Etrian Odyssey Untold: The Millennium Girl/Gladsheim AREA I

Part 1
After you arrive the soldier will give you 3 Medica and a Nectar. You can speak to the soldier again to rest. Begin exploring the area. At D2 is a locked door and a small crevice opposite of it. Go through the crevice and touch the switch inside. This will unlock the door. Another animated cutscene will play where a girl comes out of a capsule. Three others join you as a monster attacks.


 * Treasure Boxes
 * D2:

Boss: Errant Camel
The Errant Camel is weak to elemental attacks so use any of the Young Boy's formulas as the main attack. The Redhead should use Front Guard and Provoke to reduce physical damage and the Doctor should heal up anyone low on HP. Use Odd Girl's Head Snipe to bind the Errant Camel's head and prevent it from using Hammerhead. After a few turns, the Errant Camel should be defeated.


 * HP: 1120
 * AT: 9
 * DF: 8


 * Skills
 * Hammerhead

Once the battle is over, talk to the trio and the girl. They will introduce themselves and join you in exploring the ruin. Check the device that Frederica awoke from. Continue on to each marked destination. After the last one, return to the entrance and speak to the soldier to return to Etria. Go to the Radha Hall and report the results of Investigate the abnomality.

After a conversation, you can create and name your guild. You will also receive Radha Note which you can take to Shilleka's Goods. Raquna suggests going to the pub and you can accept the following quests there.
 * The leathersmith's favor
 * A certain shop's request
 * To taste it once more...
 * Request from the inn I

When you are ready go to the Forest Entrance and continue exploring the labyrinth. Another cutscene will play. Go to the stairs and proceed to B2F

Part 2
From the Geomagnetic Field head south through the door. The corridor is dark and there is a Raging Camel sleeping. Go north in the lit room with a box. Frederica will turn on the lights in the corridor and the Raging Camel will start moving. You can take advantage of this behavior to avoid them and get around blocked paths. As you continue exploring you will encounter more lit and dark rooms with additional panels that control the lights. Past the door at C7 contains two Carmine Beak FOEs. Like the Raging Camels, they will be asleep in the dark. But in light, they will chase after you once they notice you. When you are ready go through the door at C4 to fight the boss.


 * Events
 * C1: Loud noise echoes throughout floor.


 * Treasure Boxes
 * E4:
 * A7: Amrita
 * C5:

Boss: Coeurl
During the first turn, Coeurl will dodge all attacks. Simon will suggest you escape. Coeurl is invincible while the room is dark. You will need to expose it to light. Go through the door at A4 and turn on the lights at A3. Now you will be able to fight Coeurl. You can eliminate the two Carmine Beaks on either side of the room before engaging Coeurl.

Coeurl is weak to ice attacks and resists volt attacks.


 * HP: 2980
 * AT: 21
 * DF: 16


 * Skills
 * Avidya Apostle - Attacks the party.
 * Dark Cradle - Chance to apply sleep to party.
 * Nightmare
 * Gloom Strike

Once Coeurl is defeated the party searches for the terminal. Go to the top right of the room and go through the hole. Frederica recognizes the black device as Mike, but she has trouble remembering. When she touches the terminal it comes to life. The ancient script indicates that Mike is in Area II. Geomagnetic Fields can only hold one destination so you will have to find a new Geomagnetic Field to get into Area II. When you are done return to Radha Hall. Another Geomagnetic Field is rumored to exist in the 3rd Stratum. Quinn will try to get ahold of Visil and in the meantime, you can continue exploring the 2nd Stratum.