. Soon thereafter, you will suddenly enter a trance. You'll then appear in a light-blue hallway; follow it to the end and you'll be granted the power of Fafnir. Following this scene, you'll learn what this is. The following battle will be against a Mercenary Boar FOE, but it is actually made a bit easier. You'll now be able to use Force skills in battle. As you act in battles, your Force Gauge will fill up, allowing the use of potent Force Boost skills for three turns or powerful Force Break skills one-time-only until you return to town. Your main character can use his to transform to increase his damage potential, for example, and use Force Break to easily defeat the enemy, so it's little more difficult than a standard fight.

After the battle, go west and through the door. In the room beyond, you'll find a little jutting out on the north side. When you look below, you'll see what apparently used to be a bridge, although it's there no more, and turning the nearby switch does nothing, either. It is deemed that you should head outside to search for a certain bridge builder; go due south and through the shortcut, then back outside.



1F Walkthrough



TREASURES CHECKLIST
[_] Citizenship Card[_] Ariadne Thread

RESOURCE POINT CONTENTS
RarityMine PointTake Point (B3)Take Point (B4)Chop Point
CommonNoneSour FruitSour FruitNone
UncommonSmall FlowerSmall Flower
RareDew ShardDew Shard
IngredientRyeCitron

LOCAL ENEMY BESTIARY - 1ST STRATUM: 1F
Enemy NameMax HPATKDEFWeaknessesResistancesNear-ImmunitiesItem Drops
Crawler200128FireNoneNoneSmall Nail
Forest Snail6967NoneNoneNoneHard Shell, Hiding Snail
Hedgehog7575Bash, FireStabNoneRat Needle
Mole8086IceNoneNoneMole Claw, Soft Fur
Ragelope (FOE)1,6801813VoltNoneNoneDeer Hide, Severed Antler*, Venison
* - Must kill with a Cut attack

High Laagard: Back outside, go ahead and visit the Duke's Palace; the man within will tell you that the man who can help you best is currently exploring the later portions of the 1st Stratum, so you'll have to go and find him yourself. After the brief scene regarding this, head along to the Explorers' Guild to get your Citizenship Card, which will let you buy Ariadne Thread from the shop, which can be used to escape dungeons - a must for adventurers! In any case, prepare for your adventure and return to 1F.

1st Stratum - 1F: Don't forget Labyrinth 1F: Dungeon Map|the map!


When you arrive, go north into the open room from before, and then west into the hallway. Now that you've completed the princess's initial request, you'll be allowed to go forward from here onward, so go south, west, and north. As you enter D3 on the map, you'll find two FOEs circling around a single spot. They will move clockwise around it. You'll want to time your approach such that you can slip in behind them - NOT BETWEEN THEM - with a space or two in-between. For example, the diagram to the right would allow for an acceptance approach. If you go off to the southwest and along that path, you can find a hedgehog to help out; feel free to do so, but you'll take some damage.

If you go off to the north, you'll find another area. This time, there are four FOEs circling - two each - around a row of trees 'n' stuff. The leftmost two will be circling counterclockwise and the rightmost two clockwise. In any case, it's easy enough to slip in behind a group of two since they'll never run into each other. There are two northbound paths from this area, though. You've got the northwestern path, which will take you to a treasure chest containing Ariadne Thread, and the path to the northeast, which will let you move forward.

Follow the path for a while until it branches to the east and to the south. At the end of the path to the east, you can find some fruit in a tree, which can be used once daily to heal some HP and TP to the party. If you then follow the path to the south, you'll find another intersection; continue south there, then west at the next one, in C3. At the end of this path will lie a Take Point. After stealing as much stuff from it as desired, return to the intersection and then go east. You'll see the stairs at the north side of the room. Before going up, go due south of there to the wall, then face south and press A to activate a shortcut; this will be useful in later trips if you ever need to quickly ascend floors but are too lazy to work for Floor Jump. Anyhow, up we go.



2F Dungeon Map



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2F Walkthrough



TREASURES CHECKLIST
[_] Blind Bow[_] Wisdom Earring[_] 100 en

RESOURCE POINT CONTENTS
RarityMine Point (C6)Mine Point (B4)Take PointChop Point
CommonAmazoniteAmazoniteNoneNone
UncommonAragoniteAragonite
RareGarnetGarnet
IngredientSugar BeetRock Salt

LOCAL ENEMY BESTIARY - 1ST STRATUM: 2F
Enemy NameMax HPATKDEFWeaknessesResistancesNear-ImmunitiesItem Drops
Hedgehog7575Bash, FireStabNoneRat Needle
Mole8086IceNoneNoneMole Claw, Soft Fur
Roller9789BashCut, StabNoneGum Hide, Shell Wart, Round Roller
Venomfly9667Stab, VoltNoneNoneVenomous Wing, Still Venomfly
Raptor (FOE)3,4841914IceNoneNoneBrass Fang

Labyrinth - 2F: Once you arrive now on 2F, go south and through the door. Once on the other side, you'll find yourself facing a new type of FOE. This FOE is known as the Raptor, and, unlike the Ragelopes of the previous floor, they are more pursuant; they'll attempt to follow you, to some degree, making them more annoying to deal with. In this first encounter, you'll be fine in simply walking two tiles south and then going east and through the door. (Don't worry ahout that treasure you probably saw in the distance; we'll get it in a second.)

In the next room, you'll find another Raptor off to the south; ignore it, too, for now, and simply go east into the next room. There, you'll find a Mine Point, so be sure to take plenty of stuff from it. If you go due west from it and face west at the wall, you'll find a two-way shortcut you can activate as a quick way down back to 1F. Back to the previous room with the Raptor, it's time to dupe it so that you can get past it.


This summarizes what we'll be doing. You start from the east door in D5.

Move west, west, east, east, and then go due south to the far side of the room, with the Raptor in tow. You can go through the door to the east to skip ahead if you want, but most of you want that treasure, eh? Eh? Eh? In that case, go west and through the door there. You'll do a similar thing as before on the other side: west twice and east twice, then go north four times. Go west a tile and then claim the Blind Bow - the "A" - from the chest there. Now, go two tiles more northward and check. On the map, this is where that fork and "?" appear. Look to see where the Raptor is:


  • If he is on the tile to the southeast of you - like one tile east, one tile south - then go due north and through the door there back into the first room. Walk around a few times in there to get the Raptor back to his original position, then go back through the door, south twice, and east through the door.

  • If he is not on that tile to the southeast of you, then go through the door to the east.

On the other side, go east twice and west twice, then due south like before. This time at the southern end, just go east and through the door.

The next room is a bit more complex in terms of beating the Raptor, to some degree. Once on the other side, go east, north twice, then east to the wall and north through the door. ... Okay, it wasn't that complex. >_> Probably hard to figure out initially, though! In any case, on the other side follow the path until you come to a fork. If you west from there and to the end of the path, you can find the hedgehog from 1F - if you helped it - trapped again. Ah, fun. Free it again if you want, but it'll hurt you again. Jerk. =/ Return to the fork and go north a couple of steps to find another; this time, if you go east, you'll find a dead-end where there lies 100 en, just lying there. Nice.

Return to the fork and follow the path off to the west for a while. In fact, go due west and through the shortcut you run into to find a room on the other side, which has a chest containing a Wisdom Earring. After, return to the east side of the shortcut and head off north. As you progress through B6's small 2x2 room and leave via its west side, you'll end up fighting a rare breed of monster. Rare monsters will be shiny, and also yield a significant amount of extra EXP., but are also stronger. Still worth it, and they're more common than Shiny Pokémon! Once you've dealt with it, continue south to another fork. At the end of the southern path, you can find some fruit to restore some TP to the party. Meanwhile, you can also head west. Ignore the first path off to the north; however, at the second, you can find a second Mine Point at the end of the path, so be sure to do some minin'. Return to the point where you turned onto this side-path and go west and then south. On the tile before the path ends, face south and you can find another two-way shortcut to activate, which will provide another chance to return to 1F and/or leave as needed.

Remember that northbound path I told you to ignore? The one just east of the one that brought you to the Mine Point? Follow it now and go through the door. In the empty room, go off to the east and follow the path there for a bit. As you go along, Wulfgar from before will arrive and point out that stony tile you just stepped on, and Chloe will point out that it's apparently hollow. This will become critical in a few minutes, so be sure to remember that little factoid. For now, continue east and along the path until, in B7, you reach a north/south fork. In the room to the south, you can go to the southwest corner and find a squirrel; however, don't interact with it, since it can steal items - in my case, my Ariadne Thread! GAAAAAAH! *tears hair out*


... As for the north path, it also ends in a doorway. On the other side, though, you'll find a room with no real blockages in it and a FOE. A Raptor. A Raptor that likes ... well, meat. What didja think it likes? Mudkipz? ... Bad jokes aside, it does present a threat. However, if you look carefully on the tile to the northwest of when you arrive in the room, it's actually one of those stone tiles. In fact, I marked it on the map facsimile to the right with the tan cracked brick thingy. Luring it there is pretty easy: once you get through the door, simply move north twice and south twice alternatingly until the idiot Raptor gets caught in the trap.

Once the Raptor is caught, it will lose some HP, but that doesn't make it worth fighting, really. Instead, simply escape this room by heading due west and through the door. After a brief scence on the other side, go forward a space into the fork. There lies nothing of import off to the north, so go due south instead. When you hit the wall, you'll find a shortcut; go through it to finish up a chain of shortcuts, connecting this spot back to the stairs. You may ask what is special about this spot; well, go west from the north side of the shortcut and a bit north to find some stairs. Hm. Stairs. Wonder what they're there for...?



3F Dungeon Map



If this image is too small for you to see properly, go to the FAQs page or to VGMaps (http://www.vgmaps.com/), where you can view full-resolution versions of this and my other EO2U maps.