#etrian odyssey II
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Gunner Figure by Wave, from Etrian Odyssey II
#2009#Etrian Odyssey II#Etrian Odyssey#gunner#her jack frost mask is so cute#wave#prepainted#misc#anime figure#anime figures#anime#figure#figures#figurine#figurines
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Cinnabar❄️🎆
#etrian odyssey#ragnart#etrian odyssey ii#世界樹の迷宮#世界樹の迷宮ii#EOC: Cinnabar#I wanted render more but alas
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A while back I took my eo2 dark hunter Juno and oc-ified him. And then I remembered, dark hunters canonically don’t wield guns in game after giving him cowboy esque lore 👉🏾👈🏾 It’s ok lagaard could always use a cowboy
#etrian odyssey#etrian odyssey 2#etrian odyssey ii#eo2#this sketch is nearly 2 years old now?#my eo2 guild is literally strangers that grew to be life long friends#and this little guy has a sabertooth beast unit as a long time companion#I should just start lore dumping with sketches about my etrian ocs#caim rambles
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We got something this year fellas!!!
#etrian odyssey#世界樹の迷宮#atlus#eo#rpg#株式会社アトラス#eo3#video game#dungeon crawler#アトラス#世界樹と不思議のダンジョン#etrian odyssey ii#eo ii#trailer#世界樹の迷宮 Ⅰ・Ⅱ・Ⅲ HD REMASTER#etrian odyssey origins
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Etrian Odyssey Series: Compilation of Archetypal Town Characters
I really love the NPCs that show up in each Etrian Odyssey game, in the town you keep coming back to between dungeon visits. Unironically, I'm always excited to see the new shopkeeper, innkeeper, barkeeper, etc. of any given EO game. Because of that, just for fun, I decided to gather official art for all characters of the archetypes: guildmasters (whom you speak to when growing and organizing your guilds), innkeepers (whom you speak to when resting at an inn or storing/taking back items), shopkeepers (whom you speak to when buying goods and armor/weapons), barkeepers (whom you speak to to get and report sidequests), and...mission givers? (officials whom you speak to to get or report important story missions).
Now, some of this art was a bit tough to find, mainly for Etrian Mystery Dungeon 2 and the Mobile game, since neither was released outside of Japan and the latter is more or less lost. For EMD 2 I went to some Japanese articles on 4gamer talking about it (https://www.4gamer.net/games/375/G037512/20170720039/ and https://www.4gamer.net/games/375/G037512/20170622014/) and for the Mobile game I went to this Japanese Article that that talked about playing it a little (http://dihyhi.blog.fc2.com/blog-entry-47.html), which to my knowledge is one of the only documentations of that game, so credit to those sources for the art. I also machine translated those sites for info on the Characters' names and whatnot, so take it with a grain of salt. I know machine translations are rarely very helpful but it's all I had right now, sorry.
It should also be noted that there will be light spoilers for some of the games here, mainly Etrian Odyssey 3. Nothing too egregious, at worst it's for something you find when you beat the second Stratum, but I still feel I should mention it.
One last thing, I will be listing most games as EO plus their respective number (so the first game will be EO1), the Mystery Dungeon games will be listed as EMD and EMD2, for the first and second respectively, the Mobile game will written EOM, and even though in America it's called Etrian Odyssey Nexus I will write that game as "EOX", simply because that's more distinctive as an acronym. I've seen others on here do that so it's probably not so weird but I still felt I should clarify.
But enough talk! It is time to meet the guildmasters, some of the most important NPCs in any Etrian Odyssey game! Mostly rather well-armored looking (except for in EO3, EMD2, and Mobile), these tend to be pretty cool characters, and while we don't always get to see them fight much it's welcome when the chance does arrive.
My favorite of these is probably Marion, with Asuka and Egar as runner ups.
[The rest will be under the Keep reading, otherwise this post would just be way too long by default]
And now, for the group that, to be real, is a big part of why I wanted to make this post: the Innkeepers! Friendly, helpful folks that run the inns where your characters can rest, healing up and saving progress. As some likely remember, I already listed most of these characters in that meme I made some time back, featuring characters I like that have constantly closed eyes (https://barbaracleboy.tumblr.com/post/722662911985778688/forgive-me-if-ive-posted-this-here-already-but-i). I intentionally tried to list every Innkeeper from the Etrian Odyssey series (minus some whose eye aren't closed all the time, whom I will get into later), and I largely succeeded!...except it turns out that there's a unique innkeeper in the Etrian Odyssey Mobile game. Granted, I can't really get on myself for that, it's a Japan-only mobile game that barely anyone seems to have played or heard of and is also not available anymore. Still, that was a slight bummer for me. But look! They're all here now!
My favorites of these is probably Hanna, with Jenetta and Dalla as runner ups.
And now, I can truly have them lined up together.
Look! They're friends!
Next up are various shopkeepers! Fun fact! Napier is not only the Shopkeeper to have run the shop in two separate games (not counting remakes), but one of, if not the only one of these NPCs to have hosted a facility in two separate games.
My favorite of these is probably Shilleka, with Edie and Wynne as runner ups.
This group consists of characters in similar, if not identical roles to the prior group: if I'm correct, in Etrian Odyssey One medicines and equipment were sold at different shops, and at medicine shops you could also revive characters and cure petrification (EO2 brought medicine at the main shop but kept the revival at the hospital). Hoffman, Stiles, and Muse(?) here ran their respective games medicine shops/hospitals, Angie supported Dr. Stiles, Don Chano supported his daughter, Elizabeth (from the prior group), and Lizley and the Merchant of Darkness(?) acted as merchants you coukd run into within the dungeon itself. Also, apparently Hoffman, Stiles, and Angie are (based on) characters from Trauma Center, which is neat.
My favorite of these is probably Don Chano, with Lizley and the Merchant of Darkness as runner ups.
Another big favorite of mine, the Barkeeps! It's always fun chatting with these friendly types, hearing them cheer you on before many quests and compliment you for having completed one. They're so pleasant!...Though. yeah, Kvasir can be quite suspect with some of the things he says.
My favorite here is probably Kirtida, with Niralda and...either Missy or Mukkoran as runner ups...I love them too much, ha.
I don't know what to call this group really but they give the story missions and are about all in some position of power. Some are more involved in the story than others, but overall you will be seeing them often...Also, for some reason I couldn't find anyone that fills this role for Etrian Mystery Dungeon 2? Maybe I just did a bad job at looking but I don't know, I just couldn't find anybody. It's odd.
My favorite here has GOT to be the Outland Count (massively fond of his face, his moustache, and his dog), with Flowdia and Persephone as runner ups.
Last group here, being a variety of characters that act as alternatives or support for some of the other ones. This also has spoilers for Etrian Odyssey 3 (the thing being spoiled is discovered after you beat the second Stratum but still).
Visil is a character you'll occasionally see during tbe story of EO1, Quona is Hannah's daughter who will sometimes greet you at the inn instead of or in addition to her mother, Gradriel is someone you'll see a bit throughout EO2's story, Gutrune is the Princess of Armoroad whom you'll see and/or hear about throuought EO3's story, Seyfreid is the Abyssal King whom you'll speak with and get Subclasses from in the Deep City of EO3, Napier's Sister (who, unfortunately, seems to have no confirmed name) runs the shop of the Deep City in EO3, Angie (who I would presume isn't the same one from EO2 but is based on the same Trauma Team character? I think?) runs the inn of EO3's Deep City, and finally, Yobo is Traoré's brother in Etrian Mystery Dungeon 2, and I...think he assists Mukkoran in giving out quests?...Him being a recolor is pretty lame, tbh.
My favorite here is probably Visil, with Napier's Sister and Seyfreid as runner ups.
HOO! THERE WE GO! Hope you guys liked this little trip down memory lane I guess, ha. I love many of these characters, and if and when EO6 happens I can't wait to see who it introduces that'll enter my heart just like many of these have!
#etrian odyssey#etrian odyssey 3 spoilers#suggestive stuff#on account of some of these female characters ha#I wanted to tag everybody but uhhh I learned that Tumblr posts can have no more than thirty tags so...apologies#etrian odyssey I#etrian odyssey II#etrian odyssey III#etrian odyssey IV#etrian odyssey V#etrian odyssey nexus#etrian odyssey x#etrian mystery dungeon#etrian mystery dungeon 2#etrian odyssey mobile
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Wonder how much I should mess around with my EO2 party. Postgame is non-canon, since none of the group disagrees with Overlord. Yuki might, since she’s barely only twelve and hasn’t realized the full extent of the genocide EO1 has you do for the sake of commerce. But she sides with Nanashi, who is the second to support Overlord’s humanity immortality project. Especially once she’s reminded that continuing to fight Overlord means giving one ruler immortality using the incomplete Grail.
Anyway. Yuki and Nanashi are staying. Larkspur is staying because bind class DH <3. Nettles and Nightshade are in the air. Problem with getting rid of them both means I’d lack a status healer, and Purify and Vaccinate are both huge. I could use an item, but…well, maybe I’ll check Nettles after I make Nightshade into a War Magus. If Ricochet still sucks, they may get promoted to Alchemist.
Sucks to get rid of Medic - slow revives that they use TP to cast gives a massive advantage over faster revives with items. There’s a reason War Revive is a thing in 2U. And moving last for heals honestly isn’t a big deal, even without guides to know patterns. But I need a third frontliner for Bait and Magibait, and I’m not turning Nettles into a Protector, Landsmaid, or repeat class. Especially since Sword Hunter kinda sucks when Hexers are just this good.
Well, I’ll get there when I get there. Maybe I’ll come to regret this decision, since no Protector or Troubadourable to fight the dragons with, and Salve 3 would do a lot. Not to mention two users of Scavenge. +41% drop rate is huge, but +82% means I’m unlikely to need to kill things more than thrice. No 300+ kills for a 5% drop like in EO1.
I never want to see that fucking red dragon again. And yet, I know I have to. -_-
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Etrian Odyssey Origins Collection- ‘Adventurer’s Guide’ trailer.
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Etrian Odyssey Origins Collection — Announcement Trailer
Etrian Odyssey Origins Collection will launch for Nintendo Switch and PC via Steam on June 1, 2023 worldwide.
Title logo
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Overview
About
Create endless adventure.
Explore the rich beginnings of this RPG franchise with remasters of three timeless adventures that inspire players to go on a journey of discovery, mapping deep dungeons, and building customized parties for exploring and engaging in tactical combat.
Play as the leader of a guild of adventurers, searching for rare treasures and secrets within the depths of a vast, sprawling labyrinth.
Traverse and draw a map of the environment while encountering enemies large and small in turn-based combat, then return to town to rest, sell materials for better equipment, and manage your party, selecting from a collection of heroes to build the right team for the job.
Key Features
An all-in-one bundle of Etrian Odyssey HD, Etrian Odyssey II HD, and Etrian Odyssey III HD.
Touch screen mapping functionality for the Nintendo Switch: Plot your progress through the labyrinth, drawing walls and placing icons to note special events and items.
Full mouse support and functionality to map drawing, menus, and dungeon exploration.
Newly remastered graphics, remastered soundtrack and quality of life improvements including difficulty selection and save slots.
Easy access to the monster compendium, quest log and skill tree.
Maximize your adventuring by optimizing your party, choose the characters that work for your playstyle or the best team for the job.
Etrian Odyssey HD
In a vast and fertile land lies a small town known as Etria, a peaceful village that became famous for a startling discovery. A crack in the the vast forest opened at Etria’s edge, leading downward like a gaping maw. It all began there…
Those who hear rumors of the labyrinth of Etria begin to harbor dreams of exploring it. Riches, fame, prestige… and a promise: the true spirit of adventure on the perilous edge of death.
Build a party of explorers from nine different character classes – Create a woodland survivalist, shield-bearing protector, whip-wielding dark hunter, and more. Scour through the dungeon’s many layers and fend off the unknown to discover the truth behind the Yggdrasil Labyrinth.
Etrian Odyssey II HD
When civilization sunk beneath the seven seas, deep forests spread across the five remaining islands.
Only the chosen ones escaped the waters in their castle stronghold. Eventually, the waves overtook even the last five islands…And the castle was all that remained. After the passing of ages, the people of the floating castle have chosen to descend upon their mother soil.
Build your own party from twelve different classes of heroes and climb through the Yggdrasil tree to reach the clouds and uncover the truth of High Lagaard.
Etrian Odyssey III HD
Traverse through the mysterious ruins that connect to the bottom of the sea.
South of the great continents, beyond the sea, lies the ocean city of Armoroad. Legend has it that part of the city sunk without warning a century ago to the bottom of the ocean, taking with it untold technology that is now lost to mankind.
Intrigued by the legend, many explorers gathered in Armoroad, all hoping to challenge the undersea labyrinth. But so far, none have found the fabled sunken city. Set sail to Armoroad to navigate the Yggdrasil Labyrinth, find the drowned city, and win fortune and glory!
Build your own party of explorers from the all-new twelve different character classes. Descend the labyrinth that swallowed the mystery of Armoroad and the drowned city.
Etrian Odyssey HD Character Potrait DLC Set 1
Adds two ATLUS themed character portraits to your party:
Joker from Persona 5 Royal
Ringo from Soul Hackers 2
These portraits can only be accessed on Etrian Odyssey HD.
Etrian Odyssey HD Character Potrait DLC Set 2
Adds two ATLUS themed character portraits to your party:
Demi-Fiend from Shin Megami Tensei III: Nocturne
Teddie from Persona 4 Golden
These portraits can only be accessed on Etrian Odyssey II HD
Etrian Odyssey HD Character Potrait DLC Set 3
Adds two ATLUS themed character portraits to your party:
Nahobino from Shin Megami Tensei V
Aigis from Persona 3 Portable
These portraits can only be accessed on Etrian Odyssey III HD.
New Character Portraits
Landsknecht (Etrian Odyssey HD) – Masters of sword and axe, Landsknechts can bear a wide range of weapons and armor in close combat. Balanced warriors for the front line.
War Magus (Etrian Odyssey II HD) – Equally skilled at magic and melee. Force Skill: Invoke Heals party HP and ups elemental resistance. Can work from the front or back lines.
Sovereign (Etrian Odyssey III HD) – Those of royal blood from kingdoms large and small. Their orders raise morale to turn the tide. Supporting combatants on either line.
#Etrian Odyssey#Etrian Odyssey I#Etrian Odyssey II#Etrian Odyssey III#Etrian Odyssey Origins Collection#Shin Megami Tensei#Megaten#Shin Megami Tensei III#Shin Megami Tensei V#Persona#Persona 3#Persona 4#Persona 5#Soul Hackers#Soul Hackers 2#Atlus#video game#Nintendo Switch#PC#Steam#Nintendo Direct#long post#late post
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I discovered today, that Atlus will launch an HD version of EOIII for PC, via Steam. Finally.
#etrian odyssey#meme#shitposting#etrian odyssey II#EOI#EO#EOII#EOIII#Etrian Odyssey III#atlus#Look i don't even like the third game that much#but was very unfair that they didn't gave the game some sort of remake or something
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Looks like more-or-less clean full-views of the Landsknecht,War Magus,and Sovereign were dropped on the ninth.Today showed our next two independent reveals were Protector and Survivalist so I guess those visuals will be set about soon.
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Etrian Odyssey II - Notes on a journey
THE PARTY
Fret, Troubadour (portrait 3)
A fret is a piece that sits behind the strings on the neck of a stringed instrument, such as the lute that Fret plays.
Long ago, when they were all young, Fret, Contra, Travis, Ossia, and Barry formed a musical group, called Frisson. They never got popular, and eventually the others lost interest or faith in their ability to break through into the mainstream, and the band fell apart. Fret was always the most devoted. After Frisson disbanded, he continued to play music on his own, scraping by as a travelling troubadour. Recently, he made his way to Etria, and while there, he heard a lot about a group of youngsters who made major headway in the Yggdrasil labyrinth attached to the town. Fret and the other members of Frisson grew up in High Lagaard, which also had a labyrinth, but he never gave it much thought. Seeing the fame afforded to these young adventurers, however, gets his wheels turning...
Barry, War Magus (portrait 1)
Barry is named in reference to baritone, a male singing voice with a range between bass and tenor.
In the days of Frisson, Barry was the group’s male singer. An immigrant to High Lagaard from the far south, his voice lent Frisson a unique edge, and he appreciated the companionship. Having come from a more musical culture, Barry enjoyed his time with the band, but found few opportunities to sing after its disbandment.
Barry has since become a city guard, and is watching the road into town when Fret comes sauntering back. Barry casually asks where Fret’s been, and Fret launches into his story about what he heard over in Etria and how he’s getting the band back together... to do some dungeon diving. Barry isn’t asked to commit to anything, only to meet up with Fret later, where he’ll explain everything. Then Fret runs off, leaving Barry confused, but curious.
Ossia, Hexer (portrait 3)
An ossia is an alternate musical passage which may be played instead of the original.
Before Ossia joined, another man held his place in Frisson, but that person was not a team player and was frequently disruptive with the aim of taking the spotlight, a habit made worse by the fact that he was in charge of the cymbal and other backing instruments. After that guy was fired, Ossia showed interest in taking his role. While the others were originally hesitant because Ossia gives off a somewhat creepy vibe, he ended up being a perfect fit.
Since the band’s breakup, Ossia has taken advantage of his creepy vibes and background as a Hexer to tell fortunes. However, everything he foretells is fabricated, as that’s not actually something that Hexers can do—most people just don’t know that. Ossia would really rather be doing anything else, and is pleased to see Fret enter his tent. The musician’s pitch leaves Ossia intrigued, and he decides to meet with Fret later, as requested, to find out more.
Contra, Gunner (portrait 4) and Travis, Ronin (portrait 1)
Contra is short for contralto, a type of singing voice with a low vocal range. Travis is a play on travesti, a term for a character in an opera or other performance that is played by someone of the opposite sex.
Contra was Frisson’s female vocalist, her surprisingly low singing voice complementing Barry’s well. Travis played a special piano configured for easy travel. Fret has been friends with these two since long before the forming of Frisson, and they were its first members, with Barry and finally Ossia joining later. Contra is quite shy, but was able to let loose in front of an audience. Travis always felt unable to express himself, except when behind the piano. These two bonded even further while playing music together, and soon fell in love and have remained together this whole time. They have stuck together through everything, from Contra’s health issues to Travis coming out as trans.
However, outside of their relationship, their lives have not been particularly fulfilling. Contra holds a mind-numbing secretarial job, and Travis does landscaping for High Lagaard’s wealthy. Their feelings are complicated seeing Fret, as they always are. Fret visits now and then, but his role in their lives is far reduced from what it once was. This time seems different, however, and so they agree to meet up later.
That evening, all five members of Frisson gather at a local restaurant. Contra and Travis haven’t had many opportunities lately to socialize with Barry and Ossia, and find the reunion pleasant, if a little awkward. Then Fret lays out the plan. As Frisson, they had a few dedicated fans who loved their sound, but had a hard time getting others to listen to them. But if they had had some fame to build off of, things could have been different.
In Etria, a guild met with great adventuring success and, subsequently, great fame. If Frisson could do the same, they could use that fame as a launching point for their musical careers. They could finally be a successful band!
Travis shuts it down, saying that those days have passed, but he is surprised when Barry and Ossia agree immediately. Neither man is happy with what they’re doing, so why not give it a go? Still, Travis doubts the likelihood of this plan succeeding. Why blow up their lives for something so risky? Right? He turns to Contra, but she hesitates. What if this could be their chance to make lives they can be proud of?
If it’s what Contra wants, he can’t bring himself to say no. Fret is ecstatic: the band is back together! The next day, they gear up and head to the guild office to register their band, nay, their guild, and tackle the labyrinth together.
FIRST STRATUM: Ancient Forest
Travis and Contra quit their crappy jobs. Fret and Ossia have no obligations to wrap up and are ready to go immediately. Barry simply ghosts the guard corps. He figures no one will miss him, or even recognize him if he runs into his old coworkers in the forest. They all look the same in their armour anyway.
In order to be allowed to explore the labyrinth further, the guild must first take on the Duchy’s introductory test, which is to map the first floor accurately. Barry is well aware of this, and has at times been the one to judge newbies’ maps. When they enter the labyrinth, a guard stops them to confirm their identities. Barry avoids eye contact, but the guard doesn’t seem to recognize him, as he assumed would be the case. The guard then takes them to a spot deep into the first floor and leaves them there to find their way back.
Contra and Travis start to panic, feeling that they have just been left to die. Indeed, some folks have died doing this, Barry says. But he reassures them: he can guide them in doing this as quickly and safely as possible, as long as they can survive any monster attacks along the way. Fret says that he has a great sense of direction and they should just head back the way they came, but Barry reminds him that that’s not all they need to do. They also need to map the area, and that includes dead ends and false paths. He remembers some of them, but in order to record them in accurate detail, he suggests they actually explore each path.
Having to engage in combat for the first time is jarring, but ultimately not too threatening. The party efficiently maps the area and returns to have the guard evaluate their work. With his approval, they report in to Minister Dubois at the duchy, who officially declares Frisson to be adventurers of Lagaard. He shares his hope that they may unveil the truth behind the myth of the floating castle at the top of the labyrinth. He also gives them a little spending money to get started, but it’s not much. Travis gets a little nervous seeing how little they’re meant to get by on, but Ossia knows from his interactions with adventurers that they can pick up some odd jobs at the tavern.
With that in mind, Frisson begins its exploration in earnest, making a bit of progress each time, avoiding tougher enemies and taking on tavern requests here and there to make a bit more money on top of selling what they find.
On the third floor, the group encounters a wolf, but it does not attack them. Instead, it seems to wish to direct them somewhere. Contra is smitten with the handsome hound; she and Travis have always wanted a dog, but have been waiting until they felt they could better take care of one. They follow the wolf’s directions and soon run into a man who calls himself Hrothgar, of Guild Beowulf. He gives the newbies some helpful tips, and then is joined by the wolf from before, apparently named Wulfgar. The two leave together; Contra is impressed by how helpful Wulfgar seems to be in the labyrinth.
The crew continues to check in with Minister Dubois every once in a while. On one visit, he expresses regret that adventurers seem, by and large, more competent than the guard corps posted in the forest, and wonders if he should be recruiting adventurers for the guard corps. Thinking back, Barry knows he never had as hard a time as a guard as he has so far as an adventurer. Maybe if this doesn’t pan out, he thinks, he can rejoin the corps and negotiate a raise...
Further into the third floor, Frisson sees Hrothgar and Wulfgar once again, guarding a door. Hrothgar stops them, and tells them to speak to the Duchy before they can proceed. When they speak to Dubois, they learn that ten guards have gone missing recently in the labyrinth. Barry feels strange upon hearing the news. Is it relief? Regret? He’s not sure. While saving the guards sounds like a lot of responsibility, Fret also knows that it is this kind of heroism that will kick off the fame they’re looking for, so the guild accepts the task.
Hrothgar lets the guild past, though his mood seems off. He warns them that the next room is filled with powerful monsters. Indeed, when they enter, they hear the cry of a beast and see, and smell, numerous corpses. Travis throws up. Barry is frozen; this could have been him... It is Ossia who gently pushes the group to continue. He counts only nine bodies.
With some careful sneaking, the guild finds a secret passage and there meet the final surviving guard. They help him escape back to town. There, Dubois thanks them with some cash, and tells them about what the guard was investigating in there to begin with. Apparently another monster, the Chimaera, is attracting more monsters than usual to the first stratum of the labyrinth. Frisson has Dubois’s trust now, and so they are tasked with defeating it.
While running errands, Fret hears the name Frisson come up every once in a while. It seems they are starting to get recognized as a strong guild... but he knows it’s not yet enough.
On the fourth floor, a guard tells the group that Beowulf have already gone up to the fifth floor to challenge Chimaera. Apparently, some of the guild’s members were killed by Chimaera some time ago, leaving only Hrothgar and Wulfgar. They lost with five members, but attempt the beast now with only two... Fret seems to miss this detail and suggests hurrying before Beowulf steal their thunder. Barry corrects him: they must hurry to save Beowulf. Contra is beside herself. “That poor, loyal puppy...”
On the fifth floor, Ossia points out a trail of blood. The guild follows it to find Wulfgar, alone and injured. Wulfgar points them westward and cries mournfully. Given that he is alone, that cry can only mean one thing... Contra wants to pet the dog, to comfort him, but cannot tell where he is injured through his thick fur, and so stays her hand. Travis shakes with rage. He assures Wulfgar that vengeance will be had.
The party confronts the Chimaera and, through a long battle with it and its lackeys, fell it. It lets out a final shriek, which nets a howling response from somewhere not too far away. Contra recognizes it immediately and rushes off, with the others hurrying to keep up with her.
Wulfgar is still where they left him, still heavily injured. However, he seems much less distressed. Upon Contra’s approach, the beast removes his collar with his paw, then lays down and closes his eyes. Crying, Contra takes the collar, Wulfgar’s final thanks for bringing peace to him and the rest of his guild.
SECOND STRATUM: Auburn Thicket
Even after taking their reward for defeating the Chimaera, the mood surrounding Frisson is muted as they enter the second stratum. A trail of berries catches Fret’s curiosity, so he follows it, with the rest of the group trailing behind. Something feels off, though, so he stops short of the end of the trail. Contra, deep in her fugue, keeps on mindlessly, and before anyone can stop her, gets her foot caught in a trap. It is easy enough for Travis’s blade to remove, and Contra’s injuries are minor, but it is enough to snap her back to reality a bit. There is danger everywhere in the labyrinth.
Further on, a hemp sack is seen dangling from a tree. Wary of another trap, the group examines the area thoroughly, but finds no threat. Barry climbs the tree to grab the sack. He manages to retrieve it, but upon reaching the ground, finds that his hands burn something fierce. Traps aside, even the trees themselves seem out to get the adventurers of the forest.
The next time Frisson checks in at the Duchy, they are let in on a secret: the Duke is very ill. His daughter is doing her best to find a cure, as she already lost her mother some time ago. Following her mother’s medicinal notes, she is tracking down ingredients in the forest that may help. Frisson is asked now to retrieve an ingredient that can be used to make a so-called “miracle cure”. Fret’s eyes shine. Saving the life of the Duke will get them the acclaim they’re looking for, that’s for sure! The ingredient in question is a feather from the Salamox, a formidable fire-breathing beast.
The guild also picks up a request at the bar to map the 7th and 8th floors, as the guard corp are having trouble with the task. On the 7th floor, they run into one such guard, who happily passes off the job to Frisson. He even hands them his map so far, and Fret is happy to have a head start, but as soon as the guard is out of sight, Barry takes his map and shreds it. He knows what kinds of shortcuts these guys take and doesn’t trust their work one bit.
On the 8th floor, the guild finds the guard assigned to this floor... brutalized by monsters, his armour rendered useless. They are ambushed by the same monsters that killed the guard, but manage to take them down. Then Barry examines the corpse. Like the other guard, this one has a partial map. Barry feels bad, but he leaves the map with the guard.
Also on the 8th floor is the Salamox’s lair. It takes some sneaking, but the group manages to infiltrate its nest and steal a stray feather. They return it to the Duchy and are rewarded handsomely. Fret cares more about the ingredient’s success as medicine, however, and urges Dubois to tell them right away if it works.
In the mean time, Fret intends to take the guild back into the labyrinth. They can’t just wait around for news that might not help them, after all. But Contra stops. Her hands shake. She still can’t stop thinking about Wulfgar and Hrothgar, about that dead guard, even that trap that snared her leg. Haven’t they done enough in the labyrinth? Haven’t they killed enough forest creatures? Can’t they stop? She turns to Travis, who didn’t want to do this in the first place. Surely he will convince the others. He gently takes her aside.
Thinking back on their lives before, he was never happy toiling in the gardens of the rich. Now he feels useful, even heroic at times. He was skeptical at first, but now he feels fulfilled. It is gruesome sometimes, yes, and certainly dangerous, but it’s work that means something. Contra agrees to go back into the labyrinth, but privately she wonders how much more of this she can take.
It is an uneventful journey to the 9th floor. Partway through, however, Contra hears a chirping. She follows it to a baby monster, clearly in distress. There is a lump in its throat, and it seems to be choking. The guild has fought grown-up versions of this thing, and one less monster would make the forest that much safer for them. Ossia prepares to finish the weakened beast, but Contra stops him. She massages the monster’s throat until the object is ejected. The little beast flees. Contra clings desperately to the feeling of having saved a life for once.
Later, on a trek that lasts past sundown, Frisson runs into a guard who isn’t doing much guarding; he’s asleep. He has a heavy money pouch, and it dangles temptingly... Ossia advocates for stealing it. They’ll definitely get away with it. Barry actually recognizes this particular guard, too, and he’s a real asshole... but Barry doesn’t want to stoop to his level. He asks Ossia to leave the guard’s money alone. Ossia shrugs. He doesn’t see what the big deal is, but he complies nevertheless.
On the tenth floor, Frisson comes to a door guarded by an intimidating older man holding two guns. He seems to have heard of Frisson, but the way he speaks of them suggests he is far from their biggest fan. He “suggests” that they turn around. Travis takes the man in cautiously, predicting a vicious fight, but Fret is oblivious and tries to brush the man off, saying that they’re definitely not stopping now. At that, the man introduces himself as Wilhelm and, at the same time, takes aim.
As Frisson prepares for a face-off, a woman appears, scolding Wilhelm for trying to start a fight. She calls herself Artelinde, of Guild Esbat. She tries to claim that Wilhelm was only concerned for their safety, as a terrible monster lies beyond the door. Ossia can see right through that; he could sense Wilhelm’s bloodlust, and something’s not right about this Artelinde girl, either. Nonetheless, she insists that the group first gets permission from the Duchy to proceed.
Back in town, Dubois confirms that he hired Esbat to guard the door. Previously, he tasked Esbat and other powerful guilds with the destruction of the beast beyond that door, but it revived days later. He urges caution if Guild Frisson intends to take on the Hellion.
Upon returning to the tenth floor, the group does not see Esbat anywhere. They are free to fight Hellion, which turns out to be a grotesque humanoid fire demon. They kill it and return to town to report to Dubois and receive their reward. Since it’s been a while, Fret asks for updates on the Duke’s health. Dubois shares that the fire plume wasn’t enough on its own. He has new information on a flower in the third stratum that may help. It seems the guards sent to retrieve these flowers haven’t been returning. While Barry wonders what happened to all those guards, and Ossia worries that they are being sent on a wild goose chase and there is no cure for the Duke, Fret eagerly accepts the mission, seeing only the guild’s fame if they succeed.
THIRD STRATUM: Frozen Grounds
The temperature drop on the first floor of the third stratum is sudden and severe. It would be easy to freeze to death. Barry wonders if that’s why the guards haven’t been returning...
When the guild shares their progress with the Dubois, he reveals that the Duke is offering nobility to those explorers who reach the top of the labyrinth... if they want it, of course. It’s worth pondering for Fret, although not for its own sake. Would being a Baron or Knight or something make him seem more notable as a musician?
On the 12th floor, the guild finds a guard, shivering violently. Barry’s theory gains credence. The guard explains that they’ve only been hunting for the flowers during the day, as it’s too dangerous at night, but they haven’t found any yet. Travis wonders how efficient they can even be when they’re reacting that poorly to the cold. He knows how much longer even a simple task can take when you’re freezing.
The group scouts out the floor a bit, but Contra has a nagging feeling that they won’t find the snow blooms either... Some terrifying monsters are napping throughout, sometimes blocking paths the group would like to take. The floor really would be more dangerous if they’re up and active at night.
They make their way through the floor until they are stopped a familiar voice. Artelinde appears and stands in front of the door to progress. She happily shares that there are no snow blooms further on, but Ossia senses something off about her; her cheer seems stiff somehow... Fret is frustrated. He tells her that they haven’t found any behind them either, but Artelinde insists that she’s correct. Fret’s fists bunch up, but before he can punch the girl, Contra speaks up with her theory: the flowers only bloom at night. They’ll have to come back after dark to spot them.
After resting up, the guild scours the 12th floor again, this time having to carefully avoid the monsters who now roam awake and hungry. Sure enough, they find beautiful glittering blooms, which they pick and take back to town. They hand the flowers over to Dubois, who disappears to report to his superior. Moments later, the princess of High Lagaard, Lady Gradriel, appears before the guild for the first time. Fret is floored, and is quick to kneel and ingratiate himself to her. Her favour would go a long way! Indeed, she is grateful for the help, but there is one more thing she needs to save her father, and that is the Holy Grail, said to be located in the floating castle. When the ingredients they’ve already found are mixed in the grail, any illness can be cured, supposedly. She begs the guild to find the grail and save her father, then flees tearfully. Most of the group is genuinely moved, but Ossia only sighs. He is even surer that there is no floating castle, there is no grail, and they are on nothing more than a wild goose chase. He can tell that no one else holds his opinion, however, so he keeps his mouth shut.
Nonetheless, if Frisson wishes to reach the floating castle, they must press on through the labyrinth. They return to where they were previously stopped by Artelinde, where she still waits. She cannot even feign enthusiasm this time. She asks them outright: will you give up and go home? Fret refuses outright. She doesn’t seem surprised. She shares a bit of the legend of the floating castle that Frisson hasn’t heard yet: that the ruler of the skies lives there, collecting the souls of those who die in the labyrinth... She says that if they want to proceed, she won’t stop them... yet. With that ominous last word, she disappears.
Frisson journeys on, making short work of the 13th floor. One floor up, they are stopped by Guild Esbat’s old gunner, his gaze as menacing as always. He warns the group not to go to the fifteenth floor, or else... Then he departs. Barry wonders aloud what Esbat’s deal is, as they seem intent on keeping other guilds from climbing too high. Fret doesn’t care what their reason is; they’re pissing him off!
On a trip back, Dubois shares that Frisson is a common topic of discussion among the guards. Fret is pleased; they’re getting famous! Barry feels weird about it. He never got along with the other guards, but now they’re following his exploits? And they don’t even seem to have clocked him as one of their own.
Deep into the 15th floor, the party is stopped again by Wilhelm, the Esbat gunner. Fret rolls his eyes and turns around to find another way, but they are blocked from behind by Artelinde. They’ve fallen into a trap. Artelinde speaks of a war magus who explored the labyrinth with her allies long ago, until she lost her life in the third stratum. Artelinde is overcome with emotion, so the old man continues for her, claiming that the ruler of the heavens gave that war magus eternal life... by turning her into a monster. Artelinde finishes: if Frisson continues, they will have to fight Esbat’s transformed friend, and she won’t allow that.
A fight ensues. Guild Esbat are tough, but there are only two of them; they stand no chance against a full party. Beaten down, they submit. Wilhelm switches tactics. Admitting that he can’t stop them, he asks them to find the floating castle, find its overlord, and kill him for his crimes, for transforming that war magus and who knows how many others. Then he leads Artelinde away, and the duo vanish. Contra thinks back to the stronger foes they’ve fought so far. Was the Hellion also...?
Frisson proceeds and comes to a great frozen lake. At the centre of it is a monster with various grotesque tentacles and appendages, but also the face of a woman. Contra’s heart falls. So this is Esbat’s beloved friend... The beast lets out a terrible, sad shriek. When it goes down, Travis cannot help but feel that perhaps they’ve done her a favour. At any rate, she is done. The fourth stratum awaits.
FOURTH STRATUM: Petal Bridge
The fourth stratum is filled with cherry blossoms in full bloom, pink petals falling and blowing in the wind. It is a striking sight. Not far into the stratum, the party comes upon a man with wings on his back. He seems to call upon his deity before flying off. Frisson is left shocked, awed, and confused. In all his time in the labyrinth, Barry has never seen or heard of anything like what he just saw.
The group returns to town to report what they saw immediately. Dubois hears the word “winged” and runs off to fetch Lady Gradriel. She is much calmer, and shares what she has read of them. According to ancient lore, they were created by the Overlord of the heavens and safeguard the entrance to the Heavenly Keep. There is a secret phrase that apparently works as a password to allow access, and Gradriel teaches it to the party. Travis commits it to memory. Ossia is quiet. He didn’t think the castle really existed, but if these winged folk are real, then maybe...
They proceed through the stratum, making it to the end of the 18th floor. As they are about to open the door there, they hear a familiar voice before seeing the winged man swoop down in front of them. He gives them the once over, then claims that they are unfit to use the Grail of Kings and commands them to turn back. Ever quick to anger, Fret docks an arrow in his bow, but Travis steps up before he can let loose. Travis repeats Gradriel’s phrase, the ancient pact that asks for guidance in mankind’s return to the heavens. The winged one acknowledges this and flies off, leaving the party free to proceed.
Before going further, they report back once more. Dubois shares that Gradriel has told her father about Frisson. Fret can barely contain his glee. The most powerful man in the land knows who he is! Of course, it will mean nothing if they can’t save his life.
Even outside the palace, there seems to be a lot more buzz around the guild’s exploits lately. Contra proposes that maybe they could even stop now, could shift back to music and be fine. Ossia contradicts her. He believes that, if they give up now, they will be something worse than unnoticed: hated. They have no choice but to finish what they started.
On the 20th floor, another door and another winged one blocking the way. This time the one blocking the path seems to be of a higher status, going by the way he dresses and holds himself. He seems to require a certain item before they group can proceed. Figuring Dubois may know about it, Frisson returns to town.
Dubois confirms that the one they met was the chief of the winged ones, but goes to fetch Gradriel when the group asks about the required artifact. She agrees to part with the keepsake, on one condition: the group agrees, once and for all, to find the Holy Grail. It’s a no-brainer, of course. Frisson is locked in at this point. On their way out, Dubois gives them a warning that the winged ones may be dangerous. After all, they are said to be the ones who bring people to the floating castle. Dubois does not want that to happen to anyone else.
Late at night, while the guild is preparing for the next day’s venture, they are approached by Abigail, the girl who runs the shop. She has a favour to ask, though she is hesitant to do so. Apparently, she head from another guild that they defeated a monster, but left its baby behind. Abigail wants Frisson to find it and feed it, so it doesn’t die without its mother. It is a ludicrous offer on the face of it, and Ossia protests. They’re killing monsters all the time out there. Letting a baby die now is easier than killing an adult later. Furthermore, they already spared one such baby earlier on and don’t need to do so again. Contra protests, that even if it isn’t logical, she can’t just let a baby die. Barry and Travis side with Contra, although Barry from the practical standpoint: they’ve been asked a favour, and would do well to gain Abigail’s regard by completing it. Ossia grumbles, but he is outnumbered, so he lets it go.
They find the spot Abigail mentioned on the 19th floor. There sits a small bird, all alone. Ossia challenges the party again: this is their last chance to simply leave it be. Contra ignores him and offers food to the monster chick. It eats happily and chirps graciously. It seems to be looking healthier already. Despite his protestations, Ossia can’t help but feel his heart warm a little at the sight. Maybe they will have to deal with it later, them or some other explorer, but for now it feels good to have done something human. He suggests leaving the rest of the food for it so it can feed itself, and the group moves on.
Frisson returns to the 20th floor, where the chief of the winged ones waits. Fret hands him the artifact. His demeanour changes immediately; he becomes almost gleeful. He asks for the group’s names, but Fret insists that there’s no need to remember each of their names as individuals. He can just call them Frisson.
In turn, the chief introduces himself as Canaan. He says that it is his duty to guide Frisson to the path to the heavens... but it is not so simple a task. The way is blocked by a winged beast. It is up to Frisson to defeat it if they want to continue. Canaan flies away, leaving Frisson to journey on alone.
The guild makes their way through the 20th floor, fighting off fiercer monsters than they’ve seen up to this point. At a door deeper in, Canaan reappears. He seems impressed that they were able to survive to this point, and offers to tell the group whatever they want to know. Travis is curious about what happens to the people who get carried up to the floating castle, but Canaan doesn’t know. Their orders are to fly the wounded to the entrance, but they are not allowed inside. They were created by the ruler and do as they are told, that is all. Ossia asks about the ‘winged beast’ mentioned previously. The Queen of the Skies, which lies just beyond, has massacred any winged folk who have attempted to make their way to the palace in recent years. Canaan cautions the guild to be careful in their battle, then flies off once more.
They enter the area where the Queen lies in wait. At first they don’t hear anything, but then they notice a beautiful song coming from above. It seems beautiful at first, anyway, but something seems off about it to Fret... He is about to share this observation when he notices that Barry, Travis, and Contra are utterly enchanted by the song! Ossia is on the same page, at least: he knows a siren song when he hears one. Fret breaks out his lute and sings a song of his own, which breaks his friends out of their spell. With that, the Queen of the Skies swoops down in a rage, but now that she doesn’t have a hold on anyone, the fight is easy. Frisson take her down.
Canaan returns. Shocked at the power of mere humans, he grants them passage beyond, to the heavens above. The party step into a glowing pillar of light, and are whisked away.
FIFTH STRATUM AND BEYOND: Heavenly Keep
Frisson find themselves on a bridge high in the sky, connected to a great golden fortress. As they approach the entrance to the keep, they are greeted by a haughty voice calling itself the Overlord. Fret, hyped up on his recent victory, demands to know who is speaking. The Overlord claims to be the one humans refer to as a god, for he is one who can grant eternal life. He invites the party to come to him, to claim their destinies and their immortality.
The offer is tempting for Fret. After all, isn’t that what they want? To have their music be known forever? Ossia reminds Fret that this Overlord’s idea of immortality seems to be turning people into regenerating monsters. Does he want to be the next Scylla? “Of course not,” he says, but in the back of his mind he thinks, at least the Queen of the Skies could still sing...
Back in town, Frisson share with those who are invested in their exploits that they have finally reached the floating castle. They receive much praise, with the bartender wanting to hear all about it. Dubois says he will remember their accomplishments to his grave.
On the 22nd floor, the group hears the Overlord’s voice again. He muses on death, and his own attempts to defy death. He states that Frisson will be put to use in service of that goal. A shiver runs down Contra’s spine.
On another return trip, Dubois notices that Fret’s shirt is torn, and immediately sends someone to fetch him a new one. Getting free stuff is a key part of being a celebrity, so Fret is pleased as punch.
Back in the labyrinth, on the 23rd floor, the Overlord speaks once more. He speaks again of the terror of death, and wonders at why the group do not seem keen to gain immortality. But the Overlord will prove his power to them, as one who has been granted eternal life guards this very floor: the Colossus! By this point, everyone in Frisson knows what that means, and they are not amused. They brace for a tough fight.
An army of mechanical monsters stands in the way, but the guild maneuvers past them all and into the chamber where the Colossus awaits. It is a towering beast, a many-horned behemoth. On sight, it bats Travis away, hitting him so hard he goes flying. This may be the Overlord’s greatest warrior. With Barry’s help, Travis gets back up, and so begins an arduous fight. They play defensively, slowly chipping away at the Colossus until it finally goes down.
The Overlord speaks. He is left with no choice but to face the party himselff. One way or another, he says, they will be granted eternal life...
Determined after having made it this far, Frisson climbs to the 25th floor and passes a particularly ornate door. The Overlord speaks once more, explaining that the Heavenly Keep was created as an ark to escape a calamity on the planet’s surface, long, long ago. The Earth became so contaminated that there was no way for its people to return as they were. That is when the Overlord began his research with the Grail of Kings, but it has a flaw in that it warps anyone who is granted immortality with it. The Overlord insists that he must continue his experiments, for the sake of mankind’s future. Barry is confused. He tries to tell the Overlord that mankind is doing just fine now, whatever happened in the past, but the supreme being is not willing to listen. He descends in an egg-shaped mechanical body and begins his attack.
Travis’s katana hits hard, and he slices the egg open. The Overlord backs off and shakily pleads, offering eternal life one last time in exchange for forgetting about the Grail. Everyone looks at Fret, wondering what he will say, but he refuses. The people of High Lagaard already treat him like a hero. He doesn’t need the Overlord’s help to make a lasting impression!
The Overlord retreats through a hole in the ceiling. The party finds a way up and follows him, but the egg is nowhere to be found. Instead, they see the Overlord’s true form, a towering mechanical warrior. A fierce fighter, to be sure, but no match for our band of heroes. The Overlord’s mechanical suit breaks up into a thousand beams of light, and then is gone.
Frisson return to town, victorious. They hand the Grail over to Gradriel, who uses it to return her father to full health. The Duke offers nobility to every member of the guild, but none of them want it. They’ve already gotten what they were looking for.
After only a few days of recovery, they begin their musical career anew. They play in High Lagaard, then travel the land, going to places even Fret has never been before. They always receive a good deal of attention as the heroes who saved High Lagaard. A lot of the attendees of their concerts are there for that reason alone, at least at first, but over time that particular brand of admirers gets bored, leaving only their true fans, of which there are plenty, more than enough to sustain a musical career.
In interviews, Barry speaks of his past career as a guard, and how much more fulfilled he feels now as a full-time musician. Travis and Contra get married and adopt a dog, who they name Wulfgar; Wulfy follows them on all their tours. Ossia becomes the band’s moral centre, ensuring that they never let their fame go to their heads and that they are always honest and fair to their fans. Fret has accomplished his dream of becoming a musician people will remember for generations, but that’s not the most satisfying part. As it turns out, what he wanted most of all was to play music again with his friends.
#my stuff#etrian odyssey#etrian odyssey ii#another one down!#since EOI's party was all kids I wanted to go with all adults this time#i liked this party and had fun writing about them#and i love EOII aesthetically. those first four strata are mwah#but there are so many bad game design decisions... i think EOII is the weakest EO i've played#the quest design! ugh i just stopped doing quests at a certain point#yeah i think there is little reason to play this over Untold#not the case for EOI. def the case here.#anyway i'm already thinking about my EOIII party BUT#i'm trying to finish some other games before the year ends so... we'll see what happens#i'm trying to resist but my willpower is so so weak...
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I like how Marion is very humble about her work.
She's like "oh yeah. You all can defeat me"
Meanwhile EO3 Guildmaster goes "I can beat the shit out of all 5 of you at once."
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#365DaysOfVGM Day 38:
Labyrinth I ~ Primitive Jungle [Dungeon: 1F-5F] (Etrian Odyssey II: Heroes of Lagaard, including the FM, Piano, and Untold versions [2008/2014])
It expresses risk, beauty, and melancholy, kinda hard to describe.
Thanks to TheLinkToThePast (Discord) for introducing me to the music of this series! It’s yet another worthy highlight of the DS in the music department, with its full-fledged use of FM Synth
(Length before loop [All]: Nearly 3 minutes)
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#etrian odyssey ii#etrian odyssey#sekaiju no meikyuu#etrian odyssey untold#etrian odyssey 2 untold#nintendo ds#nds#nintendo 3ds#youtube#365daysofvgm#Youtube
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And here’s the official site to check out! I can’t believe how long it’s been.
#etrian odyssey#世界樹の迷宮#eo#atlus#rpg#株式会社アトラス#video game#dungeon crawler#アトラス#etrian odyssey ii#世界樹の迷宮 Ⅰ・Ⅱ・Ⅲ HD REMASTER#etrian odyssey origins
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had a normal one
eo2hd finale🗣️
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