What do you need help on? Cancel X
Close X Guide and Walkthrough
by KeyBlade999

Table of Contents

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by KeyBlade999

Version: v1.25 | Updated: 10/25/2015
FAQ of the Month Winner: July 2015

Winner of GameFAQs's FAQ of the Month award for the month of July 2015! A huge thanks goes out to everyone who contributed and make this possible!

  • Game: Etrian Mystery Dungeon
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.25
  • Time of Update: 4:34 PM 10/25/2015


While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. You can also use the "Donate" button at the top, if you prefer.

Thank you so very much for at least considering this!!

Donation/Contact E-Mail



'Sup. Here's an FAQ. Don't hate on it.

... Yeah, I guess you want a more sentimental intro than that, huh? Pffft, fine.

Anyhow, this FAQ is yet another 3DS FAQ I've written, though the first in some seven months since Pokémon OR/AS was released. This FAQ concerns the relatively-new release Etrian Mystery Dungeon. Etrian Mystery Dungeon's history is actually quite an interesting one; it can be traced as far back as the SNES with ChunSoft's Torneko no Daibouken: Fushigi no Dungeon games. That Fushigi no Dungeon game is what set off the franchise for ChunSoft, becoming fairly popular and spawning its own unique entries on the SNES, GameBoy, and Nintendo 64.

Most of these games, however, were not released in the U.S. (Though they're worth playing, particularly if you love other rogue-likes like other titles I'm about to mention, Dragon Buster II on the NES, or Dark Cloud 1-2 on the PS2.) The most popular entries in the Fushigi no Dungeon series are actually those that are released internationally: a few of you reading this are probably familiar with a plot-heavy series on the GBA, DS, Wii, and 3DS known as Pokémon Mystery Dungeon, right? (Fushigi no Dungeon literally translates as "Dungeon of Mystery" from Japanese, so you know.)

Yup, that's right: the Fushigi no Dungeon series's most-popular, most-profitable, and (in my opinion) highest-quality entries are not even unique titles in themselves, but rather crossovers. However, up until now, there has only been the Pokémon Mystery Dungeon franchise in terms of crossovers, and since then I'm fairly sure there hasn't been another unique entry into the main Fushigi no Dungeon series. There have been four primary entries into the Pokémon Mystery Dungeon series, the last of which was Pokémon Mystery Dungeon: Gates to Infinity (3DS; 2013), though a new 3DS one dubbed Pokémon Super Mystery Dungeon is in the works for a release in summer 2015 in Japan and will be global by early 2016. ChunSoft has finally had the brilliant idea to expand with another franchise crossover: this time, they are fusing with Atlus's renowned Etrian Odyssey series, a series that itself is known for being very focused on jobs (think Final Fantasy V) and myriad missions and difficult RPG gameplay. In other words, masochism at its best from the FAQer standpoint. lol

I can't believe I never heard of this game's intended release before I randomly searched up some upcoming titles on GameFAQs: needless to say, I had pre-ordered it within half an hour. XD I've not played a lot of the Etrian Odyssey series - mostly just the first, its remake in Untold, and the second entry at this time - but can already say I love that series; Atlus just knows how to make awesome RPGs. (Try Shin Megami Tensei or Persona sometime if you don't believe me.) And then we combine that with the fun, random chaos of the Fushigi no Dungeon series (which I'm quite familiar with) ... the potential for a AAA title is high. I dunno why, but combining EO with a rogue-like almost seems natural. Obviously, I cannot wait to FAQ this!

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 is in the game's e-manual. Be sure to view it...


ButtonResultant Effects
D-PadMove character. Attempting to walk into an enemy can trigger an attack, if enabled.
Move cursors.
Circle PadMove character. Attempting to walk into an enemy can trigger an attack, if enabled.
Move cursors.
A ButtonAttack. Holding can enable auto-attack, if the option is enabled.
Confirm choices.
Examine objects and speak to people.
(A+B) Wait a turn in-dungeon and restore HP faster.
B ButtonHold to speed up text. (Normal-speed text only.)
Cancel and decline decisions.
Hold along with D-Pad/Circle Pad to move faster.
Open items menu. (Must enable in Options menu.)
(A+B) Wait a turn in-dungeon and restore HP faster.
(Y+B) Display the most recent message set.
(L+B) Check tile. If on a spread tile, you'll spread out.
X ButtonOpen the menu.
Hold and use Up/Down on the D-Pad to cross pages in menus.
Y ButtonFace an enemy or adjacent character. Can work around corners, if enabled.
Hold to show the gridular floor, if the option to always do so is disabled.
Hold and use the D-Pad/Circle Pad to change your facing without moving.
Sort items in the menu.
(Y+B) Display the most recent message set.
(Y+R) Watch.
L ButtonHold to display shortcut.
Hold and press X, Y, A, Up (D-Pad), Left (D-Pad), or Right (D-Pad) to use command-based shortcuts.
Hold and press Down on the D-Pad to open the shortcut for Blast Skill.
(L+R) Change leader. (That is, who you control.)
(L+B) Check tile. If on a spread tile, you'll spread out.
(L+Start/Select) Show floor map.
R ButtonHold with the D-Pad/Circle Pad in use to move diagonally.
(Y+R) Watch.
(L+R) Change leader. (That is, who you control.)
Start ButtonChange the help page on the Touch Screen.
View descriptions in messages.
Hold and use Up/Down on the D-Pad to cross pages in menus.
(L+Start) Show floor map.
Select ButtonChange the help page on the Touch Screen.
View descriptions in messages.
Hold and use Up/Down on the D-Pad to cross pages in menus.
(L+Select) Show floor map.

Note that some functions can be delegated to the Touch Screen as well.

Title Menu

At the title screen are four to five options.

  • New Game: Allows you to begin a game anew.

  • Continue: Load a game that has already been suspend-saved. (It's essentially a quicksave and not the same as a full save. This kind of save is done to perserve dungeon progress in longer dungeons that aren't as easily suited to one sitting: you can't abuse this by saving before a hard enemy and reloading as necessary until the RNG favors you. The file is deleted upon the game resuming!)

  • Load Game: Resume gameplay from a full save. Full saves, unlike "Continue"'s quick-saves, are done in Kasumi's inn and when you leave for dungeons or return from them.

  • Download: Download various types of DLC.

  • Option: Adjust various details about the game.
    • Sound: Adjust the volume of background music (BGM) and sound effects (SE).
    • Explore Settings: You can opt to display the gridular tiles that make up dungeons, set the camera's position, the walking speed, and the ability to face enemies around corners via Y.
    • Battle Settings: You can opt to auto-attack (hold A), move-attack (same as normal attack, but triggered by attempting to walk into an enemy), and command interrupt (allows you to select the target of a multi-target attack that can only hit certain numbers of those targets).
    • Other: Opt to set the message speed, use B as a shortcut to the items menu, and opt to give up mid-dungeon. (Giving up makes you lose all of your items and money, however!)

Progressing Through the Game

Etrian Mystery Dungeon follows a pattern much akin to the previous games in the Fushigi no Dungeon series and its crossovers. There are two primary areas you'll be concerned with.

First is the town. This is where you will be able to heal, shop, and save for your adventure, as well as take requests. There are a number of facilities:

  • Kasumi's Inn: You can store items and money here; any items or money left here will not be taken from you should you die in a dungeon! You can also save here. Note that only one save file exists, so each save overwrites the previous.

  • Chano Retail: Here, you can buy weaponry, armor, and accessories to style out your characters ... and, more importantly, strengthen their offenses and defenses! You can also buy medical stuff here. As you go through the game and kill enemies, you'll find that some of them drop kinds of materials; these materials can be sold here to expand what can be bought. You can also forge effects onto your weaponry and shields using said materials. You can finally meld weapons or shields that have been enchanted: you'll choose the base weapon and then meld it with the enchanted weapon to have the base weapon obtain the enchantment. Unique effects that are only on specific equipment cannot be melded.

  • Amber Restaurant: Want some food? No? ... Fine. You can, more importantly, take requests here. Requests usually will take you into the dungeons and make you complete specific goals in order to obtain rewards. Five requests can be accepted at once. Also, while most requests are random, a few come via DLC. You can order food here, as I mentioned earlier, and this will grant some kind of beneficial effect to you, usually lasting one trip through a dungeon. You can also speak to the customers for various hints and info.

  • Explorers' Guild: Here, you'll find your guild and party members. You can change members' names, add them to the party, retire them from the party, and completely remove them from the party, as well as create and manage Guild Cards and QR codes. You can even register new members and ask advice from the guild leader.

  • Magan's House: From here, you can accept a mission or report a successful one. You can also donate money to the redevelopment effort to upgrade the town. This can also be used to fix damage dealt by DOEs.

  • Stein Labs: Basically a collection of item and monster info.

  • Skyship Port: This is where you go when you want to leave for the dungeon.

Secondly, you have the dungeons. Throughout the game, EVERY dungeon you go into is defined as a Mystery Dungeon, so named because its layout is always randomized upon entry. (Don't worry, there are safeguards to prevent glitches!) Similar games with such ideas are the Dark Cloud series as well as Pokémon Mystery Dungeon (of course), in case you're familiar with them - it's not like traditional Etrian Odyssey where you can use maps. Therefore, the walkthrough will be very lacking in navigational details in dungeons. Sorry. Anyhow, keep in mind that monsters will be stronger as you go deeper into the dungeons and also as you go through the game.

If all of your party dies, the dungeon trek is over. Your game does NOT end, but you will be returned to town with no money or items. You can, alternatively, use remaining members from the Explorers' Guild in town to arrange a rescue of your party.

The game essentially will alternate between you being in the town, accepting missions, and then returning to the dungeons to complete them. It will divert from this at a point in time, but by then you should be familiarized with the game enough to understand what's going on.

Basics of Dungeons & Strategy

Etrian Mystery Dungeon is both like and unlike every prior Mystery Dungeon game so far. It has taken the variety and controlled chaos from previous Fushigi no Dungeon games and fused it successfully with the intense strategy and difficulty that Etrian Odyssey is known for.

One of the key features of the game are the job classes. These are covered later on, in this section, but they are very influential to how you'll play this game because each class has a different set of strengths, weaknesses, and specialties ... and don't forget abilities. God, the abilities. From a certain standpoint, there is always a preferential class to have based on the enemy you encounter. Each enemy, in some way or another, will be definitively slaughtered by some class or set thereof, and those for whom it doesn't really matter are either (a) too weak for you to give a damn or (b) so strong as to require a certain set of abilities and strategy across the party.

When you progress through the dungeon, your class will determine how you attack your opponents. Yes, there may be a certain ideal for a certain enemy, but keep in mind that you're often fighting two or three enemies AT ONCE. You cannot expect to go into a dungeon and simply sweep everything with the same attack. You'll have to react. You have several actions that you can choose: a basic attack (A), a skill (L and a shortcut button), wait (best done outside of conflict, helps restore HP, hold A+B), or use Blast Skills (those activated using the Blast tab from the Skills menu, which the party learns together when manuals are obtained). That's the essence of it. You'll want to adapt to the situation.

On the given you won't always be using this walkthrough, you will want to conserve your TP in dungeons. Whereas HP represents your health and you'll ALWAYS want that to not be low, TP represents the currency for your skills, a sort of MP if you've played other RPGs. Most skills will cost some amount of TP, and when it's too low that skill cannot be used. Management of TP is key to dungeon success, particularly in the farther floors where enemies are stronger. It's best to favor your costless basic attack against weaker foes and even some moderate-strength ones. It is not always essential to kill everything in one hit, particularly if you're only against one foe. If you're against one foe, your allies may be able to help take them down, and that even holds true for up to four-foe conflicts (and they're pretty rare). Remember, most foes won't one-hit-kill you with ease and usually will be taken down within several moves. (If not, move towards an ally and switch positions with him if the foe isn't using ranged attacks - this is particularly useful in hallways.) The reasoning for this is that you can heal HP over time as you walk, and even waiting (A+B) near the way to the next floor can be very helpful for quick bursts of HP. HP is more regenerative than TP, right? So try to save your TP for the truly tough enemies.

The main way you'll restore your HP or TP - aside from just walking (which isn't as applicable to TP) - is through items, and another is via Amber Tiles. Items should be conserved until last-second siuations. If you're at half-HP, it's getting rough, but you'll do. If you're at 2 HP, you should heal. Keep in mind that you more or less go into dungeons with what you have with you; you can find some more as you progress, but that shouldn't, mid-dungeon, become your sole source of healing. Just keep that in mind. As for Amber Tiles, they are glowing, yellow tiles that can restore HP and TP. If you find spread tiles in dungeons, you can also step on them multiple times to heal TP once it breaks. ;)

An important stat is FP. Not sure what it stands for, but it is called Satiety. It relates to Hunger from Fushigi no Dungeon games (except Pokémon Mystery Dungeon: Gates to Infinity at times). As time goes on, FP goes down. Once it hits zero, each action takes up some of your HP. Ingesting things will increase your FP; some items, like bread, are specifically designed for this purpose, so having a few on-hand is nice. I would recommend that you include 10-20 FP of restoratives for every floor in the dungeon if you're a completionist, and 5-10 if you like speeding through.


Bread and such items are the primary means of restoring your FP in dungeons, so, to anyone who cares, it is better to buy Bread than Large Loaves; FP for FP, Bread is cheaper than Large Loaves. Whereas two Breads cost 80 en and heal 50 FP each (100 total), a Large Loaf haves 100 FP as well but costs 20 en more.

Granted, this will also mean that the two Breads take up more slots. That's true, but this ideology works particularly well for early dungeons in the game where you easily end up with slots spare in your item bag. ;)

Aside from that bit about FP, there's another reason to not pointless waste time in dungeons. If you take too long on a given floor - some 1,000 turns or so - you'll be surrounded by fog. This will ultimately kick you out of the dungeon as if your party had died, so don't take TOO long. (This only becomes a concern for those aiming to grind for items and EXP., though.)

In later-game dungeons, you'll have to deal with DOEs. These are particularly strong monsters, with a key purpose. Every time you go up- or downstairs in a dungeon in which they exist, they go up a floor towards Aslarga. (Sometimes more!) If they reach town, they will damage the facilities there and your dungeon trek ends in a failure. To construct a fort, open the dungeon map in a zone you've already explored and then select the area to place the fort. This will cost some money and certain forts will be better than others. Once the DOE reaches a fort, you'll shift control to the fort's area and use the guards you dispatch there to defeat the DOE. If you win, great; if not, the DOE will proceed towards the bottom of the labyrinth.

During the goal of a dungeon, you are usually intended to go downstairs. There will be a set of downbound stairs and a set of upbound stairs; going downstairs takes you to the next floor, and going up takes you to the previous floor (or to Aslarga when on 1F).

I think that covers it all.

Balancing the Party

In Etrian Mystery Dungeon, there are a variety of job classes you can choose from. Analyses of each type are features later in the guide, but it will suffice to say now that each one of these will serve a specific function in your party because of how diverse they are. That's pretty basic, right? The problem lies in trying to balance the four members of your party with appropriate jobs. After all, there are a variety of enemies you can encounter, and you want to be prepared for every possible ... possibility. For example, if your target is resistant to magical attacks and your party is just Runemasters, you'll have a rough time of it.

Interestingly enough, the numbers of job classes are so few as to make it nearly so that you will essentially have several "must-have" classes. Here would be the formation I would recommend:

  • Landsknecht: This person is your short-range combat specialist. They possess a large amount of Strength and can use attacks that either hit multiple times or hit multiple targets to amplify their power. They also have the Elemental Link attacks, unique to them; this makes it so that your foe is weak to a certain element. Which leads to my next team member:

  • Runemaster: The Runemaster is your black mage, a long-range magic specialist. They possess a variety of spells and number of ways - in both active and passive abilities - to power those up. In all bluntness, they cover what the Landsknecht will not - whereas the Landsknecht easily covers your physically-weak foes, your Runemaster can stay behind to cover the magically-weak ones or to make the Link attacks have a legitimate purpose.

  • Medic: If there is any one member you MUST have on your team, it is definitely this one. The Medic plays the role of a white mage. They don't really focus on the dealing of damage so much as curing it. A number of their abilities work solely for the purpose of healing one or all four members' HP or the amplification of such, making them invaluable come boss time. Furthermore, they also have the ability to cure ails, revive KO'ed foes (a luxury not had in other Fushigi no Dungeon games!), remove debuffs, and even use what few offensive skills they have to ail the foe. Granted, a lot of this could be solved by carrying extra items and a Hexer; however, it is easier to run out of items than it is TP.

  • Filler Slot: This final slot is meant to be one that tries to compliment the aspects of other members of your team. For example, a good filler slot may be the Protector, a bulky character that attempts to divert damage from the otherwise-frail Medic and Runemaster. Or perhaps you'll go with the Gunner: you get two close-range fighters and two long-range fighters (not to mention both elemental AND physical coverage). Or maybe the Sovereign, a supportive unit aimed towards a hellish load of buffing and damage amplification? Or perhaps the opposite, the Hexer aimed to - not help you - but screw over the foe? There are still a few ways you could go with this remaining slot, depending on your playing style.

DOEs & Forts

Once you unlock the fourth dungeon of the game, you'll find that some dungeons will contain a DOE or a number of them. The analogue of the FOE from other Etrian Odyssey games, this is a very tough to beat foe (... shut up ....) that is borne from the bottom of a labyrinth. Every time you change floors, the DOE can go up floors towards the surface, towards Aslarga. If it reaches the top, then it will reach Aslarga and damage parts of it, which you'll have to pay for; furthermore, you'll also be ejected from the dungeon the moment it hits the surface, counting your dungeon as a failure and thus costing you some money and all your items (even some equipment).

Okay, then, how do you prevent that? Especially if you're completionist and like exploring every freakin' floor? Well, you build a fort! It takes some money and you can only build forts on floors you've been on or are on (it also takes you advancing between floors to build the fort in whole). Forts can serve two basic purposes:

  • Firstly, you can build a fort to repel the DOE. If you build it and bring no one to it, then basically that's it: the DOE will ravage the fort like an avalanche ravages small shrubbery, and then the DOE, for reasons unknown, will just return back to the bottom and attempt to go up again later.

  • If you bring people to the fort that you've recruited into your guild, then these people will gain EXP. over time, more EXP. than normally done just by sitting on their laurels at the Explorers' Guild.

Special forts beyond the Basic Fort also serve functions beyond these; for example, the Search Fort provides an automatic Geomagnetic Pole if you want to exit or something.

DOEs, alternatively, can be fought. You can either fight them by using guards from the guild or by using your own party. It will be a long time before you can fight them with just your party (as you would any other boss) due to their immense power. If you send guards to a fort, you can attempt to defend the fort and drive off the DOE; if you do it, hard as it is, then the DOE goes back to the bottom, and the same is true if you defend it and lose, but, in the latter instance, your guards return to the guild. I prefer just setting up a Basic Fort and just letting the DOE come to it and destroy it, but to each their own.

Fighting DOEs & Remnants

What? You have the balls to think you can fight off a DOE? Sweet. We're in the same boat that's about to sink like the Titanic.

Lame joking aside, fighting DOEs - and their remnants that pop up in several missions - is not like fighting anything you've ever fought before. Even if you've played other Etrian Odyssey games, DOEs cannot compare to FOEs or even Etrian Mystery Dungeon's bosses. Firstly, you have the sheer strength of these bad guys; you won't be able to fight DOEs until you enter the fourth dungeon, and you shouldn't be touching those until you finish the fifth and maybe not then. There's a reason why there's means to not end up fighting them (that is, the forts): they hit like a truck, almost unilaterally. That's something important to keep in mind: that you could be easily OHKO'ed.

Even if I were to write strategies for fighting DOEs, they'd largely be the same, so why not just group 'em all together here? First and foremost, your initial goal is to fight the DOE in a damn room. If you fight it in a hall, you're screwed. Even if you get it in a pincer attack, you're screwed. It's common sense if you've played this game: your allies just suck in hallways. Dunno why. They just do. Moving on: your second goal is to induce an ailment of some kind. (Small, 1x1-tile DOEs require only one ailment; large, 3x3-tile DOEs require two - without these, you will do almost no damage, regardless of the attack.) If you like fighting off at a distance, Leg Binds are good; if you prefer to get this done ASAP, using the Landsknecht's Links or Poison work nicely. Runemasters and Gunners with the Elemental Rounds will be particularly useful since they can attack from a distance and most DOEs are (at least relative to their physical stature) weaker to elemental strikes; Hexers work nice to put down some side-ailments, but Gunners can get the Leg Binds down easily. You may want to include a Wanderer if you're looking for some Type Killer skills, but I'd definitely make room for a Medic with Full Heal and/or Party Heal and Refresh/Full Refresh and perhaps Revive. Some basic stuff.

As for the offense from there? It's pretty basic. Somewhere in this guide - typically in the area bestiary and the full enemy bestiary - you'll be able to find what the DOE resists and is weak to. Use that to determine your offense: basically, do what you can to hit its weaknesses, keep up the ailments, and heal as necessary. I cannot emphasize enough the need to keep ailments in play: there's a reason why I suggested them in the first place - without them, you'll do next to no damage to DOEs. Even if you buffed like crap, it won't work. You need to induce some kind of ailment. From there, it's really a basic battle aside from the fact that you'll usually want to keep your distance and be healing a lot.

Status Ailments

There a lot of ailments you can cause or get in this game, so it's prudent to know a little info on each of them. Some job classes will have skills that can induce these skills, and others will be able to cure these on a generalized basis. When listing cures, the latter will be an implied cure; such things include Refresh, Full Refresh, and Healthy Lunches, among others.

There are a number of statuses beyond this, but they are largely just specialized buffing skills that only you can use as part of a job class, so you'll know the exact effects of the skill prior to using them. This is moreso about skills that both sides can inflict.

  • Binds: There are several types of binds that affect the afflicted in different fashions. Each is temporal and fades with time.
    • Head Bind: The character cannot use Head-type skills. Their elemental defense lowers.
    • Arm Bind: The character cannot use Arm-type skills. (The basic A Button attack is NEVER an Arm Skill.) Their physical defense lowers.
    • Leg Bind: The character cannot use Leg-type skills. They also cannot move.
    • Skill Bind: The afflicted character cannot use skills whatsoever.

  • Buffs & Debuffs: Buffs and debuffs are alterations to a character's stats. Buffs will boost the stat, whereas debuffs will lower them. Thus, it is good for you to have buffs, but not your opponent; conversely, it is bad for you to have debuffs and good for your opponent to have them. Hexers will be the primary force in inducing these, as will certain enemies.

  • Clairvoyance: The character can see all of the traps in the zone, triggered and untriggered. Their allies can NOT, however.

  • Clumsy: The afflicted character cannot pick up items from the ground, at least themselves. The others can, though.

  • Confusion: The character is unable to control the direction of their movements or attacks. This will, in turn, make it possible for them to also hit their own allies. Time can help you get rid of this ailment; it is best to just rest (A+B) until it goes away.

  • Cover: When a nearby ally is attacked, this character will take damage for them instead. It's only temporal, but good for helping out low-HP/low-Defense players.

  • Elemental Links: The Landsknecht class can use several Link skills that inflict the named ailment.
    • Blazing Link: Inflicts Flame Link. When struck, the afflicted takes some extra Fire damage as well.
    • Freezing Link: Inflicts Ice Link. Same as Blazing Link, but inflicts Ice damage instead.
    • Shocking Link: Inflicts Volt Link. Same as the previous two, using Volt damage instead.

  • Cursed: This actually applies more to items and equipment than anything - essentially, it makes them unusable. A Blessing Scroll or the Blessing Blast Skill can cure this situation. Cursed equipment cannot be removed, so, barring those cures, you can trigger a Disarm Trap to get rid of the equipment. Cursed equipment's special effects are nullified while cursed; that cannot be helped without curing the curse, though.

  • Fear: The character has a chance to not act even if you give a command. This fades with time.

  • Hungry: The character's FP has reached zero. They can still act, but they will lose 1 HP with each action. To remove this, you need to eat some item that restores FP, such as Kasumi's dishes or Bread. If not, it would be best to switch the party leader to someone who is NOT Hungry so as to perserve HP. (HP does not deplete if a character - who is not the leader - has their FP go to zero.)

  • Hypnosis: The character is essentially controlled by the enemy and will do a lot of random stuff. Be sure to re-equip equipment and pick up thrown items after.

  • KO: A character is considered KO'ed when their HP hits zero. At that point they are inactive and cannot act in any kind of fashion until revived; common revival techniques include the Nectar item and the Revive skill. Characters can be revived automatically with certain skills and with the Yggdrasil Leaf item. (TP is not restored in either case.) When you wish to revive someone, they will be revived next to the user of the reviving skill/item.

  • Pain Trade: Invoked by a few specific skills and items, this ailment will fade over time - in the interim, it will cause the afflicted to take the same damage as the one who inflicted it.

  • Paralysis: The character cannot act whatsoever for a period of time. With enemies, the length is many times longer than with your own party, but, either way, it's deadly. It can be cured by being attacked (whether or not it was a miss or hit).

  • Poison: With this ailment, the character will receive 20 damage at the end of several turns following the infliction. They will also have their movement speed lowered by 1 for a while. You can cure this with an Antidote Pill or just waiting around.

  • Sleep: The character falls asleep. If you are controlling them, the AI will control everyone else until you wake up; if it is an ally that is fallen asleep, you cannot make them the leader until they wake up. Time will suffice to make the character wake up. Foes can also be found sleeping in dungeons; depending on the situation, they can wake up when you enter their room, when you get next to them, or attack them. (If you induce it, like via a Sleep Scroll, then the Sleep will not always even be removed under those circumstances.)


Starting around the third dungeon, you'll begin to encounter traps in dungeons. Traps are usually hidden on tiles until you literally step right on them and trigger them (the exception being the use of Eye Drops and similar things). Traps have a number of effects, so be sure to avoid them when you can. Here's a fair summary of the ones I know of.

  • Arrow Trap: Damages the user.
  • Binding Trap: Applies Binds to the user.
  • Boulder Trap: Damages the user.
  • Curse Trap: Curses some stuff you have. Not seen until the ninth dungeon.
  • Dart Trap: Poisons, and in turn slows down the user.
  • Demon Trap: Cures the ailments of all demons in the zone.
  • Disarm Trap: Removes some equipment from the one who triggers it. Overrides curses, if you want to switch equipment.
  • Enervation Trap: Takes 10 TP from the user.
  • Giant Bomb: Damages everyone in a 2-tile radius, reducing them to 1-10 HP.
  • Mute Trap: Skill Binds the user.
  • Rust Trap: Applies some rust to the user's stuff, lowering enchantments on equipment by one. Not seen until the eighth dungeon.
  • Slowness Trap: Slows the user by 1 for a few turns.
  • Slumber Trap: The user goes to Sleep.
  • Small Bomb: The user and those in a one-tile radius suffer damage.
  • Spinning Trap: The user is Confused.
  • Summon Trap: Summons some enemies nearby.
  • Teleport Trap: Teleports the user to somewhere random on the floor.
  • Transmogrifier: Any items on the floor in the user's room turn into enemies. Great for EXP./item grinding: just throw a bunch of crap items onto the floor, trigger the trap, and use a Blast Skill that hits all foes in the room!
  • Trap Multiplier: Sets additional traps throughout the zone. Not seen until the eighth dungeon.
  • Vine Trap: Leg Binds the user.
  • Wrecker Trap: Damages the user and sends them flying until a wall or character is struck. If a character or foe is struck, they take 5 HP of damage.

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. Let's take the Maya Owl as an example, who can drop both a Sealed Skull and a Shining Rectrix. No matter how many thousands of times you beat it, the Maya Owl will almost never drop a Sealed Skull. This is not necessarily about luck. Think about it like this: how can a Maya Owl drop a Sealed Skull ... if its skull is not sealed? If the Maya Owl is in a Head Bind when killed, it will - most of the time - drop a Sealed Skull. Not all of these are that obvious, but I made sure to iterate them where I could.

  • 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
    • Untyped - untyped damage corresponds to the Almighty element of the Shin Megami Tensei and Persona series (also by Atlus), if you need some kind of reference from; basically, nothing resists or nullifies it, but neither is anything weak to it. It works great for bypassing

  • 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 +: Very weak, deals a TON more damage.
    • Weak: Weak, deals a lot more damage.
    • Normal: Deals normal damage.
    • Resist: Deals less damage than normal.
    • Resist +: Deals a lot less damage than normal.
    • Null: Any attack of this type will only deal 1 HP of damage, regardless of the user's prowess.

  • 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! It restores over time, but be careful nonetheless, particularly in heated battled.
    • TP (Technical Points): The currency for most Active-type skills. This allows the use of skills, and it does NOT restore over time (most of the time), so be sure to be careful about it. You can restore it with certain items and skills as well as using the Amber Tiles and breaking Spread Tiles in dungeons.
    • FP (Food Points?): The analogue of the Hunger stat from most Fushigi no Dungeon games. This goes down only for the party leader as they move and act within the dungeon. It starts with a max of 100 (which can be extended or reduced in certain cases); once it hits 0, then the character will lose 1 HP for each action. Be careful!
    • 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 Should I Bring Into Dungeons?: Generally, the stock I'd prefer is the following:
    • At least two Medica (or better variants if possible) - shift to Medica II after the 6th Branch, Healing Scrolls are good alternates in the early game
    • At least two Nectar (even if your Medic has high TP and Revive)
    • At least two Amrita (unless you have a lot of TP-restoring skills) - shift to Amrita II after the 6th Branch
    • At least two Large Loaves for most early dungeon - you want to pack one for every 10 zones explored under the effects of Someii Rice in the mid-game, and for every 5 without it, which includes backtracking; you'll shift to four by the game's end even with Someii Rice
    • At least four Yggdrasil Leaves (only for dungeons you're new to, really)
    • This stock can be augmented as desired. You may want to pack Safety Scrolls as they become available for a few dungeons, for example, and the final dungeon in the game pretty much beckons "10 Amrita II". >_> It all depends, really.

Notes on What I Cannot Cover (MUST READ!)

Though you may already be aware of this, a lot of stuff in Etrian Mystery Dungeon is randomized - if you've ever played Dark Cloud, Pokémon Mystery Dungeon, or, really, any roguelike (Fushigi no Dungeon or otherwise) game, you know what I mean. The layouts of dungeons tend to be randomized to a high extent; I cannot navigate you through those, no matter how much you may beg, complain, ask, or troll. There is a certain degree to which, then, you will be on your own. I will be able to provide some enemy data, and I explained some basic strategy in the preceding section, but that's the most of it.

And, yes, navigation even implies the dungeon maps, the zone maps through which you'll navigate. These are also randomized from playthrough to playthrough of a dungeon, except for the first trip through the Mysterious Labyrinth since it is more of a tutorial than anything. In fact, about the only certain zones that exist are the top (B1F-4) and the bottom (also in "4" column).So, yes, you'll have to navigate through those, too, but basically "down" is the way to go. If you intend to fully explore floors, then be sure to bring plenty of Bread. (I'd recommend at least one Bread for every five floors of dungeon play for fairly quick players, and two or three per five floors for completionist players that want to clean out every zone, even optional zones.)

Additionally, a number of requests presented to you in the game are also random - not that the request itself may/may not appear, but they take place in the aforementioned randomized mystery dungeons. Again, I cannot help you walk through those, because they often require dungeon-trekking unless you're obscenely lucky or something. I can try to answer questions regarding them and how to go about them in terms of what you are intended to do, but I cannot walk you through that nearly so easily.

Arrival in Aslarga

After the brief cutscene signifying your arrival in Aslarga, head to the Explorers Guild. You'll meet someone there, after which you will be made to create a character for yourself. You'll first select class (you'll only be able to use Landsknecht for now), then appearance and name. The guild leader will then briefly introduce mystery dungeons to you before telling you to head to the Skyship Port for a more practical lesson.

When arriving, after some brief comments on the lack of participants, you'll be shown where the mystery dungeon is. You'll be told to open your dungeon map, which will that the dungeon has a preset structure. Each dungeon is divided into a number of zones; some floors will have just one zone (the set-up of most rogue-like RPGs), and others - here, on B2F - two or more, up to seven in all. You can go between two floors, back and forth, and not end up in the same area. For example, look at B2F's west room. Go down, you're in B3F. Go up, and you're in the eastern B2F zone. Go down, back to the B3F zone from before. Interesting, huh?

Your challenge will be to go through the dungeon to reach the bottom, B4F. You will then be given some bread, among other items, and can then proceed into the dungeon at will.

Mysterious Labyrinth

Note that you won't find item points on your first trip through. In fact, the layout for this dungeon is only set on the first trip through it; a map of that is below, but understand that this applies to your first-ever, tutorial trip ONLY.

  • Dungeon Overview:
    • Bottom Floor: B6F-4 (B4F-4 on your initial trip only)
    • Enemy Strategy: Enemy-wise, you won't find much trouble here, but neither will you find much to abuse. On your first trip, and pretty much any other successive trip, you'll easily OHKO most foes around here, so don't be particularly worried.

Mine PointChop PointTake Point
CyaniteSturdy TimberForest Aloe

Monster NameTypePhysical AffinitiesElemental AffinitiesEXP. YieldItem Drops
GrasseaterInsectNormalNormalNormalNormalNormalNormal40 EXP.Grasseater Leg, Grasseater Jaw
Tree RatAnimalNormalNormalNormalNormalNormalNormal60 EXP.Rat Fang, Rat Hide
WoodflyInsectNormalWeakNormalNormalNormalNormal20 EXP.Scales, Thin Wing

B1F-4: When you arrive, you'll be told of an item nearby. Go ahead and pick it up to find a Short Sword, a weapon that is an improvement over the Knife you currently wield. Equip it, then head north to the next room. (The layout of this floor should be set in stone for the sake of tutorial.) There, you'll be told to make note of the map each time you enter a room; this is useful as it makes far-off items and enemies apparent. For example, the nearby Medica, an HP-healing item. Pick it up and continue into the next room to the east.

You'll find an enemy in this room; after some introduction to turn priority, you'll be free to fight it off at will, and a single attack should be sufficient to take out this Grasseater. After, continue east and towards the next floor.

B2F-4: Upon arrival, it'll seem that you have two monsters to fight. Granted, whereas the Guildmaster claims that a skill should be used, anyone with some remote knowledge of Fushigi no Dungeon should find this quite easy to deal with. To each their own. Anyhow, you'll get an introduction in allocating Skill Points to skills; as you level up, you will gain more Skill Points, which can unlock skills on the skills chart for a character. By allocating sufficient points, you can learn a new skill and use it in battle.

In this particular instance, there is no real need to allocate Skill Points at the moment; the two enemies in this room can be taken out with relative ease as you can move more towards one foe than another and have sufficient time (about two hits) to kill it. But to each their own; if you want to allocate Points to a skill in this case, I'd do it for Double Strike.

Continue west into the next hall and you'll be notified about how you can move faster when holding B, and later about the inability of TP - the currency of Skills - to regenerate normally, even though HP does. You'll, however, be able to restore it on Amber Tiles in this case, which heals both TP and FP. (FP is the analogue of Hunger from other Fushigi no Dungeon games, such as Pokémon Mystery Dungeon - when it hits zero, all actions will cost you 1 HP, hence the Bread item and the like.) Use the tiles to restore small amounts of TP/FP now by walking on them (may as well use 'em all), then use your map to navigate to the next room. Go on downstairs.

B3F-4: When you arrive here, you'll learn that there are two upbound staircases in this floor. Remember the dungeon map presented earlier? There will be an angled-looking staircase on your map that has a right-angle in it (just see the e-manual if you don't understand); this goes to the floor NOT directly above on the dungeon layout. Keep that in mind. Otherwise, nothing special here from a navigational standpoint; you don't even have to visit that floor. However, assuming you still have your Bread, I'd really suggest doing so; I found a Nectar (full-HP revival) and a Buckler shield there!

B4F-4: When you arrive, simply go north for a bit. Pick up the three sets of 200 en - "en" is the unit of money in Etrian Odyssey, and this is a nice 600 en total - and then use the Geomagnetic Pole to leave.

The New Guild

When you return outside of the labyrinth, the Guildmaster will congratulate you and allow you to create your own guild, a team of adventurers that will aide you in whatever quests you may decide to take on. Choose a cool name for it and you'll be told about obtaining new members and the limitations on the number of members you may take into dungeons (four members). You'll be shown a set of members; pick a few that you think will help you out.

I would suggest balancing your party somewhat; you're already the combative, close-range Landsknecht, so try to vary it a bit. A Medic would be very key, and beyond that it's mostly up to you. Personally, I'd also throw in a Gunner (long-range fighting, some nice elemental skills) and a Runemaster (a sort of "black mage", having a number of elemental, ranged skills). Etrian Odyssey pros may find the status-oriented Hexer a valuable ally instead. Above all, the key is to have at least one physical fighter and at least one magical fighter. Some foes are stronger physically and others are stronger magically. If you have an all-physical party and go up against someone with high physical defense, you'll have a rough time of it, you see?

You can add up to 10 members from the list provided into your guild, so may as well do more than beyond the basic four party members. You'll be given the Blast Skill Manual tomes afterwards. Each job class has a specific Blast Skill that helps in some way; as you kill enemies and collect amber from tiles, the Blast Gauge will fill, allowing for an ultra-powerful attack when filled. ... Of course, these aren't it for now, just some generic ones on directing your allies. Darn.

Anyhow, once you're done, leave into the main town and visit Kasumi's inn, which just opened up. You'll be given three Ariadne Threads, items which allow instant escape from dungeons without loss of items or money. Anyhow, feel free to deposit unneeded items and save and stuff. After leaving, you can visit Chano Retail for all your money-spending needs ... and items and equipment, too. Once done there, you can visit Mr. Magan. When you do, you'll be given the chance to take on a mission and (regardless of what you tell the man) it'll have a reward of 2,000 en. Sweet. Go ahead and accept the mission, "Fiend in the second dungeon".