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MDFW - The Mystery Dungeon Tree of Information.
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First Dungeon

Introduction

You are an explorer of labyrinths

On your way to a new stage of your adventures on a skyship.

Mosken: Welp, here we are. Welcome to Aslarga, where you'll find the best view around! I'm seeing a lot of landsknechts in the crowd this time. You guys are here for the mystery dungeons, right? And you tourists will be here for the Amber Yggdrasil, right? They say it's a real sight to see. You want a closer look at it...? Sorry, but getting up close to that thing is easier said than done. The winds in the mountains around that Yggdrasil are pretty intense. Not even I'm captain enough to make it through. Anyway, the town's as hot as ever. I nearly forgot it's midwinter! Some weather we're having, huh? ...Tough crowd. Well, you're probably tired from the trip. It did take us a day and night to get all the way here. If you're here to sightsee, rest up at the inn. Otherwise, get yourselves registered at the Explorers Guild.

The Explorers Guild can now be visited!

Going in Explorers Guild

Guildmaster: Welcome to Aslarga. I am the Guildmaster in charge of this facility. On behalf of our provost, I welcome you. The Explorers Guild oversees all adventurers who stay in Aslarga to take on the labyrinths nearby. Without further delay, I'd like you all to record your name and class in the registry. We'll begin with you.

After creating the first character

Guildmaster: Is everyone finished? Now, you're no doubt in our remote town for the infamous mystery dungeons. If so, I'm sure you're already aware of the rigors involved in exploring them. If you fall in one, you'll be dragged back here without your belongings and money. It's not easy to recover from. It's not unheard of for adventurers to leave in despair after losing the gear they've worked so hard to refine. But take heart. The Explorers Guild is here to support you. We'll now conduct an exploring lesson, held in a genuine mystery dungeon. Please gather at the Skyship Port.

Returning to Explorer Guild without going to Skyship Port

Guildmaster: What's the matter? If you plan to take on the dungeons, then you should be on your way to the Skyship Port.

Going to Skyship Port

Mosken: Thin crowd this time. Less than half what we had earlier.

Guildmaster: They probably withdrew after hearing they'd lose their belongings. I did mention they'd have our support...

Mosken: It's hardly worth my while taking so few, but oh well. We got more skyships circulating, so there'll be more soon.

Guildmaster: Now then, let me start by telling you about the first dungeon, which I'll be guiding you through.

It's to the east of town. A man-made wall, built for research purposes, helps it keep its formicary structure. That formicary structure is worth explaining, so open your Dungeon Map.

Notice the two zones on B2F. This is a unique trait of the dungeons found around Aslarga. Your challenge is to make your way through this first dungeon, by which we mean reaching the lowest level. Once you arrive at the bottom, your skill will be acknowledged and you'll be authorized to form your own guild.

A new dungeon has been unlocked! 1st Branch: Mysterious Labyrinth

Guildmaster: You'll be issued a Dungeon Map, a Zone Map, a communicator for use during the lesson, and a ration of bread. Is it odd to you that we provide bread? You'll find you get hungry quickly down there, so we've prepared this for you. That's enough explaining from me. We leave as soon as you're ready, so talk to the captain once you're prepared.

In Mysterious Labyrinth (First Visit)

After entering the Mysterious Labyrinth

Guildmaster: Can you hear me? This is the Guildmaster speaking. The transmitters seem to be in working order. Let me explain the Zone Map you see on the lower screen. Normally, the Zone Map fills out as you explore. Seeing all the rooms like this only happens with a fort built. Though that doesn't change the items you'll see on it. The flashing Etrian 1 - Player Map Icon.png is you. Etrian 1 - Upstairs Map Icon.png indicates an upstairs, while Etrian 1 - Downstairs Map Icon.png is a downstairs. Etrian 1 - Item Map Icon.png marks the location of items. You can see that there's an item in your current room. Go ahead and pick that up.

After picking up the item in the first room of the first floor of the dungeon

Guildmaster: Ah, you've found a Short Sword. It's an improvement over the Knife you have. I recommend changing equipment. To change equipment, first press X to open the menu. After that, choose a weapon from Items, or go to Party and select Equipment from there.

After entering the second room of the first floor of the dungeon

Guildmaster: Did you check your Zone Map? Make a habit of always checking it as soon as you enter a room. If you take a look at your Zone Map now, you'll notice an item to the upper right. You can reach it quickly with diagonal movements. Hold R and move in that direction to ensure you travel diagonally.

After picking up the item in the second room of the first floor of the dungeon

Guildmaster: The item you just picked up is a Medica. This restores a bit of HP, making it indispensable for exploration. But you can't let your guard down. If your HP reaches 0 and you pass out, you'll lose it without getting to use it. You might regret holding onto it for too long. Use items before getting knocked out. That's the number one rule.

After entering the third room of the first floor of the dungeon

Guildmaster: I see you've run into a monster. You can see it for yourself on the Zone Map. The Etrian 1 - Monster Map Icon.png represents its position. Before you engage the monster, let me explain turns for you.

All actions in the dungeon are measured in turns. Each turn, both you and the monsters act. You always act first.

For example, when you move one space...

Etrian 1 - Turn-based combat tutorial 5.png

The monster moves one space afterwards.

Etrian 1 - Turn-based combat tutorial 6.png

When you attack the monster...

The monster attacks afterwards.

Seen another way, it also means that if you take no action, neither will the monster. In the mystery dungeons, one move can make all the difference. Think carefully, especially when you're in a tight spot. Once the monster is dispatched, head for the downstairs, indicated by the Etrian 1 - Downstairs Map Icon.png. After that, best of luck to you.

After entering the fourth room of the first floor of the dungeon

Guildmaster: Check your HP before using those stairs. It's possible that you'll immediately encounter monsters on the other side. If you were wounded earlier, but your HP has recovered, it must be because of natural HP recovery. HP recovers slowly with each turn. Even if you have yet to fully recover, you should be fine without needing a Medica. If you still haven't fully recovered, wait. Hold B and repeatedly press A to pass turns as you naturally recover. While waiting, pay attention to the Zone Map. Be careful not to get caught off guard by monsters as the turns pass.

After entering the second floor of the dungeon

Guildmaster: As I feared, you encountered monsters. Two of them, in fact... This won't be easy. The situation calls for a skill. Skills are special actions you can use at the cost of TP. You can spend skill points to learn a variety of skills.

Etrian 1 - Skills Tutorial 1.png

First, press X to bring up the menu, and then select Skills. You should see a skills screen. When you press X while on this screen...

Etrian 1 - Skills Tutorial 2.png

You'll arrive at the set skill screen, where a number of skills are displayed in a tree format. You may spend your skill points on these skills. The SKILL POINTS to the top left shows you how many points you have. Spending skill points does not take any turns. I suggest you spend them now. If you want skills that will assist you in battle, Double Strike is a good start. Hm. Am I holding your hand too much...?

Etrian 1 - Skills Tutorial 3.png

If you have any questions about the controls, check the control guide to the top right of the lower screen.

After quitting the first room of the second floor of the dungeon

Guildmaster: If you'd like to move quickly through corridors, you can dash. Try moving while holding B.

After entering the second room of the second floor of the dungeon

Guildmaster: Alas, TP does not recover naturally. However, there is a way to regain TP without items, by using amber tiles. Amber tiles are the amber-colored spaces you see to your upper right. Stepping on them restores some TP and FP. FP measures your satiety. It depletes as turns go by, and if it reaches 0%, your HP will decline. Be sure to keep well fed. You don't seem very hungry right now, so try restoring your TP with those amber tiles, and then keep moving.

After entering the third floor of the dungeon

Guildmaster: You've made it to B3F. It won't be long now before you reach the final floor, but take note of the Etrian 1 - Upstairs Right Map Icon.pngupstairs here. The stair icons differ depending where they lead. Etrian 1 - Upstairs Map Icon.png goes to the zone directly above, while Etrian 1 - Upstairs Right Map Icon.png leads to the upper right. You've yet to visit the upper right zone. I recommend you visit it to check for items before proceeding to the bottom. To check the dungeon layout, press X to bring up the menu and then select Dungeon Map.

If the player pick the Buckler in B2F-5

Guildmaster: Ah, a Buckler. You don't have a shield equipped yet. This is a stroke of luck! Had you decided to ignore this zone, you wouldn't have found that shield. Going the extra mile sometimes pays off.

After entering the last floor of the dungeon

Guildmaster: Good work getting this far. You've proven yourself worthy of challenging the mystery dungeons. Return to town with the Geomagnetic Pole in front of you. The Etrian 1 - Geomagnetic Pole Map Icon.png on the Zone Map shows the Pole. Press A to return to town.

Second Dungeon

After completing Mysterious Labyrinth

Guildmaster: You acquitted yourself well in the Mysterious Labyrinth. I'd say it's time you had a guild of your own. A guild is a pack of adventurers. Its members share information and rewards, and look after one another. The allies you'll gather will operate under the banner of your guild. Which is why you must first give it a name.

After entering the guild name

Guildmaster: The [guild] Guild, hm? A fitting name, for you. I'll make sure to remember it. It's very dangerous to enter a dungeon alone. Be sure to recruit some members and create a party before exploring. You can recruit members by registering them here at the Guild, or by talking to people you meet in the dungeon. You can have a maximum of four members in a party at once. If you find three more allies, that's enough for a party. If finding members yourself is too much trouble, I'll introduce you to a few who are eager to join a guild. I don't normally make introductions like this, though. Think of this as a special favor.

After quitting the menu to register new adventurers

Guildmaster: Lastly, I present you with this Blast Skill tome, as congratulations on the formation of your guild.

Obtained a Skill Manual!

Guildmaster: A Blast Skill is a special technique shared between members of your guild. They're learned through manuals, and most of the skills are usable by anyone in your party. To activate a Blast Skill, you must charge your Blast Gauge. There are two ways of doing this.

Etrian 1 - Blast Skills Tutorial 1.png

To activate a Blast Skill, you must charge your Blast Gauge. There are two ways of doing this.

Etrian 1 - Blast Skills Tutorial 2.png

The first way is to defeat monsters, and the second is to step on amber. You'll do both things frequently within the dungeons, so don't hesitate to use your Blast Skills when you need to. If you're thinking of going to a dungeon to test the Blast Skill, be sure to set your party before you go. That is all.

When quitting Explorers Guild

Guildmaster: Are you satisfied with your party formation? A slapdash party will only make the going hard for you. It's not enough to pick a team. You must adjust each member's equipment and skill set to be properly prepared. Don't forget to spend the skill points you earn from leveling up as you go.

Kasumi's Inn can now be visited!

When going in Kasumi's Inn

Kasumi: Oh dear--why, you're covered in mud! You look as though you're fresh from adventuring, hm? Our warmest welcome to you, explorers. I am Kasumi, proprietress of this inn. We have a gift prepared for those who stay with us, to bring them good fortune in battle. Please accept this.

Obtained Ariadne Thread x3!

Kasumi: This Ariadne Thread is something that allows one to escape safely from a labyrinth. One should be enough per trip. If you have more, we can keep them safe for you in our inn's storage. Now then, why don't you let us take your things to your room while you relax?

When quitting Kasumi's Inn

Kasumi: Are you stepping out? If you're shopping for equipment, food, or sundries, there are many shops in the Market District. If you're looking for recommendations, I suggest Chano Retail. It's very popular with adventurers. The clerk there, Elizabeth, is simply a dear. Though you may be unprepared for her fashion sense...

Chano Retail can now be visited!

When going in Chano Retail

Elizabeth: Welcome! I do believe this is your first time here. I am Elizabeth. This is a factory outlet run by Chano Industries, manufacturer of skyships and fine armaments. Let me explain our system. You'll no doubt come into possession of many types of materials in your adventures. Slain monsters may yield up bones, or hides, or suchlike. And the earth will give up its ores, timber, and herbs. We will eagerly purchase these materials from you, and in return, provide you with wondrous new items based on them. Better materials translate directly into better goods. So make an effort to collect materials, hmm? Your bounty will be greater if you train in foraging skills such as Mineralogy, Dendrology, and Herbology.

When quitting Chano Retail

Elizabeth: Oh! Tell me, have you met Mr. Magan? He is our town provost. I daresay you should go and make your introductions.

Magan's House can now be visited!

When going in the Skyship Port

Mosken: If you're off to the first dungeon, look out. Someone fooled with the stabilizer and it's played havoc with the place. They're saying the structure has changed and there's traps around now. It won't be the piece of cake that you remember. You good with the party you have now? 'Cause things could go south if your equipment or skills aren't up to par.

When going in Magan's House

Sasha: Thanks for showing me the flowers in your yard, Mr. Magan. I can't wait to visit again! 'Bye!

Magan: Goodbye, Sasha. Come again soon. Oh... ...Guild [guild], I presume. Welcome to my home. I am Magan, provost of this town. I'm sincerely glad you've come. Here in Aslarga, we've been experimenting with measures to support adventurers like yourselves. Such as forts, which serve as a front- line base when exploring dungeons. Or our redevelopment initiative... They're both still in the planning phases, but they'll be invaluable aid on your adventures someday soon. ...Is it strange to you that a town would work to support adventurers? It is necessary... to prepare for the Day of Reckoning. To gird ourselves for the Day of Reckoning, we will need many adventurers making extended stays in our town. Merely developing the town won't be enough. Our developments will be for nothing if we are unprepared. The Guildmaster taught me that. I... wouldn't have ever thought of it. Not even as town provost. I can understand why some believe we'd be better served with him as provost. If he'd had the post one year ago...

Chano President: Mr. Magan! Mr. Magan, do you have a spare moment to talk?

Magan: I'm sorry, Sir Chano. I already have guests...

Chano President: Ah, and they're adventurers, by the look of them. All the better! They should hear this too. We use the bottom of the second dungeon as a quarry, don'tcha know, and they say a monster's been sighted there. It's keeping us from gathering the materials we need, so I'd like you to issue a mission to vanquish the thing. If the shortage continues, it'll delay work on the fort. Don'tcha know what a problem that'd be, Mr. Magan?

Magan: Yes, I'm aware of the issues that could cause. However... our coffers aren't full enough to offer a reward. Particularly, Sir Chano, since I've just paid Chano Industries the production costs for the extra skyship.

Chano President: Pish-tosh! Leave the reward to me. You there! How much would I have to offer you to accept a mission to dispose of this monster?

> "1000en"

  • Chano President: Done. Just as you requested, I'll have 1,000--no, 2,000en ready for you.

> "500en"

  • Chano President: An adventurer needn't hold back! I'll have 1,000--no, 2,000 en ready for your reward.

> "0en"

  • Chano President: Nonsense! You'd be risking your life doing this, don'tcha know. I can't allow you to walk into danger for free. I'll have 1,000--no, 2,000en ready as your reward.

Chano President: Well, Mr. Magan, I hope you'll issue that mission. And you lot ought to take it--I'll make you rich, don'tcha know!

Magan: He never takes no for an answer... This will be your first time accepting a mission, won't it? Accepting missions at this house gives you the right to earn the associated reward. Once the mission is complete, return here to report in. I'll need that report before I can issue the reward. If you'd like, you can accept that mission now, so long as you're here. Are you interested?

After going in Chano Retail after the mission Fiend in the second dungeon is available and without accepting it

Elizabeth: You've met my father!? Yes... I am Don Chano's daughter. Er... what did you and he... ...I see. So that's what inspired the new mission...

Accepting the mission Fiend in the second dungeon

Magan: This concludes the mission registration process. Unlike your first foray, there will be traps in the dungeon now... And I've heard an unsettling rumor. They say the Ariadne Thread has no effect at the bottom of the second dungeon. Ariadne Threads are useful devices for extricating oneself from a dungeon. If these rumors are true... you will be unable to instantly escape from the lowest level. Bear that in mind.

A new dungeon has been unlocked! 2nd Branch: Emerald Copse

Going to Skyship Port after accepting the mission Fiend in the second dungeon

Mosken: It's tougher than the first. Better be sure about your party and equipment, or you'll run into trouble quick.

In Emerald Copse

After entering Emerald Copse

Guildmaster: This is the Guildmaster speaking. Since this is your first trip as a party, I'll explain the Change Leader function. One party member acts as the leader, and will guide the rest of the group on your adventures. The leader can be changed at any time. You can escape from tough situations by changing leaders.

Etrian 1 - Change Leader tutorial 1.png

For example, say that a weaker party member is surrounded by monsters. In that case, you would make the weak member your leader and move them to the rear, out of harm's way.

Etrian 1 - Change Leader tutorial 2.png

To change leaders, hold L and then press R. The leader will switch each time you press R. Changing leaders does not take a turn, so you can try it right now. Good luck, [guild] Guild.

After entering floor 4

Guildmaster: This is the Guildmaster speaking. Pardon me for interrupting your adventure. You may already know, but I wanted to mention spread tiles to you.

Etrian 1 - Spread Tiles tutorial 1.png

Did you notice any amber tiles that were a faded red? Those are spread tiles. How you use them can affect the result of your excursions, just as much as changing leaders, so pay close attention.

Etrian 1 - Spread Tiles tutorial 2.png

First, stand on the spread tile and press either L or X to bring up the menu. Then select Party, and then Spread Out. Afterward, your party will spread out to the tiles surrounding the spread tile. You can change the spread formation as many times as you'd like. Once you have your ideal formation, press A to confirm. After confirming the formation, spreading out takes one turn. The whole party moves during this turn, which is useful. However, don't overrely on spread tiles. They can break at any time while being used, but even broken ones have their use.

Etrian 1 - Spread Tiles tutorial 3.png

They restore TP to the whole party, more than a normal amber tile would. That can be quite a boon. Now, back to your excursion. Remember changing leads and spread tiles, and make the most of both.

After reaching the last downstairs, in floor 6

You reach the stairs down to the lowest level. The unknown beast claiming the mine should be beyond those steps. You hear a faint sound of running water from below, and an occasional rumbling noise, like a giant treading the earth.

Third Dungeon

After completing Emerald Copse