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by ZeoKnight

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FAQ/Walkthrough by ZeoKnight

Version: 1.4 | Updated: 04/05/18

Table of Contents

  1. Intro
    1. Gameplay Info
  2. The Beginning
  3. In Depth - Base Classes
    1. Fencer
    2. Dragoon
    3. Pugilist
    4. Harbinger
    5. Warlock
    6. Necromancer
    7. Rover
    8. Masurao
    9. Shaman
    10. Botanist
    11. Racial Skills and Extra Notes
    12. Equipment Skills
    13. Recap of Buffs, Debuffs, Ailments and Binds Skills
  4. 1st Stratum
    1. 1F - Pursuing an Old Legend
    2. 2F - Around the Campfire
    3. 3F - What Lurks behind the Trees
    4. 4F - A Dance with Stone Statues
    5. 5F - The Guardian of the Woods
    6. 1st Stratum Boss and Epilogue
  5. 2nd Stratum
    1. 6F - Rising to New Heights
    2. 7F - Beware of Stampede
    3. 8F - A Beast Born to Fight
    4. 9F - Across the Mountain Pass
    5. 10F - The Master of the Skies
    6. 2nd Stratum Boss and Epilogue
  6. In Depth - Master Titles
    1. F - Phantom Duelist
    2. F - Chain Duelist
    3. D - Shield Bearer
    4. D - Cannon Bearer
    5. P - Barrage Brawler
    6. P - Impact Brawler
    7. H - Deathbringer
    8. H - Deathguard
    9. W - Omnimancer
    10. W - Elemancer
    11. N - Spirit Evoker
    12. N - Spirit Broker
    13. R - Flying Falcon
    14. R - Hunting Hound
    15. M - Blade Dancer
    16. M - Blade Master
    17. S - Divine Punisher
    18. S - Divine Herald
    19. B - Merciful Healer
    20. B - Graced Poisoner
    21. Equipment Skills II
    22. Recap of Buffs, Debuffs, Ailments and Binds Skills II
  7. 3rd Stratum
    1. 11F - Chasing the Dying Light
    2. 12F - Over a Toxic Graveyard
    3. 13F - Where Wraiths Wander
    4. 14F - An Executioner's Axe
    5. 15F - The Lord of the Undying
    6. 3rd Stratum Boss and Epilogue
  8. 4th Stratum
    1. 16F - Discovering the Next Level
    2. 17F - Pillars on the Pathway
    3. 16F - Discovering the Next Level (hidden area)
    4. 1F - Pursuing an Old Legend (hidden area)
    5. 3F & 4F Tutelary Forest (hidden area)
    6. 7F - 9F Jagged Reach (hidden area)
    7. 15F - The Lord of the Undying (hidden area)
    8. 18F - Lost in the Crystal Caves
    9. 19F - A Mysterious Stranger
    10. 20F - The Creature in the Cavern
    11. 4th Stratum Boss and Epilogue
  9. 5th Stratum
    1. 21F - Back to the Beginning
    2. 22F - Echoes of Calamity
    3. 23F - Hindered by Gravity
    4. 21F & 22F Untamed Garden (hidden area)
    5. 24F - Through a Needle's Eye
    6. 25F - The Genesis of Darkness
    7. 5th Stratum Boss and Epilogue
  10. 6th Stratum
    1. 26F - Taking a Step Beyond
    2. 2nd Stratum Superboss
    3. 27F - Paths Lit by Heaven
    4. 1st Stratum Superboss
    5. 28F - Propechies in the Void
    6. 3rd Stratum Superboss
    7. 29F - Past the Edge of Despair
    8. 4th Stratum Superboss
    9. 30F - The Dawn of a New Myth
    10. 6th Stratum Boss and Epilogue
    11. Special Strategy: 99999 damage
  11. Full Maps
    1. 1st Stratum - Tutelary Forest
    2. 2nd Stratum - Jagged Reach
    3. 3rd Stratum - Fetid Necropolis
    4. 4th Stratum - Lucent Hollows
    5. 5th Stratum - Untamed Garden
    6. 6th Stratum - Empyreal Bridge
  12. Iorys Marketplace
    1. SHOP - 1st Stratum
    2. SHOP - 2nd Stratum
    3. SHOP - 3rd Stratum
    4. SHOP - 4th Stratum
    5. SHOP - 5th Stratum
    6. SHOP - 6th Stratum
  13. Book
    1. Quests
    2. Missions
    3. Monstrous Codex
    4. Item Compendium
  14. Unlockables
  15. Downloadable Content
  16. Closing

3rd Stratum

12F - Over a Toxic Graveyard

Before arriving at this floor, you may want to rest until evening at Inn. Starting from this floor you'll start to find toxic areas, which reduce your party members' HP by 20 (Advanced) / 16 (Basic) whenever you step onto them. However, the effect only happens during the daylight, so you can travel safely in the evening. As alternate, you may want to bring a few Guard Soles / activate Warlock's Levitation skill to prevent the damages during the daylight. Guard Soles are buyable at the shop for each Floating Cranium, dropped by Cracked Skull, a common enemy in 3rd Stratum.

Remember, the difficulty can be changed anytime when you're in town.

Bone Archer
EXPLootSkills
AdvancedBasic
15001800Dirty QuiverVicious Arrow (arms)
WeaknessFire, Volt, Paralysis
ResistInstant Death, Curse, Arm Bind

Immune-
Cracked Skull
EXPLootSkills
AdvancedBasic
12001440Floating CraniumBaneful Gaze (head)
WeaknessStab, Ice, Stun, Head Bind
ResistFire, Curse, Sleep, Panic, Poison,
Arm Bind, Leg Bind
Immune-
Eerie Choker
EXPLootSkills
AdvancedBasic
14501740
Elastic Vine

Neck Grip (arms)
WeaknessCut, Fire, Paralysis
ResistIce, Head Bind
Immune-
Grand Spriggan
EXPLootSkills
AdvancedBasic
35004200Black Tail,
Necrotic Finger
(defeat with bash attack)
Stampede (legs)
WeaknessFire, Poison, Blind
ResistStab, Volt, Sleep, Panic
Immune-
Petite Spriggan
EXPLootSkills
AdvancedBasic
11001320Squishy LegEye Stab (arms),
Transform (innate)
WeaknessFire, Poison
ResistStab, Volt, Stun, Panic
Immune-
Skelesword
EXPLootSkills
AdvancedBasic
1200014400Rusty BladeFiendish Blade (arms),
Step Slash (legs)
WeaknessFire, Volt, Paralysis
ResistInstant Death, Curse, Panic, Arm Bind, Leg Bind
ImmuneSleep
Soultaker
EXPLootSkills
AdvancedBasic
29503540
Sharpened Rim


Fire Spin (legs)
WeaknessIce, Instant Death, Curse, Leg Bind
ResistCut, Fire, Volt, Petrification, Blind
ImmunePanic
Zombie Mutt
EXPLootSkills
AdvancedBasic
15501860Rotting Dogbone,
Confused Needle
(defeat while
it's inflicted with Panic)
Poison Bite (head)
WeaknessPanic
ResistIce, Instant Death, Paralysis
ImmunePoison

Upon arriving on this floor, you'll read Relic Note 1. Head north to open a chest with 2500 en, then head 1 square south and 3 squares east to trigger the first event. Simply choose the first option to give a proper burial, advancing the clock by 1 hour.

Adventurer's Log

A Proper Burial

On finding a crumbling corpse, you decided to dig a grave for the unknown individual. Maybe now they'll rest in peace.

Adventure Result (EXP)AdvancedBasic
850010200

Now head 2 squares south and 2 squares east to find a chopping point with Skull Wood, Parasitic Vine, and Fine Sapling, then head 1 square west, 3 squares north, and 5 squares east to arrive at the area surrounded by toxic marshes. You'll obtain Ancient Gun, the first required item to complete the mission. Now head all the way southeast to open the door, then go straight to open the northeast door.

Upon entering this room, you'll read Relic Note 2. This zone has many narrow paths with toxic areas, so hopefully you still have several hours left before morning comes. Hug the left wall until you find a crevice on your right side. Go through it and then move 2 squares forward to obtain Ancient Shield, the second key item. Head back to previous zone and follow the way to trigger an event at the dead end. This event requires someone who has learned Hunting Skill to be cleared. Simply choose the first option to obtain 3-5 Meats as reward.

Adventurer's Log

Beast at Bay

Finding a deer stranded amid the toxic marshes, you hunted it down and acquired its meat. It's kill or be killed.

Adventure Result (EXP)AdvancedBasic
50006000

Hug the left wall until you find an impassable crevice in the north side. You can't do anything about it for now. Hug the left wall to harvest a few Mandrapotatoes, then keep hugging the left wall until you trigger another event, this time is about a starving dog. Give one of your Meats you have just obtained before to clear the event.

Adventurer's Log

Lost Dog

You found a stray dog in the Fetid Necropolis that seemed to have lost its owner, and you gave it some food.

Adventure Result (EXP)AdvancedBasic
1000012000

Hug the left wall until you open a chest with Glint Pendant, backtrack and keep hugging the left wall until you find another chopping point with Skull Wood, Parasitic Vine, and Fine Sapling, head west to get out from this zone, and then, if you need to heal, it's better if you head toward the south door.

Simply head 1 square south to meet Conrad again. His guild members have made a temporary resting place and have already rest. Conrad leaves it to you before his party departs to search his missing guild member. Simply choose the first option to recover 200 HP and TP to your party members, but unfortunately it can only be triggered once. Now get out and enter the southwest door.

Upon entering this room, you'll read Relic Note 3. There are 4 Skelesword FOEs on the field. Hug the right wall, avoid the first and second FOEs, then after arriving at the south (the third FOE), head north to lure it into the light, and then quickly hug the right wall and follow the way to to the dead end. If you wake up the fourth FOE in the east, you have to lure it into the nearby light before proceeding into the narrow path, or else you won't be able to get out from the narrow path without defeating this FOE. Check the monument to obtain Ancient Armor, the third key item, then return to previous zone by taking the long way again. Don't be tempted to use the shortcut as you won't be able to avoid 2 FOEs in the narrow path. Once outside of the room, go straight to open southeast door.
Upon entering this room, you'll read Relic Note 4. There are another 4 Skelesword FOEs on the field, and they block the direct access to the fourth key item. You need to hug the right wall until you wake up the first FOE, then step back 6 squares west, and then move east again and keep hugging the right wall until you arrive at the dead end to obtain Ancient Helmet, the fourth key item. Nothing else should be done here, so get out from this place. If you arrive at this floor in the evening, it should be morning at this moment so you can use the light to burn any FOEs. Return to previous area and then head toward the north door.

An upstairs to 13F can be seen directly in the north. However, there are some requests that need to be done as usual. You also need to report the mission's result, so it's better if you return to the town. Head back to Council Hall to report the result, then the Council gives 9000 en as reward.

Mission Completed!

Adventure Result (EXP)AdvancedBasic
8310099720

Interlude

As usual, there are some new requests. However, if you had accepted the requests when you came back to Council Hall to accept the mission, all of these requests can be cleared without doing additional exploration.

Syrik's Small Favor

This request from Syrik calls for a set of materials needed to make a new weapon.

Reward: Sapling Hat


This time Syrik needs a Fine Sapling, the rarest material obtained at any chopping point in 12F. If you've already farmed this item during your previous adventure, this request can be cleared immediately.

Adventure Result (EXP)AdvancedBasic
3000036000

Seed of Truth

"I found a weird seed, but it won't grow anywhere. Is someplace in the labyrinth good for gardening?"

Reward: Guard Sole


Rampaging Roper
EXPLootSkills
AdvancedBasic
45005400-Poison Slap (arms)
WeaknessCut, Fire, Paralysis
ResistBash, Ice, Volt, Stun, Instant Death, Petrification, Poison, Head Bind
Immune-

You'll obtain Strange Seed after accepting this request. Now simply head into 11F, move toward the northeast section, and put this seed on the proper location. Unfortunately it becomes a monster which attacks you, dealing 70 damage (Advanced) / 56 damage (Basic) to all party members. Now you have to defeat the monster, known as Rampaging Roper in the battle. This creature will summon 2 Eerie Chokers to the field, so you may need to defeat them before dealing with Rampaging Roper. Once you've defeated them and come back to report the result, the reward will be increased to 3 Guard Soles instead.

Adventure Result (EXP)AdvancedBasic
3100037200

Now select PATRON to see some new faces. However, the rest of the patrons just inform some tips which may be useful during your adventure. Now save your progress and climb the upstairs to 13F.