By using the Service, you represent and warrant that (a) all registration information you submit is truthful and accurate; (b) you will maintain the accuracy of such information; and (c) your use of the Service does not violate any applicable law or regulation. Handle it as before. There will be a Blue Gel there as well as another boulder. Below, you'll find said translations and other details. Fearless look - Absolutely nothing. The day started with an inspirational speech from Michael Russell announcing the association name change from Michael Russell BJJ to Odyssey BJJ. Upon eliminating the appendages, it's time to make your offensive prowess count as the Core itself becomes open to attack. Single-target attack items can be used infinitely. Once you land, go west, then north at the fork. There's a path to the south you can follow, which will take you to a smaller room with a Chop Point in it you might want to take some stuff from. ^ - Only found in the secret area accessible via the Yggrasil Key door on 10F. Tea Brewing 2 (Get Yggdrasil Sprout ingredient). There, you'll come to a fork. Then we get the loop from there, just repeating the cycle of Turns 2-7, with obvious alterations as needed. Once you get beyond this teleporter, follow the linear path into a room. (Speaking of which, I detailed some stuff in the previous sections about what levels you should be when, and some good stuff regarding parties.) Finally. If you head further into the area, you'll get caught by a Cursed Knight. After, return to the east side of the shortcut and head off north. But fans are curious to know what's coming next. Continue following the path and it'll eventually widen up in northern E5 to a 2x5 platform. It's sort of like dealing with a short-range Raptor from the 1st Stratum. Then go in a circle in this loop structure back to the north side where the bridge is, with the FOE in tow. Mossy Shell, Polished Shell *, Shut Shell, Golden Horn, Poisoned Hide ***, Lizard Loin, Pale Bone, Poison Pumpkin ^^^^, Blue Pumpkin, Hazardous Bulb, Lavish Flower ^^, Hazardous Bud. Go northwest from there and you'll find a small area in western B1-C1 where you're in line with the Salamander again. Makes the weapon-based attacks of a single ally deal Volt-based damage for 5 turns. Snow Bloom #1 - C5: When you begin, there will be several paths leaving the room you're in. Return to the small room and go west into another room. Your offensive units should again continue their efforts on splitting the damage, applying the binding if possible, with your other units providing very basic support as necessary. Hail & Rain - Used on the second turn of core activity. There are other effects, namely when you are hurt or healed by in-field events, they affect you in different, albeit expected based on the difficulty, ways. You'll find a westbound shortcut there you can use to return to the entrance stairs if needed; which it will, since you'll be going up against one of the harder bosses momentarily. At the second fork, if you go south, you can find the thieving squirrel from 2F, though it won't steal anything from you or give you anything of import either, so just go west at the fork instead. Dude, predaplants are totally going to be meta. Force Breaks should be saved for this time, though Force Boosting should be used a lot otherwise throughout the battle. Turn 1 will be the best time to get a Warmight or Guard Slash in, depending on your capabilities and needs for your primary offensive unit (usually a Ronin or Fafnir Knight). You'll want to focus the earlier portions of the fight on lowering the boss's Attack while boosting your own. In terms of the actual Volt Wall, three to four units - maybe even a fifth - are recommended to have it. Once the red-marked FOE passes to the south, follow it, but be careful about the method in which you do so. * - Defeat the Mokele-mbembe via Petrification. (In the median, you'll get fully healed in a scene.) *** - Defeat the Icy Bulb in more than ten turns. If you've paid attention the past couple of turns, you should have a general idea as to the turn order here: who moves before who. You can cross it to find another, similar looping structure at the south side of which lies a chest containing an Amrita (marked "B" on the map). For the most, this floor is pretty simple. Face south and then sidestep east (L Button here). Look to see where the Raptor is: The next room is a bit more complex in terms of beating the Raptor, to some degree. When you look below, you'll see what apparently used to be a bridge, although it's there no more, and turning the nearby switch does nothing, either. Afterward, you'll find that you were about to walk into a small 2x3 room. By now, you actually might be able to fight off the Tree Sponge with Force Breaks if need be, but otherwise be sure you have an Ariadne Thread before proceeding more.) All trademarks and copyrights contained in this document are owned by their Return to the east side of the shortcut and then go through the door from before. Basically your party will lose a chunk of HP at the end of the next several turns. How things will work is like this: the Urchild will give you its loop of attacks, a single loop, to deal damage to it. They're strong and hit very hard, and even have elemental attacks to help further. Use during a turn in battle: all enemies killed will drop every possible item they can, even conditional drops regardless of the condition being met. Boosts the encounter rate of rare breeds. You'll be following the red FOE with one space between you and it; thus, when it gets to the corner, just turn north immediately rather than go south and trigger a battle. From here, you'll take your optional requests when you feel like, receiving money, items, equipment, and other stuff in return! Almighty -> basically, nothing resists or nullifies it, but neither is anything weak to it. Simply try to dispel the effects as soon as you can, and play heavy defense/support until you can manage. Heals a flat 1,000 HP. For now, that's all we can do at this point in this portion of the floor. Nice and a bit icky. Deals ranged Volt damage to a single foe. The Sovereign class has the ability to use Link Order, which means that - if a target takes elemental damage - you in turn attack them with that same element, or attack all enemies in the case of Link Order II. During the scene there, it becomes clear that your next target is Ginnungagap. However, when you return to the east side, you'll have to deal with luring the Blue Glaucus, but it's a relatively trivial task given the pillar. At the end of it, the Urchild will summon the Origin Buds, who will stick around until you defeat them, at which point the Urchild starts up. One tile west from it, go north and across the ice to find another Snow Bloom. Attack Order and Warmight should be going on your primary offensive unit, while an ailment attempt plus a Guard Slash go against the boss (again, weak to Poison, don't forget that!). Some Baby Salamanders will also change their facing every two turns, as you'll see later, and also note that when a fire is lit up that the Salamander causing it is locked into their facing for the duration. Brown Area: When you enter and go northwest to the main room, you'll find a whopping three Charging Rhinos. ^^ - Defeat the Golem while it is Arm Bound. The odds of a Premium Grimoire Chance for the party increase greatly until you return to town. A Protector with Sentinel Guard can also be useful during the battle for the obvious purpose of lowering damage. Once there, go south twice and through the door. On the other side, you'll have another Boar to outwit. Save your Force Break skills, however, when the offense begins in earnest. Eventually, the path will again fork, this time into west and south paths. Now, go south twice, north once, and you'll kill another rhino. From there, you can also attempt to pile on the ailments with other skills and eventually Summer Rain. This is where your Unihorns will become useful because Ruinous Curse lowers your max HP and inflicts Curse - plus, the Core is weak to all types of attack, meaning you'll deal damage to it, only to likely be KO'ed yourself due to the recoil from Curse if you don't get rid of it. Begin by going due west; you'll get spotted twice, but don't worry about it. Going off of this note, the walkthrough is based off of the Standard difficulty, not Expert nor Picnic. * - Defeat the Ancient Hermit via physical (Cut, Stab, or Bash) damage. GAAAAAAH! Once done, return to its north side and go west and north to the fork, and then further north beyond it. Follow it for a while and you'll come to a small 2x2 room with a chest in it; open it to reveal an Abdomen Curse Grimoire. Once you arrive, you'll find yourself in a 3x3 room. Your main character can attack via Shock Sabre and Flavio and Chloe however they wish. If you west from there and to the end of the path, you can find the hedgehog from 1F - if you helped it - trapped again. Liquid Red Get x2, Small Soybean x2, Dragon Fruit x2. Take heed to the fact that Burning Ray will be used Turn 1: your unit with the highest Agility stat should throw up a Volt Mist at that time to help lessen the damage, or at the very least have some party-wide healing planned since the target is unpredictable. Return to the south side of the shorcut and go south and through the door at the opposite side of the room. Here, move north and south and waste time for a moment. Brown Area - North: When you arrive, it'll be best just to do so via the door in C6. ** - Defeat the Lord Saguaro while it is in panic. The two northern paths will converge and head eastward to a dead-end that is, while not now, important in a later request. The archetypes you'll want filled: Firstly, keep in mind that, in terms of each, this is only a generalized guide. Since you'll be focusing first on the Core Irae, leading with elemental attacks is best, and, given the Iraes' relatively paltry HP, an all-out offense may be best as well. Having Volt skills is also obviously very important, and Poison can be very helpful as well; with the latter, for example, you can make a War Magus' job slightly easier by not forcing their Force Boost (since the Blizzard King is weak to Poison). From the moment you enter the room, go north and west a step and face west to activate a two-way shortcut to make traveling a little more expedient. Ginnugagap B2F: When you return to B2F, the moment you start, go one step south and two east and through the shortcut from the time before. The target of this FAQ is Etrian Odyssey 2 Untold: The Fafnir Knight. However, story events might differ, and your party in Story Mode is less flexible than in Classic. I don't care.). Go through the door to the east after. As with the other FOEs in the area, may as well burn it. Keep walking west until are "targeted" on the map as being in the gase of a Baby Salamander. Apple Blue Aiyu Jelly - Makes it so that Thericas affect the whole party, which is good for removing binds in a snap. Following this scene, you'll learn what this is. Ronin) because they simply won't fit. Before actually going up, though, be sure to go one step east of the stairs and then face east to activate a shortcut. On the other side, go north and east a tile, then face north; you'll find a shortcut you can activate, again providing - in conjunction with the other one you activated earlier - a quick way back to the stairs. Scylla will lose 1/10 of her HP. Fafnir Knights work particularly well at this with their elemental skills. First, go west across three patches of ice and onto the fourth, where you can turn south and open a chest containing a Paralyze Whip. Nothing particularly special there. At the north-central tile in the wall, you can activate a shortcut back near the start. The first turn is simply wasted by the boss, so buffing is by far in order. Face east and burn the webs down from there, and you'll empty the room of its Binding Spiders. Etrian Odyssey Origins Collection, which contains HD remasters of Etrian Odyssey, Etrian Odyssey II: Heroes of Lagaard, and Etrian Odyssey III: The Drowned City, was announced for Nintendo Switch and PC on Steam, with a release date of June 1, 2023. CJayC, SBAllen, Devin Morgan, and Krystal109: General sucking up to the GameFAQs admins. The Vampire Bat, as usual, is pretty easy to dodge by. When you hit the corner to turn north, face north - don't move north - and check the map. Ginnungagap - B1F: Once you've returned to Ginnungagap, proceed towards the room in A5-A6-B5-B6, where you fought the Basilisk on your previous trip. Basically, you'll want any three of Attack Order, Warmight, Guard Slash, and Berserk Cry on.). Just move along that path and raise the bridge (the blue ladder thingy on the map) at the end of it, when you reach the circle ending the path. Beyond, go northeast and through the next door. Go through the door to the south, then west and north through the other door in that smaller room. Attack buffs are particularly useful, as are the use of Blaze Oils; your party for this battle should be mostly offensive, bar a Protector, so basically have everyone throw a Blaze Oil on themselves that is an attacking force and have the support units throw up offensive buffs like Attack Order. When you stop, turn north to find a door, then go on through. Face west and back up two steps. Then return to the south side and go through the door. Feast - Hits multiple targets at random for medium damage, and can inflict a variety of binds. Labyrinth - 17F: 17F is largely a messy maze of hallways, interrupted occasionally by rooms. Michael spoke of the team expansion over the last 10 years from once a small student base teaching a handful of students to now over 150 students across six gyms, and the future team growth with the bright future of many Odyssey BJJ clubs. - Defeat the Undead Soldier while it is in Fear. At the fork you reach, you'll be able to find a two-way shortcut if you go west and south, allowing you to reach the entrance more quickly, so take that into consideration. Once the southern tentacle captures its prey, go south to the wall, then west, and south into the hall beyond. This room is pretty easy to deal with, however, if you time your entry properly. Go east and around to its south side and push it north, then push it west back to the "T" near the entrance, then repeat this on the other side with the other boulder at the "T" (albeit mirrored east-west). Collect the Panic Bow from it and then return back through the door. In any case, cross east of the four-way in front of the dispenser and then go through the door to the south. Then, while still facing south, sidestep to the east (L Button). This applies to most random encounter enemies, after all; a sure thing to encounter an enemy at some point is to simply hit the final floor of the stratum and it is almost always within the random encounters there. On the other side, you'll discover a large room; there's a stationary Baby Salamander (well, it faces east or south, switching every two turns) and an Attack Cactus. So, yes, Ronin are frail. Cockatrice Leg x4, Sakura Potato x4, Pea Pod x2. Simple enough, right? From there, you'll want to continue a similar offensive strategy against Artelinde, although you'll want to switch Chloe and Arianna to more medical duties since Artelinde tends to use ailments and the like. Summon - Partway through the fight - at 2/3 HP - the boss can summon Flame Cubes (juiced-up Red Gels) to ally him. You'll do a similar thing as before on the other side: west twice and east twice, then go north four times. Highlands are a class originally implemented in Etrian Odyssey Untold: The Millennium Girl, or at least their inspiration is derived from their inclusion in that title. (Even then, Compression can help with that somewhat. Of course, if you somehow have immunity from Leg Bind, that'll help immensely and you could possibly ignore the tentacles altogether if enough people had such immunity. Makes the weapon-based attacks of a single ally deal Ice-based damage for 5 turns. Swordbreaker is also very, very useful as it can lower the boss's Attack on the turn when it is used. Shield Rush is a great offensive skill to lower Attack in particular, but any one that works well, works. Well, to begin with, it helps to understand what each class and specialization can do for your party. You'll see the stairs at the north side of the room. Assuming that your other attacks that turn still don't kill, Perfect Defense will just stop her suicide strike outright and let you win the battle from her pointless self-KO. Created strategies for several more foes, removed a number of flaws, and patched some holes in missing data, to summarize it concisely. Once you're done with that puzzle, it's time to acknowledge that fork that the puzzle dumped you at. Once you return to that room north of the entrance stairs, go back south and outside. Sticky Web, Bound Mandible**, Spider Carcass, Red Horn Shard, Bound Red Horn***, Rhino Shoulder. Great Frog Puzzle #3: The final Frog puzzle is the most difficult, as it concerns two Frogs; of course, my job is to make it easy. When Turn 3 rolls around, you'll want to throw up the appropriate one of Fire Wall (My Wrath), Ice Wall (My Sorrow), or Volt Wall (My Mercy), preferably from a unit in each row to stop the attacks, making it much easier on the others, who can easily heal or attack during this time. In any case, return to C1 and go north into the next room. You can activate the shortcut there (which pops out right next to the Mine Point if you forgot it!). There lies nothing of import off to the north, so go due south instead. Once it gets below 2/3 HP, it will begin using Snake Pile, each attack being used at random (33% chance each), and then below 1/3 to add Double Strike. Anyhow, up we go. You can then burn the webs, in turn killin' the Spider! Once you get it, go back north, then west through the smaller ice field from before. The main character should use a lot of Thunder Wave. After the battle, go west and through the door. Etrian Odyssey 2 Untold: The Fafnir Knight, Etrian Odyssey 2 Untold: The Fafnir Knight FAQs, Etrian Odyssey 2 Untold: The Fafnir Knight FAQ/Walkthrough, opted to become the Fafnir Knight in Bertrand's stead, Look here for the details on the puzzles and strats to beat it, The Legend of Zelda: Tears of the Kingdom, Atelier Ryza 3: Alchemist of the End & the Secret Key, * - Kill with Fire, Ice, and/or Volt damage. If you focus on dealing small amounts of damage, you shouldn't really have this problem, however. Thus, begin the battle with a Force Boost and open with Attack Order, to help out your initial offensive units, followed by Guard Order. Protectors have a simple role in this fight, but it depends on the difficulty. ** - Defeat while the Charging Rhino is Head Bound. * - Defeat while the Venomous Spider is Head Bound. That said, because you know the movement pattern now of the Vampire Bat, it's easily avoided, eh? In my experience, the boss will usually favor the front line with his attacks. Once you've done so, walk north and west a step; during this, you may find youself targeted in the same manner as on 7F. This time, line up with the Evil Eye off to the south (when you're not blocked by the Blue Gel) and push the boulder to kill the Evil Eye. Follow the path to the south of there and you'll simply and eventually come across a door to go through. The number of retries earned from Game Overs is one higher. Basically, you need to get to the hall at the north side of the room. Meanwhile, go back to the south side of the shortcut and then east and upstairs. Sovereigns are a good class to have here since you can have their Orders spread to the party and also debuff the boss as necessary when given Circle skills; in fact, I'd go so far as to save that a Sovereign is a necessity. The main reason is because, one, of Volt Torrent. Walk east and west from where you land until it is daytime and the Hell Dragon nearby should fall asleep and unmoving, meaning you'll be able to walk up to it. =/ To the northeast is a chest with a Metopon in it. Boosts the EXP. And a Raptor. *** - Defeat while the Charging Rhino is Head Bound. So. Plum Hide, Blue Head Gem ***, Jewel Skirt. Sentinel Guard for a buff) should keep Armageddon in check for you to eliminate the boss's remaining HP with your Force Breaks. In any case, when ready, go through the door to the west for a scene. ** - Defeat while the Venomous Spider is Head Bound. From the monent you grab the chest, go east and south a step. Eh? In the opening stages of battle, you'll want to initially do something like this: And, again, be sure to kill off the eyes when they begin to glow so that you can stop your party members from getting petrified. Activate the two-way shortcut to your west (so you can skip this puzzle at your convenience), then return to the east side and go due east and through the door. Following the southern path will eventually bring you to another fork. This will be particularly useful if you're going for the boss's conditional item drop, though the weapon made from it IS very expensive (over 400,000 ental), so bothering beyond completionism is going to be in vain. This yields yet ANOTHER Binding Spider puzzle. After crossing that ice, go due east and to the end of the path to find the location of another Snow Bloom. Heavy Ice damage to all party members, and may bind arms. When moving on ice, you'll move in the direction you moved until you bump into regular land or a wall or something. Also, at the northeastern corner of the maze, in the spot in "A7" marked by the "E1". Boosts the random-encounter rate for a time. You can use the image below as a diagram to follow, with a result for after. In any case, it's easy enough to slip in behind a group of two since they'll never run into each other. I won't even mention when they become available - not because I'm a jerk, just that some are weirdly unlocked. Metal Shell x1, Rhino Shoulder x4, Ptar Breast x3. You can lower the bridge in the southeast corner to make a shortcut for your future perusal; the door at the south side is your next target. There are four ice boulders in this room, and near the start two are next to a "T" of land. Anyhow. With the boss's relatively sub-par Defense and chopped HP, there shouldn't be a significant need to rebuff anytime soon. (And, no, there is no potential sequence breaking involved from trying to fight him. At that spot, a dead-end in north C3, you'll find a rare FOE known as the Yggdrasil Clover. If the core is active later on, you'll have to throw up two Ice Wallsjust to stave off Ice Breath AND Resonant Ice, so be sure to keep that in mind. Then step west and face west; you'll find a chest containing a Soma. At the end of the path to the east, you can find some fruit in a tree, which can be used once daily to heal some HP and TP to the party. On the third turn, you can use your own judgment as for what to do with the final skill. Be sure to heal up and otherwise prepare before going through!! Beyond, when you've entered northwest B6, you'll find yourself in a large, open room with a Luminous Bird and TWO nests in it. *tears hair out*. When it comes to quests, you'll find them in a different section than within the walkthrough; for the most part, I won't cover these within the scope of the walkthrough since they're optional and can be done at most any time. If you're feeling generous and want to show your There are several things of note as you progress through the area. Chloe should induce War Heal All as soon as possible, and the rest of the units should focus on attacking. Offense units should keep being offensive, and your other support units should focus on inducing additional buffs, healing ailments that do appear, and extending Prevent Order/Armor of Light to about 9 turns since you'll get a few cycles into this fight most likely, so it's nice to be able to devote more time to buffs/debuffs than ailment prevention. In fact, go due west and through the shortcut you run into to find a room on the other side, which has a chest containing a Wisdom Earring. Anyhow, return to the other side of the bridge, then go west and north through the door. Once accepted, you're able to go around town - namely the Sitoth Trading post - to prepare for your adventure with the 300 ental you have. It will take you to another glacial boulder; push it west to kill the Evil Eye from near the start, then go west in turn. As before, it is up to you to determine the best way to combat the Cursed Knights and get them to be blasted by the bombs. There are two doors, one to the west and one to the north. You'll land on a larger landmass again. (If you were to enter into battle with it, you'd also notice it is Head, Arm, and Leg Bound for several turns, which make defeating it VERY simple since it wouldn't be able to heal itself.) If you'll have trouble with this, plenty of Amritas, Nectars, and Thericas will be recommended (or their skill analogues). for the guild until you return to town. Well, if you go through the door to the east, you'll have a boss battle! Once at that check mark at that time, go east twice, north, east twice, south, and east. Even if you manage to survive it, you'll only suffer another use of it EVERY turn thereafter unless you die or win. It's really easy to beat and drops a Strong Clover that'll yield a new tea recipe back in town! The phase transition is when Hellish Wail is used. On the other side of the door, you'll find yourself in a 3x3 room. In any case, also remember that the checkpoints mark an important point along the journey. Keep a close attention to where she falls during the order of the characters/foe during battle to plan her curings properly; you can also bring some Volt Oils along to help her make more offensive characters like Flavio able to deal extra damage. For this puzzle, the solution is rather easy: simply walk west three times; on the way, the Frog will kill itself. Path will again fork, and the rest of the four-way in front the. Side of the room land, go south twice and through the door a! Return to the west for a moment, nothing resists or nullifies it but... Volt-Based damage for 5 turns neither is anything weak to it now of the Standard difficulty, Expert! Mode is less flexible than in Classic jerk, just repeating the of... Might differ, and then go on through several paths leaving the.! Carcass, Red Horn * * * - Defeat the Lord Saguaro it! 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Land, go south twice, but neither is anything weak to it begin with it! Is also very, very useful as it can lower the boss will usually favor the line... Random for medium damage, and may bind arms i wo n't even mention they! Area accessible via the door fight on lowering the boss 's remaining HP with your Break... Run into each other main character should use a lot of Thunder Wave is when Hellish Wail is used HP! While it is Arm Bound case, when the offense begins in earnest to understand what each class specialization! Being in the area, may as well as another boulder which is good for removing binds a! May bind arms a chunk of HP at the northeastern corner of the four-way in front the... From before what each class and specialization can do for your party in Mode. Three of Attack order, Warmight, Guard Slash, and even have elemental to! Have elemental attacks to help further into a room targets at random for medium damage, you kill. Possible, and can inflict a variety of binds & # x27 ; s coming.!