User:Beignet/sandbox: Difference between revisions

MDFW - The Mystery Dungeon Tree of Information.
Jump to navigation Jump to search
(Blanked the page)
Tag: Blanking
No edit summary
Tag: Reverted
Line 1: Line 1:
<!-- Unlock condition needs to be researched -->
Full list of Research Report that can be read in {{Etrian1|Stein Labs}} in ''{{EtrianOdyssey|Etrian Mystery Dungeon (game)|Etrian Mystery Dungeon}}''. As you progress through the game's story, various research reports will be unlocked.


==DOEs and their habits==
As I continue to decipher the Keepers'
texts, I'm finding interesting details
regarding Blight and Life.
In my previous report on Professor
Randi's book, I said that primordial
Earth was full of Blight, and that it
was suffused with Life afterwards due
to the Yggdrasil. What I noticed this
time around is that the monsters in the
dungeon all have Embermen blood in their
veins, so that like Embermen, they
thrive in Blight.
I also found that these Blight-inhaling
monsters exhale Life, while humans do
the opposite. Both take in what they
need to survive and discharge what they
don't afterwards. Present science isn't
yet capable of clarifying the nature of
either substance, but the human tendency
to exhale Blight does illuminate '''one'''
thing that had eluded me.
The DOEs that were ordered to destroy
the Yggdrasil were covered in amber,
falling into a long slumber. They were
unaware that the battle had ended, and
so when they awoke, they headed to the
surface where the Yggdrasil was, just
as they were ordered to do eons ago.
However, the DOEs could not survive
above ground, due to the abundance of
Life here. This is why Aslarga was so
inviting to DOEs: as a settlement with
many humans, it contained an abundance
of Blight exhaled by its citizens,
which would have been attractive to
the DOEs.
When I investigated the remains of a
DOE at the Yggdrasil's base, I couldn't
find any signs of struggle or poison
that would have been a cause of death.
I now believe that it died due to a
lack of Blight. Likewise, the DOEs which
attack our city eventually meet the
same end for want of Blight.
Still, in order to prevent damage to
the town and any loss of life, we must
continue to defeat the DOEs as they
come, just as we have been doing.
==Man and monsters==
Monsters inhale Blight and exhale Life,
while humans do the opposite. This is,
surprisingly, relevant to the dungeons.
As you approach the bottom of the
dungeons, Life grows thinner. We humans
can explore them because of the Life
that monsters exhale. The monsters
reap a similar benefit from the Blight
that we humans exhale. It's actually
a fascinating symbiotic relationship.
Knowing of this relationship doesn't
change things, of course. Monsters
still inctively attack humans, even
though they are a source of Blight,
and so adventurers will not be able to
avoid combat with them.
Yet there do seem to be changes in their
behavior. By this I mean monsters
climbing to the higher levels, which
is what brought me to Aslarga and what
caused us to place barrier stones at
the dungeon entrance. It's one sign
that the monsters are gradually
adapting to the Life that's abundant
here aboveground.
In all dungeons, we find that the
monsters are weaker on the upper
levels, which may demonstrate that
they are losing strength in exchange
for their ability to adapt to Life.
(The ingenious traps found in the
dungeons also suggest a corresponding
increase in their intelligence...)
The monsters are steadily evolving.
The day may come when mankind and
monsters tolerate one another above
ground and join hands. I believe that
the world that Sasha yearns for, where
one can befriend monsters, may not be
only a child's dream.
==The Four Embermen==
While I was deciphering the Keepers'
ancient texts, I learned that among the
Embermen who ruled the world, there were
four of them known to be the strongest
of their race.
One of them was Muspell. The other three
supposedly had power even greater than
hers. Of these, the most powerful was
an Emberman called the Utopian Lord...
I have no doubt that subduing him won't
be easy. But I feel we may find peace
at last once the four strongest Embermen
are all defeated.
==The Yggdrasil's base==
I now believe that the disappearance of
the volcanic crater at the Yggdrasil's
base was caused by a type of topographic
change. For one thing, no crustal
movement was detected by the observation
device at the Yggdrasil's base. For
another, the houses that were damaged
after the eruption were found fully
repaired.
For these reasons, I think the area at
the Yggdrasil's base, including the
village of the Keepers, is under the
effect of the mystery dungeon. Professor
Randi told me that the Keeper he knew
named Natasha claimed to be hundreds
of years old. Perhaps her impossibly
long life was also due to the mystery
dungeon's effects?
==Caution regarding DOEs==
Defeating Muspell has caused the DOE
amber in the spring at the Yggdrasil's
base to disappear. This suggests to me
that the creation myth passed down by
the Keepers was legitimate.
The creation myths do recognize other
monsters trapped in amber who were not
born from Muspell. I confirmed this
with Professor Randi, who had personal
contact with the Keepers. It's very
possible that DOE amber still exists
in the region. Although Aslarga is no
longer in danger of extinction from a
large DOE outbreak, I should warn all
adventurers to continue to be on their
guard for DOEs.
==Book report 1==
I've investigated the Yggdrasil's base,
and I'm certain that area is the Land
of the Pact recorded in '''The Pact of the'''
'''Tree of Life and the Embermen'''. That book
was written by Nixon Randi, an authority
on labyrinth archaeology, as well as
a former mentor of mine.
The book covers the creation myths of
the region that he heard from the last
survivor of the Keepers, who used to
live at the Yggdrasil's base. However,
the book was banned right after its
publication a year ago, for reasons not
clear to me. Moreover, its author has
been missing for the past year.
Therefore, I must rely on my memories
of a draft I read before publication.
I thought I should make it clear that
the contents of '''Book report 2''' are
based off these memories, not an intact
copy of the book in question.
==Book report 2==
In the beginning... what is called the
time of genesis, the world was filled
with Blight and ruled by a race called
the Embermen. No life, save for the
Embermen, could survive in this world
full of Blight.
That was changed by the Tree of Life,
which we know as the Yggdrasil. It grew
by absorbing the Blight, giving off
Life in the process. As a result, many
forms of life were born in the surface
world.
The Embermen, however, could not survive
in this atmosphere of Life. If Blight is
toxic to humans, then Life is equally
toxic to Embermen. The Yggdrasil built
a dwelling place underground for these
Embermen as a sanctuary from Life.
A faction of these Embermen, led by one
called Muspell, challenged the Yggdrasil
in an attempt to take back what they
saw as their rightful paradise. Muspell
bore a great deal of monsters, enough
to fill the skies, and commanded them
to destroy the Yggdrasil. They lost this
battle when the Yggdrasil turned them
to stone. Muspell then pleaded with the
Yggdrasil to deliver the sun's light to
the dark underworld, and the Yggdrasil
made a pact with her to do so.
Since then, humans have lived on the
surface and the Embermen below. That
is the creation myth passed down by the
Keepers. The scores of DOE amber in the
spring at the Yggdrasil's base may be
vestiges of that battle, and if the
sun's light refers to the Yggdrasil
Amber, that pact may be what caused the
great tree's sap to flow. But since all
of this happened before the dawn of
man, the truth is unknown.
==Rising temperatures==
Concerning my investigation into the
atmospheric and subterranean temperature
fluctuations in Aslarga, I've noticed
that the subterranean temperatures
tended to rise as I went deeper into the
first through fourth dungeons.
Based on the recent emergence of a hot
spring at Kasumi's Inn, I believe there
may be magma deep underground. Yet I've
seen no magma in the dungeons, nor have
I seen any signs of volcanic activity.
The source of the rising temperature
remains elusive.
Meanwhile, I've observed temperatures
aboveground rising as I go further
north, seemingly due to winds from the
Torrential Ravine carrying this heat.
The heat source may be located in the
vicinity of the ravine.
Should we find heated groundwater at the
bottom of the Torrential Ravine, that
could be seen as a sign of volcanic
activity. However, initial examination
of the Ravine's outskirts show no such
traces.
I've yet to go inside the Ravine to
check there, but I have my doubts,
since the Yggdrasil would not be
standing today if there had been
volcanic activity in the Torrential
Ravine's past. I still believe that
the heat source is very close to the
Ravine, but what it is, we still
don't know.
==The ornate board==
My analysis of the ornate board, found
at the bottom of the fifth dungeon,
is complete.
It's clear now that the embedded amber
is Yggdrasil Amber, and that the board
itself is Yggdrasil lumber. We've seen
specimens of this lumber with Yggdrasil
amber attached before, drifting on the
river that flows to town.
When analyzed using the response stone,
we detected a human's vital signs,
leading me to believe this board was
crafted by human hands. The exciting
hypothesis that arises from this fact
is that at the base of the Yggdrasil,
beyond the Torrential Ravine, may lie
some sort of human civilization!
==Geomagnetic Poles==
A curious phenomenon that's been observed
is the way the Geomagnetic Pole at the
bottom of the dungeons tends to appear
and disappear.
According to a Chano Industries employee
at the mine, there was a Geomagnetic
Pole at the bottom of the second dungeon
until the monster appeared, after which
it quickly vanished. I've heard reports
that with the monster's defeat, the
Pole has reappeared again. A similar
phenomenon was also observed in the
third dungeon, and I've seen for myself
a Geomagnetic Pole appearing after a
monster's defeat.
From this, I conclude that the Pole's
temporary disappearance is caused by
monsters that have absorbed Yggdrasil
Amber.
==Ariadne Thread==
After considering the Geomagnetic Pole's
disappearance and reappearance, I have
a hypothesis as to why Ariadne Threads
have no effect in the lowest levels.
Both the Ariadne Thread and Geomagnetic
Pole send the user bodily aboveground.
Both stop functioning whenever a monster
appears, so it follows that they are
both being affected in the same way.
But rather than call it a side effect
of monsters absorbing amber, it would
be more accurate to say that they both
are affected by Yggdrasil Amber itself.
My evidence for this is that Ariadne
Threads work in zones with DOEs present,
even when the DOEs have absorbed amber,
just as those monsters had. Whereas the
lowest levels of the dungeon contain
not just the monster, but also amber
scattered about the Aslarga region.
My working theory is that when the
monster is defeated, the amount of
amber present in the zone decreases,
releasing the Ariadne Threads and
Geomagnetic Poles from its effect.
==On DOEs==
After investigating the depths of the
fourth dungeon, I've learned a few new
things about the DOEs.
First, it's clear now that the DOEs are
monsters which were trapped in enormous
pieces of Yggdrasil Amber. I suspect
that they were trapped tens of thousands
of years ago, which would make them
ancient monsters.
I'm also certain that the DOE we saw
this time was revived by the monster
at the bottom of the dungeon,
which had absorbed Yggdrasil Amber.
The amber containing the DOE made its
way to the depths of the dungeon
through an underground water vein,
where that monster shattered it,
releasing the DOE inside.
This will not be an isolated incident.
DOEs may appear in any of the dungeons
that the water vein runs through.
Even if there is no underground stream
connected to a dungeon, a DOE may still
appear there when amber buried in the
soil is cracked open by topographic
changes in the dungeon.
What we still don't know is why these
DOEs, after being revived, head above
ground to attack Aslarga. It's an odd
habit for these prehistoric monsters
to have. If you have any information
pertaining to DOEs, no matter how
seemingly trivial, please contact
this laboratory. Thank you.
==Notice==
It's come to my attention that all
research reports on the DOEs have
gone missing.
According to my interviews with people
who regularly use the laboratory, the
reports were there until the day I left
to investigate the third dungeon.
If anyone knows the whereabouts of
these reports, please contact me.
Thank you.
==Mystery dungeon==
Mystery dungeons have a long history
that's been recorded in several sources.
A common characteristic, recorded in
nearly all sources, is the restrictions
on one's actions in the dungeons, which
we call '''turns''', and the spatial warping
phenomenon.
Spartial warping has three epiphenomena:
topographic change, object displacement,
and forced return. '''Topographic change'''
is defined as the property of the rooms
and corridors making up a zone to shift.
Mysteriously, there is no seismic
activity of any sort accompanying these
shifts. The topographic change is the
primary reason for the name 'mystery
dungeon.'
'''Object displacement''' causes monsters and
items to change positions, or even to
appear and disappear. It seems to occur
the instant one moves between zones.
No item affected by object displacement
has ever been retrieved, even items one
places on the ground oneself. This is
a major cause for concern amongst those
who explore mystery dungeons.
'''Forced return''' is the most mysterious of
these epiphenomena, causing one to find
oneself outside the mystery dungeon
after blacking out. Forced return never
seems to occur when there are witnesses
to the phenomenon. Since affected persons
are unconscious, nobody has ever seen
the moment of return. As it involves
movement between zones, object
displacement happens simultaneously,
resulting in the threat of equipped
items being lost.
No known documents have adequately
explained spatial warping. It may be
many years before we understand it
fully.
==The Aslarga region==
There is a key difference between all
known mystery dungeons and those in the
Aslarga region.
Most recorded mystery dungeons feature
only one zone per floor. Moving to a new
zone typically causes the ascending
staircase to disappear.
But in Aslarga's mystery dungeons, the
zones are strewn about, like tunnels in
an anthill, and staircases do not vanish
when moving between zones. The technical
term that I've coined for this is the
dungeon's '''formicary structure'''.
The topographic change phenomenon
extends to the formicary structure,
causing the overall layout to change
each time one enters the dungeons.
This can be confusing to adventurers
who navigate them, and is a leading
cause of failure in their excursions.
Because of this, the Guildmaster has
charged me with finding a way to
overcome this property.
I've embarked on a joint project with
Chano Industries to find a way to halt
these topographic changes. I'll report
in detail once we have results.
==Topographic changes==
We've made significant progress in our
research on the topographic changes in
the first dungeon. No changes were
observed when we took apart the palace
walls near the dungeon entrance and put
up our own walls inside the dungeon.
However, this method will be extremely
costly in the long run. It's simply
not practical to construct walls in
every floor of every dungeon.
I discussed this with the Guildmaster
and Chano Industries, and we've decided
to change our approach in how we can
keep topographic changes from affecting
the town's adventurers. We will build
walls only in rooms with staircases,
which should prevent the formicary
structure from changing. These walls
will be reinforced so that they can serve
as a front-line base or '''fort'''.
This will not stop topographic change
from occurring on a per-zone basis,
but I think adventurers will appreciate
the formicary structure remaining fixed.
The Explorers Guild is already planning
to use this first dungeon, which is
halting topographic change, for their
adventuring lessons.
==Newly mined minerals==
I've finished verifying the effects of
the two types of unknown ore, large and
small, that was found in the mines at
the lowest level of the second dungeon.
Some of my texts on the subject have
identified the smaller ore as a '''response'''
'''stone''', which detects vital signs in
living organisms. By triangulating the
response stone's waves, we can project
the zone's topography and items. Chano
Industries has begun developing '''Zone'''
'''Maps''' and '''Dungeon Maps''' using the
response stone, which are sure to be
helpful to the town's adventurers.
The large ore is called a '''barrier stone'''.
Its effect prevents monsters from leaving
a zone, which we've confirmed during
performance tests. Once we recognized
the ore's effect, we immediately placed
them at every dungeon entrance above
ground, concealed so as not to be
destroyed by mistake.
We plan to store any further barrier
stones discovered here, and to fit them
into forts still in development.
==The amber stones==
The golden-hued stones mined in the area
were indeed '''amber''', created when tree sap
hardens over a long period of time.
Amber normally has no effect on the
human body. However, the amber found in
the Aslarga region has the unique effect
of stimulating the metabolism of living
creatures.
The operative difference between this
amber and normal amber is the liquid
trapped within. However, this unusual
liquid is highly volatile and evaporates
when exposed to air, preventing me from
analyzing it in detail.
As a result, I can only guess that its
metabolism-stimulating effects are found
in its liquid state, but I have no way
of proving this hypothesis.
In Aslarga, the special amber is called
Yggdrasil amber, but none of my texts
regarding the great tree make any
mention of sap or amber with these
effects.
Still, it's quite possible that the
amber gathered in dungeons and rivers
in the region is amber that originated
with the Yggdrasil. Until I can confirm
this with hard proof, I will call it
'''Yggdrasil amber''', to differentiate it
from the everyday substance.
<!--
==Gallery==
<gallery>
</gallery>
-->
<!--
==Trivia==
*
-->
==See Also==
{{Etrian 1 Transcripts Navbox}}
==References==
<references />
<!--[[Category:Etrian 1 Transcripts]]-->

Revision as of 19:37, 29 September 2023

Full list of Research Report that can be read in Stein Labs in Etrian Mystery Dungeon. As you progress through the game's story, various research reports will be unlocked.

DOEs and their habits

As I continue to decipher the Keepers' texts, I'm finding interesting details regarding Blight and Life.

In my previous report on Professor Randi's book, I said that primordial Earth was full of Blight, and that it was suffused with Life afterwards due to the Yggdrasil. What I noticed this time around is that the monsters in the dungeon all have Embermen blood in their veins, so that like Embermen, they thrive in Blight.

I also found that these Blight-inhaling monsters exhale Life, while humans do the opposite. Both take in what they need to survive and discharge what they don't afterwards. Present science isn't yet capable of clarifying the nature of either substance, but the human tendency to exhale Blight does illuminate one thing that had eluded me.

The DOEs that were ordered to destroy the Yggdrasil were covered in amber, falling into a long slumber. They were unaware that the battle had ended, and so when they awoke, they headed to the surface where the Yggdrasil was, just as they were ordered to do eons ago.

However, the DOEs could not survive above ground, due to the abundance of Life here. This is why Aslarga was so inviting to DOEs: as a settlement with many humans, it contained an abundance of Blight exhaled by its citizens, which would have been attractive to the DOEs.

When I investigated the remains of a DOE at the Yggdrasil's base, I couldn't find any signs of struggle or poison that would have been a cause of death. I now believe that it died due to a lack of Blight. Likewise, the DOEs which attack our city eventually meet the same end for want of Blight.

Still, in order to prevent damage to the town and any loss of life, we must continue to defeat the DOEs as they come, just as we have been doing.

Man and monsters

Monsters inhale Blight and exhale Life, while humans do the opposite. This is, surprisingly, relevant to the dungeons.

As you approach the bottom of the dungeons, Life grows thinner. We humans can explore them because of the Life that monsters exhale. The monsters reap a similar benefit from the Blight that we humans exhale. It's actually a fascinating symbiotic relationship.

Knowing of this relationship doesn't change things, of course. Monsters still inctively attack humans, even though they are a source of Blight, and so adventurers will not be able to avoid combat with them.

Yet there do seem to be changes in their behavior. By this I mean monsters climbing to the higher levels, which is what brought me to Aslarga and what caused us to place barrier stones at the dungeon entrance. It's one sign that the monsters are gradually adapting to the Life that's abundant here aboveground.

In all dungeons, we find that the monsters are weaker on the upper levels, which may demonstrate that they are losing strength in exchange for their ability to adapt to Life. (The ingenious traps found in the dungeons also suggest a corresponding increase in their intelligence...)

The monsters are steadily evolving. The day may come when mankind and monsters tolerate one another above ground and join hands. I believe that the world that Sasha yearns for, where one can befriend monsters, may not be only a child's dream.

The Four Embermen

While I was deciphering the Keepers' ancient texts, I learned that among the Embermen who ruled the world, there were four of them known to be the strongest of their race.

One of them was Muspell. The other three supposedly had power even greater than hers. Of these, the most powerful was an Emberman called the Utopian Lord... I have no doubt that subduing him won't be easy. But I feel we may find peace at last once the four strongest Embermen are all defeated.

The Yggdrasil's base

I now believe that the disappearance of the volcanic crater at the Yggdrasil's base was caused by a type of topographic change. For one thing, no crustal movement was detected by the observation device at the Yggdrasil's base. For another, the houses that were damaged after the eruption were found fully repaired.

For these reasons, I think the area at the Yggdrasil's base, including the village of the Keepers, is under the effect of the mystery dungeon. Professor Randi told me that the Keeper he knew named Natasha claimed to be hundreds of years old. Perhaps her impossibly long life was also due to the mystery dungeon's effects?

Caution regarding DOEs

Defeating Muspell has caused the DOE amber in the spring at the Yggdrasil's base to disappear. This suggests to me that the creation myth passed down by the Keepers was legitimate.

The creation myths do recognize other monsters trapped in amber who were not born from Muspell. I confirmed this with Professor Randi, who had personal contact with the Keepers. It's very possible that DOE amber still exists in the region. Although Aslarga is no longer in danger of extinction from a large DOE outbreak, I should warn all adventurers to continue to be on their guard for DOEs.

Book report 1

I've investigated the Yggdrasil's base, and I'm certain that area is the Land of the Pact recorded in The Pact of the Tree of Life and the Embermen. That book was written by Nixon Randi, an authority on labyrinth archaeology, as well as a former mentor of mine.

The book covers the creation myths of the region that he heard from the last survivor of the Keepers, who used to live at the Yggdrasil's base. However, the book was banned right after its publication a year ago, for reasons not clear to me. Moreover, its author has been missing for the past year.

Therefore, I must rely on my memories of a draft I read before publication. I thought I should make it clear that the contents of Book report 2 are based off these memories, not an intact copy of the book in question.

Book report 2

In the beginning... what is called the time of genesis, the world was filled with Blight and ruled by a race called the Embermen. No life, save for the Embermen, could survive in this world full of Blight.

That was changed by the Tree of Life, which we know as the Yggdrasil. It grew by absorbing the Blight, giving off Life in the process. As a result, many forms of life were born in the surface world.

The Embermen, however, could not survive in this atmosphere of Life. If Blight is toxic to humans, then Life is equally toxic to Embermen. The Yggdrasil built a dwelling place underground for these Embermen as a sanctuary from Life.

A faction of these Embermen, led by one called Muspell, challenged the Yggdrasil in an attempt to take back what they saw as their rightful paradise. Muspell bore a great deal of monsters, enough to fill the skies, and commanded them to destroy the Yggdrasil. They lost this battle when the Yggdrasil turned them to stone. Muspell then pleaded with the Yggdrasil to deliver the sun's light to the dark underworld, and the Yggdrasil made a pact with her to do so.

Since then, humans have lived on the surface and the Embermen below. That is the creation myth passed down by the Keepers. The scores of DOE amber in the spring at the Yggdrasil's base may be vestiges of that battle, and if the sun's light refers to the Yggdrasil Amber, that pact may be what caused the great tree's sap to flow. But since all of this happened before the dawn of man, the truth is unknown.

Rising temperatures

Concerning my investigation into the atmospheric and subterranean temperature fluctuations in Aslarga, I've noticed that the subterranean temperatures tended to rise as I went deeper into the first through fourth dungeons.

Based on the recent emergence of a hot spring at Kasumi's Inn, I believe there may be magma deep underground. Yet I've seen no magma in the dungeons, nor have I seen any signs of volcanic activity. The source of the rising temperature remains elusive.

Meanwhile, I've observed temperatures aboveground rising as I go further north, seemingly due to winds from the Torrential Ravine carrying this heat. The heat source may be located in the vicinity of the ravine.

Should we find heated groundwater at the bottom of the Torrential Ravine, that could be seen as a sign of volcanic activity. However, initial examination of the Ravine's outskirts show no such traces.

I've yet to go inside the Ravine to check there, but I have my doubts, since the Yggdrasil would not be standing today if there had been volcanic activity in the Torrential Ravine's past. I still believe that the heat source is very close to the Ravine, but what it is, we still don't know.

The ornate board

My analysis of the ornate board, found at the bottom of the fifth dungeon, is complete.

It's clear now that the embedded amber is Yggdrasil Amber, and that the board itself is Yggdrasil lumber. We've seen specimens of this lumber with Yggdrasil amber attached before, drifting on the river that flows to town.

When analyzed using the response stone, we detected a human's vital signs, leading me to believe this board was crafted by human hands. The exciting hypothesis that arises from this fact is that at the base of the Yggdrasil, beyond the Torrential Ravine, may lie some sort of human civilization!

Geomagnetic Poles

A curious phenomenon that's been observed is the way the Geomagnetic Pole at the bottom of the dungeons tends to appear and disappear.

According to a Chano Industries employee at the mine, there was a Geomagnetic Pole at the bottom of the second dungeon until the monster appeared, after which it quickly vanished. I've heard reports that with the monster's defeat, the Pole has reappeared again. A similar phenomenon was also observed in the third dungeon, and I've seen for myself a Geomagnetic Pole appearing after a monster's defeat.

From this, I conclude that the Pole's temporary disappearance is caused by monsters that have absorbed Yggdrasil Amber.

Ariadne Thread

After considering the Geomagnetic Pole's disappearance and reappearance, I have a hypothesis as to why Ariadne Threads have no effect in the lowest levels.

Both the Ariadne Thread and Geomagnetic Pole send the user bodily aboveground. Both stop functioning whenever a monster appears, so it follows that they are both being affected in the same way.

But rather than call it a side effect of monsters absorbing amber, it would be more accurate to say that they both are affected by Yggdrasil Amber itself.

My evidence for this is that Ariadne Threads work in zones with DOEs present, even when the DOEs have absorbed amber, just as those monsters had. Whereas the lowest levels of the dungeon contain not just the monster, but also amber scattered about the Aslarga region. My working theory is that when the monster is defeated, the amount of amber present in the zone decreases, releasing the Ariadne Threads and Geomagnetic Poles from its effect.

On DOEs

After investigating the depths of the fourth dungeon, I've learned a few new things about the DOEs.

First, it's clear now that the DOEs are monsters which were trapped in enormous pieces of Yggdrasil Amber. I suspect that they were trapped tens of thousands of years ago, which would make them ancient monsters.

I'm also certain that the DOE we saw this time was revived by the monster at the bottom of the dungeon, which had absorbed Yggdrasil Amber. The amber containing the DOE made its way to the depths of the dungeon through an underground water vein, where that monster shattered it, releasing the DOE inside.

This will not be an isolated incident. DOEs may appear in any of the dungeons that the water vein runs through. Even if there is no underground stream connected to a dungeon, a DOE may still appear there when amber buried in the soil is cracked open by topographic changes in the dungeon.

What we still don't know is why these DOEs, after being revived, head above ground to attack Aslarga. It's an odd habit for these prehistoric monsters to have. If you have any information pertaining to DOEs, no matter how seemingly trivial, please contact this laboratory. Thank you.

Notice

It's come to my attention that all research reports on the DOEs have gone missing.

According to my interviews with people who regularly use the laboratory, the reports were there until the day I left to investigate the third dungeon.

If anyone knows the whereabouts of these reports, please contact me. Thank you.

Mystery dungeon

Mystery dungeons have a long history that's been recorded in several sources. A common characteristic, recorded in nearly all sources, is the restrictions on one's actions in the dungeons, which we call turns, and the spatial warping phenomenon.

Spartial warping has three epiphenomena: topographic change, object displacement, and forced return. Topographic change is defined as the property of the rooms and corridors making up a zone to shift. Mysteriously, there is no seismic activity of any sort accompanying these shifts. The topographic change is the primary reason for the name 'mystery dungeon.'

Object displacement causes monsters and items to change positions, or even to appear and disappear. It seems to occur the instant one moves between zones. No item affected by object displacement has ever been retrieved, even items one places on the ground oneself. This is a major cause for concern amongst those who explore mystery dungeons.

Forced return is the most mysterious of these epiphenomena, causing one to find oneself outside the mystery dungeon after blacking out. Forced return never seems to occur when there are witnesses to the phenomenon. Since affected persons are unconscious, nobody has ever seen the moment of return. As it involves movement between zones, object displacement happens simultaneously, resulting in the threat of equipped items being lost.

No known documents have adequately explained spatial warping. It may be many years before we understand it fully.

The Aslarga region

There is a key difference between all known mystery dungeons and those in the Aslarga region.

Most recorded mystery dungeons feature only one zone per floor. Moving to a new zone typically causes the ascending staircase to disappear.

But in Aslarga's mystery dungeons, the zones are strewn about, like tunnels in an anthill, and staircases do not vanish when moving between zones. The technical term that I've coined for this is the dungeon's formicary structure.

The topographic change phenomenon extends to the formicary structure, causing the overall layout to change each time one enters the dungeons. This can be confusing to adventurers who navigate them, and is a leading cause of failure in their excursions. Because of this, the Guildmaster has charged me with finding a way to overcome this property.

I've embarked on a joint project with Chano Industries to find a way to halt these topographic changes. I'll report in detail once we have results.

Topographic changes

We've made significant progress in our research on the topographic changes in the first dungeon. No changes were observed when we took apart the palace walls near the dungeon entrance and put up our own walls inside the dungeon. However, this method will be extremely costly in the long run. It's simply not practical to construct walls in every floor of every dungeon.

I discussed this with the Guildmaster and Chano Industries, and we've decided to change our approach in how we can keep topographic changes from affecting the town's adventurers. We will build walls only in rooms with staircases, which should prevent the formicary structure from changing. These walls will be reinforced so that they can serve as a front-line base or fort.

This will not stop topographic change from occurring on a per-zone basis, but I think adventurers will appreciate the formicary structure remaining fixed. The Explorers Guild is already planning to use this first dungeon, which is halting topographic change, for their adventuring lessons.

Newly mined minerals

I've finished verifying the effects of the two types of unknown ore, large and small, that was found in the mines at the lowest level of the second dungeon.

Some of my texts on the subject have identified the smaller ore as a response stone, which detects vital signs in living organisms. By triangulating the response stone's waves, we can project the zone's topography and items. Chano Industries has begun developing Zone Maps and Dungeon Maps using the response stone, which are sure to be helpful to the town's adventurers.

The large ore is called a barrier stone. Its effect prevents monsters from leaving a zone, which we've confirmed during performance tests. Once we recognized the ore's effect, we immediately placed them at every dungeon entrance above ground, concealed so as not to be destroyed by mistake.

We plan to store any further barrier stones discovered here, and to fit them into forts still in development.

The amber stones

The golden-hued stones mined in the area were indeed amber, created when tree sap hardens over a long period of time. Amber normally has no effect on the human body. However, the amber found in the Aslarga region has the unique effect of stimulating the metabolism of living creatures.

The operative difference between this amber and normal amber is the liquid trapped within. However, this unusual liquid is highly volatile and evaporates when exposed to air, preventing me from analyzing it in detail.

As a result, I can only guess that its metabolism-stimulating effects are found in its liquid state, but I have no way of proving this hypothesis.

In Aslarga, the special amber is called Yggdrasil amber, but none of my texts regarding the great tree make any mention of sap or amber with these effects.

Still, it's quite possible that the amber gathered in dungeons and rivers in the region is amber that originated with the Yggdrasil. Until I can confirm this with hard proof, I will call it Yggdrasil amber, to differentiate it from the everyday substance.


See Also

References