From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Chop
  • Hardwood
  • Twining Ivy
  • Red Fruit
Mine
  • Pyroxene
  • Bronzite
  • Andradite
Take
  • Tiny Petal
  • Crabapple
  • Amber Lump
Monsters
  • Claw Beetle
  • Clawed Mole
  • Flying Beetle
  • Forest Hare
  • Giraffa Beetle
  • Mandrake
  • Roller
  • Tree Rat
  • Venomfly
  • War Bison
  • Woodfly
  • Zebratherium
F.O.E.
  • Boulder Boar
  • Forest Wolf
  • Ragelope
  • Reaping Shade
  • Skoll

After an animated cutscene, you will start in Radha Hall. Accept the mission Adventurer's initiation. Your first task is to draw a map of B1F. You will be partnered with Ren and Tlachtga. At this point you can name the highlander. You can visit Shilleka's Goods to purchase any items you need and the Rooster Inn to save you game. Head to the Forest Entrance to begin exploring the labyrinth.

B1F[edit]

The initial map you are given has a portion already mapped out. You need to finish the rest in the red border. Ren is a level 33 Ronin and Tlachtga is a level 31 Hexer, so monsters should not give you any trouble. Ren will let you know when you completed mapping B1F. On the way back an earthquake will occur. Return to Radha Hall to report the results of the mission. Ren and Tlachtga will then leave your party. Accept the mission Investigate the abnormality. You are tasked with exploring an ancient ruin to find the cause of the earthquakes. When you are ready go to the Forest Entrance. A soldier will take you to Gladsheim AREA I

Events
  • C1: Pick up the boot to acquire a Pyroxene, but you have to fight three Clawed Moles.
  • D2: The red fruit restores 15 HP to whoever eats it.
  • E1: There is a rucksack that contains 100 en at the dead end.
  • E4: The spring water at the dead end restores 10 TP (repeatable).
Treasure Boxes
  • A3: Analysis Lenses
  • A3: Fire Talisman
  • A3: Nectar
  • A1: Copper Grimoire I (requires White Crystal Key)
  • C3: Nectar II (requires Purple Crystal Key)
  • C3: Copper Grimoire I (requires Purple Crystal Key)
  • C6: Guard Sole
  • C6: Four Leaf Clover
  • B6: Ice Talisman
  • A6: Copper Grimoire I

At D4 is a hidden entrance to the right side of B1F. Initially it is blocked, but becomes available after you defeat Fenrir. There are three rooms behind doors that each contain a Reaping Shade with a treasure box behind them.

B2F[edit]

A short distance in, you will encounter Ragelope FOEs. They follow a set path so they are easy to avoid. At B4, Raquna spots a shiny Clawed Mole which attacks. Rare breeds become stronger during battle and reward more experience when defeated. At D4 another earthquake hits. A giant boulder at C4 comes to life and charges the party. Before it can hit, the party jumps to the side. These Boulder Boars are the next FOEs encountered. They move in a straight line until they hit a wall one turn after they spot the party. Move perpendicular to them to avoid them. Once past all the Boulder Boars, the stairs to B3F is at A7.

Events
  • A3: The orange fruit causes 10 TP loss to whoever eats it.
  • C3: A snake bites whoever investigates. Lose 5 HP.
  • D4: The green fruit restores 15 TP to the party (repeatable).
  • B4: Rest and eat with a soldier. Recover full HP and TP (repeatable).
Treasure Boxes
  • A1: Ariadne Thread
  • C7: Nectar
  • D7: Formaldehyde
  • D2: Amrita II (requires White Crystal Key)
  • D3: Divine Gift (requires White Crystal Key)

B3F[edit]

You arrive in a large room and spot a Reaping Shade. This FOE can be avoided by going south and then west until you get to the door. The next room has two Reaping Shades. They can be avoided by going north and then west until you reach the door to an empty room. The room after has three Reaping Shades and the door is in the middle of the south side. If you haven't figured out the pattern yet, Reaping Shades move one step for two turns and then stay for one turn. You can move south two steps and then west until you reach the door. Continue on and eventually you will run into Ren and Tlachtga at C1. Go back to Radha Hall and accept the mission The terror of Fenrir. Fenrir has occupied B5F and is attacking explorers. You are tasked with eliminating Fenrir. Also, there is a Geomagnetic Field in the 2nd Stratum. Go back to C1 on B3F and Ren and Tlachtga will now let you pass. Once you go through the door at D2, you will encounter Boulder Boars again. In the room at F2, a wolf is about to attack a soldier, but Tlachtga deals with the beast. Past her is the stairs that lead to B4F.

Events
  • C1: Ren and Tlachtga block path until mission is accepted.
  • F3: Steal Hardwood, Crabapple, Red Fruit from a bear, but Raquna loses 30 HP.
  • F2: Tlachtga restores HP and TP (repeatable until Fenrir is defeated).
Treasure Boxes
  • A1: Blinding Dagger
  • B1: Lucky Scarab
  • E3: Copper Grimoire I

B4F[edit]

At F1 you hear several howls confirming there are wolves on this floor. You won't encounter them until pass the door at D3. A Forest Wolf blocks the next door. Once defeated, continue and Ren will greet you in front of the door at A3. She will give you 3 Sonic Bombs which prevent wolves from using Howl to summon more wolves. In the room is another Forest Wolf that is blocking a door. Defeat the wolf and go down the stairs to B5F.

Events
  • F2: Raquna gets her foot stuck in hole. Digging it out reveals 3 Medica.
  • C1: Pickup a Copper Grimoire I but get ambushed by a Flying Beetle.
  • A3: Ren hands you 3 Sonic Bombs.
Treasure Boxes
  • B3: Amrita

B5F[edit]

The path winds around eventually leading to a door at D3. Inside you will encounter a Skoll. These FOEs move away from the party when they are adjacent until they hit a wall. During battles, they will move towards the party one step per turn until they join the battle. At E4 Ren will stop your party again. She gives you 3 Flash Bombs which stun nearby FOEs. The next room has more Skolls and a Reaping Shade that you can either fight or avoid. Continue on and you will encounter two Skolls and two Ragelopes. The paths of the Ragelope are offset so they will separate giving you room to go around them. Skip the door that needs a white crystal key for now. The door at B4 leads to Fenrir.

Events
  • F3: Eat a meal with the soldier to recover full HP and TP (repeatable).
  • C2: Party recovers 10 TP from listening to birds singing (repeatable).
  • E3: Ren hands you 3 Flash Bombs.
  • E7:
Treasure Boxes
  • B1: Copper Grimoire I
  • E5: 400 en
  • D4: Blaze Oil
  • D5: Hunting Horn

Boss: Fenrir[edit]

Fenrir will howl and 4 Skolls will appear. When you engage Fenrir, the Skolls will not join the battle until they move into range. You can use Flash Bombs to stun them for one turn. When Fenrir stands ready, it will howl the next turn and summon more wolves to appear in the room. You can use Sonic Bomb to prevent the howl. Fenrir is weak to Fire attacks and resists Ice attacks. If any wolves join the battle, only Fenrir is required to be defeated to end the battle. Once defeated, all the other wolves leave the room.

Skills
  • Horrific Roar - Chance to apply ? to party.
  • Cold Fangs - Ice attack that pierces across lines.

You can choose to return to Radha Hall to report the results or continue on to the 2nd Stratum to find the Geomagnetic Field. It is recommended you at least go down the stairs before you leave in order to unlock floor jump. The Geomagnetic Field is a short distance form the stairs and can be used to return to town. After you report the results, Raquna suggests going to the pub to celebrate their victory. When you are ready, head into the 2nd Stratum.