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Shortly after reaching B2F, you'll be introduced to your first FOE (first threatening one if you've encountered the Pasaran on the previous floor). In addition to the FOEs, we will be introduced to a few new things to keep in mind throughout the Labyrinth. The first will be campsites, the second is special tiles. As discussed earlier, campsites are used to recover HP/TP and also status ailments provided there's a Farmer in the party with Camp Mastery. Get to know where they are in each floor and always bring a tent or two to avoid returning to town constantly. The special tiles come in a wide variety, the first one introduced are "sticky tiles". Sticky tiles cause your party to move 1 step per 2 movements, what this means is that you take 1/2 step per movement on sticky tiles but are forced to move the entire tile length. Though this does not seem like a big deal initially, keep in mind that FOEs are unaffected by these tiles and can easily catch up if you move across multiple sticky tiles. As a side note, a Farmer with Rain or Shine can negate a few special tiles (sticky and damage tiles). Later tiles range from damage tiles to spinning tiles, but we'll cover those later.
Shortly after reaching B2F, you'll be introduced to your first FOE (first threatening one if you've encountered the Pasaran on the previous floor). In addition to the FOEs, we will be introduced to a few new things to keep in mind throughout the Labyrinth. The first will be campsites, the second is special tiles. As discussed earlier, campsites are used to recover HP/TP and also status ailments provided there's a Farmer in the party with Camp Mastery. Get to know where they are in each floor and always bring a tent or two to avoid returning to town constantly. The special tiles come in a wide variety, the first one introduced are "sticky tiles". Sticky tiles cause your party to move 1 step per 2 movements, what this means is that you take 1/2 step per movement on sticky tiles but are forced to move the entire tile length. Though this does not seem like a big deal initially, keep in mind that FOEs are unaffected by these tiles and can easily catch up if you move across multiple sticky tiles. As a side note, a Farmer with Rain or Shine can negate a few special tiles (sticky and damage tiles). Later tiles range from damage tiles to spinning tiles, but we'll cover those later.


As of right now, you'll have a very hard time defeating it if you even can so just go ahead and avoid it. To avoid the Greedy Lizard (as with most non-aggressive FOEs), watch the path it takes and '''follow''' behind it until you can continue south. To do this, just pace back and forth directly above its route until it starts moving in the direction you want to go and walk behind it. If that is not clear enough, watch this [[Media:EO3_passing_passive_FOEs.gif|'''example''']] and look at the movements. It's very important to not run toward a FOE moving at you unless you know you can move around it or you plan on fighting it. Keep in mind that if you get into fight with a FOE and decide to retreat, you '''need''' to have an empty tile directly behind you to step backwards to, so try to avoid putting your back to the wall. After getting past the first FOE, we can go ahead and use the same trick to get to the eastern path and grab a Coupon from the chest and use the same trick to get back to the southern pass. As you make your way to D-3, be sure to open up the shortcut to avoid having to dance past the FOE. Further into the floor we'll encounter a second Greedy Lizard, go ahead and use the same trick to get past it to the eastern pass and, if you desire, to the chest it was guarding for a "Stun Blade" (until you get used to this simple trick, don't be afraid to use an Ariadne Thread if you get stuck). Shortly after passing by the locked door, you will see your first sticky tile. It's possible to take the eastern path here if you want for a chest containing Ariadne Thread. Just make sure that you pace around the entrance of the path until the FOE just passes the sticky tile heading west. Though it might look like it, the Greedy Lizard will not catch up if you keep going straight. When heading back, just follow directly behind it and move south when you can. The western path has less to worry about, just make sure you can put some distance between yourself and the FOE. Up ahead is a guard who wants you to bring them some items for a trade. The guard requests a Sharp Tooth, Pungent Ivy and Purple Scale in exchange for Medica, Theriaca B and Nectar respectively. The treasure containing a Power Book on the NW corner of the floor requires that you defeat the FOE to get it, so feel free to grab it later or fight the FOE if you feel confident. When you hit the hallway going south, be sure to put some distance between yourself and the FOE and make your way to the shortcut to grab some treasure and put some distance once more before heading back out (both the western and northern path will work, but entering from the west is a tad easier). Be sure to keep heading south toward the stairs to open up the shortcut (you might want to drop down to B3F just to be able to grab the new quests upon your return). From here just walk around opening the rest of the shortcuts, grab the Hamao if you want, and feel free to return to report, sell, and stock up before heading back. If you already popped into B3F before returning, you may be able to complete the quest ''"Man versus nature"'' immediately if you have a Farmer at level 2+. After you're ready, head back to do the quest, ''"The bond between guildmates"''.
As of right now, you'll have a very hard time defeating it if you even can so just go ahead and avoid it. To avoid the Greedy Lizard (as with most non-aggressive FOEs), watch the path it takes and FOLLOW behind it until you can continue south. To do this, just pace back and forth directly above its route until it starts moving in the direction you want to go and walk behind it. If that is not clear enough, watch this [[Media:EO3_passing_passive_FOEs.gif|'''example''']] and look at the movements. It's very important to not run toward a FOE moving at you unless you know you can move around it or you plan on fighting it. Keep in mind that if you get into fight with a FOE and decide to retreat, you HAVE to have an empty tile directly behind you to step backwards to, so try to avoid putting your back to the wall. After getting past the first FOE, we can go ahead and use the same trick to get to the eastern path and grab a Coupon from the chest and use the same trick to get back to the southern pass. As you make your way to D-3, be sure to open up the shortcut to avoid having to dance past the FOE. Further into the floor we'll encounter a second Greedy Lizard, go ahead and use the same trick to get past it to the eastern pass and, if you desire, to the chest it was guarding for a "Stun Blade" (until you get used to this simple trick, don't be afraid to use an Ariadne Thread if you get stuck). Shortly after passing by the locked door, you will see your first sticky tile. It's possible to take the eastern path here if you want for a chest containing Ariadne Thread. Just make sure that you pace around the entrance of the path until the FOE just passes the sticky tile heading west. Though it might look like it, the Greedy Lizard will not catch up if you keep going straight. When heading back, just follow directly behind it and move south when you can. The western path has less to worry about, just make sure you can put some distance between yourself and the FOE. Up ahead is a guard who wants you to bring them some items for a trade. The guard requests a Sharp Tooth, Pungent Ivy and Purple Scale in exchange for Medica, Theriaca B and Nectar respectively. The treasure containing a Power Book on the NW corner of the floor requires that you defeat the FOE to get it, so feel free to grab it later or fight the FOE if you feel confident. When you hit the hallway going south, be sure to put some distance between yourself and the FOE and make your way to the shortcut to grab some treasure and put some distance once more before heading back out (both the western and northern path will work, but entering from the west is a tad easier). Be sure to keep heading south toward the stairs to open up the shortcut (you might want to drop down to B3F just to be able to grab the new quests upon your return). From here just walk around opening the rest of the shortcuts, grab the Hamao if you want, and feel free to return to report, sell, and stock up before heading back. If you already popped into B3F before returning, you may be able to complete the quest ''"Man versus nature"'' immediately if you have a Farmer at level 2+. After you're ready, head back to do the quest, ''"The bond between guildmates"''.


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We'll go ahead and get started on "The bond between guildmates" by first visiting B2F - D4 and speaking to the guard. Following the guard's advise, return to the ''Butterfly Bistro'' and speak with the ''Bertram Guild member'' under ''Gather information''. Return to B2F and head to the campsite at D-6 to speak with Olympia. From here, head up to B3F and walk down the path until you find the bloody backpack. Afterwards, keep heading further in until you come into the room with the Raging Tyrant. On this floor, we will be introduced to the first aggressive FOE of the game. Some aggressive FOEs, like passive ones, can be avoided using careful planning and observation. Aggressive FOEs differ in that they do not follow a set route, but they will chase your party to a set point on a floor (usually within a room, but a few FOEs can go "around" doors if there's no wall). The trick regarding dancing around a route won't work, so instead, move all the way to the eastern side of the room and walk south until you can go into a door. From here move around a bit so the FOE goes back to its spot and then exit back into the previous room. Move west until you can enter the next door. This is the final location for ''"The bond between guildmates"'' so feel free to return to town or exit the room and continue west. If you're tempted to, in the room with the second Raging Tyrant, it is possible to both grab the chest with the Defense Script and make it into the room behind it, but you may need to warp out; in order to accomplish this, you should have Rain or Shine to negate the sticky tiles. Regardless of what you do, proceed to the next room and be sure to open up the shortcut. The next room has another Raging Tyrant in it that you should avoid. Keep to the eastern side of the room initially and use the terrain to your advantage (in case you don't know, Raging Tyrants are hippos and they '''can''' cross rivers). If you need help, follow [[Media:EO3_passing_the_Raging_Tyrant.png|'''this''']] route. Again, go around opening up the shortcuts, grabbing the treasure and be sure to pop into B4F until you are blocked off from exploring. Whenever you're ready, return to town, grab the new quests and the new mission.
We'll go ahead and get started on "The bond between guildmates" by first visiting B2F - D4 and speaking to the guard. Following the guard's advise, return to the ''Butterfly Bistro'' and speak with the ''Bertram Guild member'' under ''Gather information''. Return to B2F and head to the campsite at D-6 to speak with Olympia. From here, head up to B3F and walk down the path until you find the bloody backpack. Afterwards, keep heading further in until you come into the room with the Raging Tyrant. On this floor, we will be introduced to the first aggressive FOE of the game. Some aggressive FOEs, like passive ones, can be avoided using careful planning and observation. Aggressive FOEs differ in that they do not follow a set route, but they will chase your party to a set point on a floor (usually within a room, but a few FOEs can go "around" doors if there's no wall). The trick regarding dancing around a route won't work, so instead, move all the way to the eastern side of the room and walk south until you can go into a door. From here move around a bit so the FOE goes back to its spot and then exit back into the previous room. Move west until you can enter the next door. This is the final location for ''"The bond between guildmates"'' so feel free to return to town or exit the room and continue west. If you're tempted to, in the room with the second Raging Tyrant, it is possible to both grab the chest with the Defense Script and make it into the room behind it, but you may need to warp out; in order to accomplish this, you should have Rain or Shine to negate the sticky tiles. Regardless of what you do, proceed to the next room and be sure to open up the shortcut. The next room has another Raging Tyrant in it that you should avoid. Keep to the eastern side of the room initially and use the terrain to your advantage (in case you don't know, Raging Tyrants are hippos and they CAN cross rivers). If you need help, follow [[Media:EO3_passing_the_Raging_Tyrant.png|'''this''']] route. Again, go around opening up the shortcuts, grabbing the treasure and be sure to pop into B4F until you are blocked off from exploring. Whenever you're ready, return to town, grab the new quests and the new mission.


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|''Behavior:'' Aggressive
|''Behavior:'' Aggressive
|''Recommended Party:'' Hoplite, Monk, Zodiac, Wildling
|''Recommended Party:'' Hoplite, Monk, Zodiac, Wildling
|Though I would not recommend fighting this FOE early on, feel free to do so, but make sure you have some status reduction/increasing skills. Crush can easily take out any weaker party members, but you can help offset the damage by using any defense skills (Guard Order, Selflessness) and attack reducing skills (Rotten Eggs, Beast Roar, etc). Fire Star and the "Hellfire" limit (if you have it) are the best choices for damage here. If you do have Hellfire, a Zodiac with both Singularity and Etheric Charge maxed out can deal a large amount of damage by using Hellfire and Etheric Charge on the same turn (Zodiacs using multi-hit elemental limits with both Etheric Charge and Singularity maxed out works wonders on any enemy with an elemental weakness to exploit).
|Though I would not recommend fighting this FOE early on, feel free to do so, but make sure you have some status reduction/increasing skills. Crush can easily take out any weaker party members, but you can help offset the damage by using any defense skills (Guard Order, Selflessness) and attack reducing skills (Rotten Eggs, Beast Roar, etc). Fire Star and the "Hellfire" limit (if you have it) are the best choices for damage here.
}}
}}


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|''Behavior:'' Passive
|''Behavior:'' Passive
|''Recommended Party:'' Should be the same as the Narmer one
|''Recommended Party:'' Should be the same as the Narmer one
|There's no real strategy to this one, if you have any defense reducing skills or Ad Nihilo, be sure to remove it of its buff whenever it's up. Try not to waste too much HP/TP bringing this FOE down. The real purpose of this FOE seems to be to make getting into another fight with Narmer harder.
|There's no real strategy to this one, if you have any defense reducing skills or Ad Nihilo, be sure to remove it of its buff. Try not to waste too much HP/TP bringing this FOE down. The real purpose of this FOE seems to be to make getting into another fight with Narmer harder.
|<br/>
|<br/>
|'''Narmer'''
|'''Narmer'''
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|''Conditional Drops:'' Trembling Fin (1 person party)
|''Conditional Drops:'' Trembling Fin (1 person party)
|''Recommended Party:'' Monk, Zodiac, Prince(ss), Hoplite
|''Recommended Party:'' Monk, Zodiac, Prince(ss), Hoplite
|This is the first boss of the game so be sure to come well prepared and bring a tent. It's up to you whether or not to use Provoke as Whip Ripper can kill an unlucky Hoplite, but if you do, be sure to keep your Hoplite topped off (Selflessness can work wonders here). Make sure that your Monk has Refresh, your Zodiac has Volt Star, and your Prince(ss) has both Shock Arms '''and''' Regal Radiance. The only real trick here is when Narmer uses Submerge and it's why a Prince(ss) is strongly recommended. Be sure to spend some points in Royal Lineage/Nobility Proof (or both) and keep Shock Arms up on them at all times so when Narmer does use Submerge, you can have everyone recover/defend and have the Prince(ss) use Regal Radiance on themself to damage Narmer, remove the duplicates and prevent Earthquake from being used.
|This is the first boss of the game so be sure to come well prepared and bring a tent. It's up to you whether or not to use Provoke as Whip Ripper can kill an unlucky Hoplite, but if you do, be sure to keep your Hoplite topped off (Selflessness can work wonders here). Make sure that your Monk has Refresh, your Zodiac has Volt Star, and your Prince(ss) has both Shock Arms AND Regal Radiance. The only real trick here is when Narmer uses Submerge and it's why a Prince(ss) is strongly recommended. Be sure to spend some points in Royal Lineage/Nobility Proof (or both) and keep Shock Arms up on them at all times so when Narmer does use Submerge, you can have everyone recover/defend and have the Prince(ss) use Regal Radiance on themself to damage Narmer, remove the duplicates and prevent Earthquake from being used.
|<br/>
|<br/>
|As far as a solo run is concerned with Narmer, it is strongly recommend to take a Prince(ss) with at least 2nd Stratum gear, Shock Arms, Regal Radiance, Royal Lineage, Nobility Proof, Protect Order. Optional skills would be Negotiation, Guard/Attack Order, and Reinforce. The same tactic applies with Shock Arms and Regal Radiance, be sure to keep up Protect Order as well and use Negotiation for a quick (but potentially risky) heal, also equipping and using the Indomitable limit is pretty helpful here. You should not have too much trouble if you're at a decent level and are familiar with the fight/class, but you could also wait until you have subclasses unlocked for an easier fight. Just be sure to pick a class with good synergy (pretty hard to go wrong with a supportive class, but a damage dealing class will make the fight go faster). One thing to keep in mind is that Narmer will not run on any encounter after the storyline battle.
|As far as a solo run is concerned with Narmer, I would strongly recommend a Prince(ss) with at least 2nd Stratum gear, Shock Arms, Regal Radiance, Royal Lineage, Nobility Proof, Protect Order. Optional skills would be Negotiation, Guard/Attack Order, and Reinforce. The same tactic applies with Shock Arms and Regal Radiance, be sure to keep up Protect Order as well and use Negotiation for a quick (but potentially risk) heal, also equipping and using the Indomitable limit is pretty helpful here. You should not have too much trouble if you're at a decent level and are familiar with the fight/class, but you could also wait until you have subclasses unlocked for an easier fight. Just be sure to pick a class with good synergy (pretty hard to go wrong with a supportive class, but a damage dealing class will make the fight go faster). One thing to keep in mind is that Narmer will not run on any encounter after the storyline battle.
|<br/>
|A note concerning the Trembling Fin: You '''can''' use any skill that fills in an extra spot, such as a ninja's Bunshin or a Wildling's Summon beast skills, and still get the conditional drop but if and '''only if''' you remember to dismiss the summoned units '''before''' the battle ends. As such, an alternate strategy would be to bring any class that can fill in extra slots to help draw damage away from the caster and deal extra damage. A ninja's Bunshin can allow for up to 5 clones (6 "party members" total), a Wildling's summon abilities only allow one beast of any kind at a time, and the hidden class's ability can be a bit limited for this particular fight, but allows for more than one "summon" at a time. A very poorly equipped, but decently leveled, ninja can easily solo Narmer. For a ninja (or ninja subclass), it is recommended to spend as many points as possible in the following skills: Senpuku, Karuwaza, Bunshin, Kumogakure, Otori, and Keburi no Sue. Be sure that if you use a ninja, you spend at least one point in Tagen Battou and use it either to kill Narmer or a little before it dies to qualify for the drop. When the battle starts, make sure to use Kumogakure on the first turn and on the following turns, fill out the other 5 slots using Bunshin. Be sure to Kumogakure up on all the ninja on the front line at all times and Indomitable (if you decide to bring it) on at least one front line ninja. Second Wind is not really recommended as Senpuku and Kumogakure makes it more or less useless (the high evasion + losing 50% of your hp per use of Kumogakure). The ninja with Indomitable active or any front line ninja should have Otori on them at all times to draw attacks away from the ones in the back row. If any ninja gets low on TP, place them in the front line (remembering to keep Kumogakure up) and either cast Otori on them or let them recover from Mud Throw evasions. Whenever Narmer uses Submerge, you can either have each ninja attack one of Narmer's six shadows, or have them use a multi-target skill like Fukubari. Be sure to replace any ninja that has died immediately and remember to use Tagen Battou to easily get rid of all the clones before the fight is over for a fairly easy solo run.
}}
}}


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