Story Update 11: Dirty & Beauty (Queen Bee)




This 'Mike' guy is supposedly here... But where?
Raquna looks around while muttering to herself. You take the time to inspect the ruin's interior for yourself.


From time to time, they blink bluish- white, as if signaling something.



Try touching it, Frederica.
...All right.



Hmm... 'Emergency power source activation required'?
Didn't a similar phrase come up in the other terminal, too? Something about there being an... 'anomaly' in the 'power source'...
Frederica, who had been listening to the pair's conversation, speaks up sharply for everyone to hear.
There should be a way to fix it on this floor. Let's look around.
Ooh, are you starting to remember?
Yeah... I'm not positive yet, but I think we're getting close. We really need to find Mike, though... Let's go, Dude.
Frederica urges you onward. You begin your journey into this unknown ruin to discover what secrets it may hold.



Still, a wall is a wall, and though you inspect it carefully, you cannot glean anything more from its appearance. However, Frederica begins to explain to you, as if recalling something.


There'll be a switch somewhere to move it out of our way...
Huh? The wall moves?
I think so. That should've been how it worked...
It seems your memories are getting much clearer since we entered this floor. Perhaps meeting this Mike person will improve them even further?
Maybe.
I sure hope so, anyway...
You agree to proceed onward in search of Mike, who should be further within.


The notable thing in this part of Gladsheim. Walls.

And numbers. I'm just going to mark these walls for now.
Woah, woah, woah, this seems kinda complicated, you gotta slow down.

Battles in AREA II contain enemies from the 2nd Stratum.


And enemies from AREA I, on top of having new enemies!

Mauler Mole

HP: 250STR: 20TEC: 18VIT: 16AGI: 18LUC: 15
EXP Given: 730

Damage Vulnerabilities:
100% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
150% 100% 100% 100% 100% 100% 100%
100% 100% 100%
100% 50% 100%
  • Claw Dance: Deals 2-3 instances of medium cut damage to one party member. Slightly slow.
  • Aimed Slash: Deals medium cut damage to one party member. Average speed and cannot miss.
  • Claw Dance: Deals 2-3 instances of 100% melee STR-based cut damage to one party member. The damage scales from 52 to 59 on average. Has an 80% speed modifier and a base accuracy of 99%.
  • Aimed Slash: Deals 150% melee STR-based cut damage to one party member. The damage scales from 78 to 89 on average. Has no speed modifier and cannot miss.
  • Mauler Moles stop using normal Attacks at 50% HP and lower.
  • Mauler Moles prioritize Claw Dance over Aimed Slash at 50% HP and lower.
  • If the Mauler Mole's HP is at 50% or lower:
    • 59% chance to use Claw Dance.
    • Else, use Aimed Slash.
  • If the Mauler Mole's HP is at 100% to 51%:
    • 49% chance to use Aimed Slash.
    • Else, 14% chance to use Claw Dance.
    • Else, Attack.
  • Claw Dance: Deals 2-3 instances of cut damage to one enemy. Slightly slow.
  • Aimed Slash: Deals cut damage to one party member. Average speed and cannot miss.
  • Claw Dance: Deals 2-3 instances of melee STR-based cut damage to one enemy. Has an 80% speed modifier and a base accuracy of 90% at all levels.
  • Aimed Slash: Deals melee STR-based cut damage to one party member. Has no speed modifier and cannot miss at all levels.
Drops:
  • Normal: Curved Claw. 40% chance. Sells for 80 en.
    • Shotel (+67 ATK): Made from 1 Curved Claw. Costs 3200 en.
Mauler Moles can hit sorta hard. They're basically the trash mob for this floor.

That said, there's something I do want to point out about this enemy. If you encounter one as a rare breed, it will never run, unlike most other random encounters that are rare breeds. The reason for this is that this particular enemy was originally planned to be an FOE in Gladsheim, and FOEs don't have the escape routine put into their AI when encountered as a rare breed. So when they demoted this particular enemy to a random encounter... they forgot to give it the ability to escape when it's a rare breed. Oops!
No different to when you encounter them in EO1 (as a 5th stratum enemy at that!), but not only did they lose their excellent pun, we also missed out on having their model made massive and patrol around the floor. Man this game just gets more and more disappointing.


Not much we can do in this area. We're blocked off by numbered walls. So let's see what's through this door.

The black box stirs memories of using something like it to control the room's lights in Area I.




You also hear multiple sounds of things moving in the distance.
Okay, that did something... Wait, maybe it moved the walls we saw before?
Yeah, I think so.
So a plate here can move objects at great distances... Taking the light manipulator into account as well, I'm greatly impressed by the technology from 1,000 years ago.
You decide to search the area once more to see if you can notice anything the device may have triggered.


The gimmick for AREA II are these numbered switches that can open up these gates. It's fairly self-explanatory.
Push button, receive progress.

Nothing much we can really do on this side. Let's check out the right side now.


Its tremendous needle is far sharper and deadlier-looking than that of a normal bee...
We don't have to fight it if we don't need to. Let's look for a way around.
But it's in our way! Let's just take it down, quick!
Given the conflicting opinions, it falls to you as leader to make a decision on what to do.


We can totally take that FOE now, but I prefer to solve the puzzles over brute-forcing them. Also, I like Raquna more than Arthur, so there.
Excellent, I can say NOT THE BEES and snub Arthur at the same time.
You see? Our leader understands. Not like you, who just blindly charges into things.
Aww, you guys just don't get it.
You lead the party, including a rather disgruntled Arthur, in a search for a route that avoids the monster.
That FOE in question is known as a Blue Patroller. They fly back and forth in a straight line. However, get too close and they'll aggro on you!

Also note the rubble on the ground. For our party, they're pretty much the same thing as walls. But the Blue Patrollers can just fly over them. Unfortunately, the rubble icon isn't in this game, so I'll have to just mark them as walls, I'm afraid.

Here's the movement path of the Blue Patroller. Their normal movement path anyway. They can't phase though gates, so if a gate is closed, their path just gets cut off prematurely, and they'll just turn around when they reach the gate. For the record, you can close the gates after opening them, so you can exploit this to trap the Blue Patrollers in areas that are out of the way.

As for avoiding this Blue Patroller, it's pretty simple to pull off. You'll notice that there's a path on the bottom of the map there. Just take that and run past the Blue Patroller when it's far enough. Simple as that.
At least it's not a big deal if you do get caught by one since they're not too bad. But, well, you can see the mass on the other side.


Here's the 2 switch.

That should open up more of the area for us to explore.


It's just... there's monsters in this area. So it's not a good idea to walk and read at the same time. Or to read while you're talking to other people, for that matter. Don't you agree, Dude?"


Yes, it's quite rude.
...My sisters used to scold me for the same thing when we were young.


I mean, really...
Simon's just a big nerd. He's always been like this since he found that thing.
Oh, huh... Yeah, you are always reading the same book. What's it about?
It's a collection of documents from the ancient civilization. It's a bit abstract, and thus not easy to understand, but... there's an account in it that catches my attention.
Oh, is that the findings the investigation committee released? About the calamity...?
Oh boy. Exposition time.
I looked through it, but all that about swallowing the oceans, and the land and trees quaking... I didn't get it.
...... I may have actually seen a similar thing myself once.
Huh?
It was because of these documents that we narrowed down Gladsheim's location. Many other accounts in this make more sense to me now that I've seen this ruin in person... I want to decipher as much of these as possible.
...... Just as long as you don't read and walk at the same time.
You decide to resume your search, keeping the young doctor's pace in mind.


The 2 gate being opened gives us access to this... treasure.
Just because there's more treasure boxes overall in Story mode doesn't mean they're worth it. But... you have to get them all!
If you want 100% completion, yep! Classic is locked out of getting all the chests (yes the ones they miss in Gladsheim count against them.), so you can't get 100% completion in that mode. It's Story or nothing. Thanks, Atlus.

Unfortunately, this particular route is off limits, since this Blue Patroller is in the way.

Which leaves this side, however, there's a Blue Patroller that we need to get past.

Its patrol path.

Just kite it around the walls to get past it.

Another Blue Patroller awaits us ahead.

Once again, give it the old ring around the pillar.


And here's the last new enemy in this area!

Doom Bison

HP: 558STR: 21TEC: 17VIT: 21AGI: 15LUC: 15
EXP Given: 1400

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
100% 50% 100% 150% 100% 100% 100%
100% 100% 100%
100% 100% 100%
  • Stampede: Deals heavy bash damage to one party member. Deals splash damage to adjacent targets. Attempts to inflict paralysis on hit targets, with a somewhat low chance. Very slightly slow and moderately inaccurate.
  • Stampede: Deals 170% melee STR-based bash damage to one party member. Deals splash damage to adjacent targets. The damage ranges from 102 to 116 on average. Attempts to inflict paralysis on hit targets, with a 40% base chance. The effective chance ranges from 35% to 43% on average. Has a 90% speed modifier and a base accuracy of 70%.
  • Doom Bisons are far more likely to use Stampede when they're at 50% HP or lower.
  • If the Doom Bison's HP is at 50% or lower:
    • 79% chance to use Stampede.
    • Else, Attack.
  • If the Doom Bison's HP is at 100% to 51% HP:
    • 29% chance to use Stampede.
    • Else, Attack.
  • Stampede: Deals bash damage to one enemy. Deals splash damage to adjacent targets. Attempts to inflict paralysis on hit targets. Very slightly slow and moderately inaccurate.
  • Stampede: Deals melee STR-based bash damage to one enemy. Deals splash damage to adjacent targets. Attempts to inflict paralysis on hit targets. Has a 90% speed modifier and a base accuracy of 75%.
Drops:
  • Normal: Vermillion Hair. 65% chance. Sells for 104 en.
    • Bison Armor (+29 DEF, +10 HP): Made from 1 Vermillion Hair. Costs 1720 en.
  • Rare: Vermillion Horn. 30% chance. Sells for 138 en.
    • Viking Helm (+16 DEF, +1 STR): Made from 1 Vermillion Horn. Costs 1010 en.
Unlike Mauler Moles, which don't do much, Doom Bison can and will hit your party hard and possibly stop them from doing anything meaningful! Lock them down or burst them down! Just get them out of the battle as soon as you can! Most of the other enemies you encounter in here are pretty much nothing compared to this thing!
Bison enemies have a large gap in the regular game, so it's good to introduce a few new ones so certain types of enemies stay around for longer.


Here's the 3 switch.

Opening that up gave us access to this worthwhile find!

But before we move onwards, I decided to go back and unlock some equipment from Shilleka.


The Mauler Mole's drop makes this... rather plain sword.


The Doom Bison's drop makes these pieces of armor, and I guess they're okay? They give stat boosts, at least.

Anyways, back to Gladsheim.
Wowza, you can tell why some of this stuff is locked to a specific game mode. It's too powerful!


Before we explore any further, we actually want to close the 2 gates.

There are Blue Patrollers up top, and opening the 3 gates expanded their patrol path, which we can now take advantage of to sneak past.

That said, that's not the only way to get to this portion of Gladsheim.

Down here is another Blue Patroller. If you trap it on the right side of the 3 gate, you can slip past pretty easily. But you'll have to leave the 2 gates open to do so.

And leaving the 2 gates open makes it harder (but not impossible) to sneak past these 2 Blue Patrollers. If you close off the gates, it's really easy to sneak past them. So pick the route that seems easier for you to deal with.
Simple enough puzzles, so long as you keep track of your numbers.
Careful. Math might be a little bit too complicated for the Story mode party there. Especially Arthur.

Here's the 4 switch.

Opening up the 4 gate gets us this nice little consumable at the start of the area.

Now that the 4 gates are open, it's time to reach the last switch.

Alright, see those Blue Patrollers in the bottom left corner? You want to make it so that the Blue Patrollers in the same columns as the 3 gates gets trapped above them. (While also making sure that you don't get trapped with the Blue Patroller just outside the 3 switch room.)

And that the Blue Patrollers aligned with the 2 gates gets trapped below them.

The reason we did that was so that we could have a clear path through this hallway. It would have been swarmed by Blue Patrollers without locking them out.

As you can see here.
I remember trying to dash through my first time playing to see if I could. As you'd expect, the results weren't too pretty.

And that grants us access to the 5 switch!

Oh, and if you're wondering what happens when you shut a gate on a Blue Patroller... they just get pushed out 1 tile in the direction they're facing. Sorry, no fancy door swats for you! But before we move on...

And opening the 5 gates gets us this last bit of treasure at the start.
Double and triple check treasure in this game, you really don't want to miss out when you start Classic mode.


Maybe we can meet Mike if we use that thing back there. Let's go try, eh?
Not gonna do that just yet. There's one last loose end I want to cover. There was a chest we missed after all.

Open up the 2 gates again, or you'll just get trapped while trying to get the chest.

Wait for the Blue Patroller moving around that chest to move to the right side of the 4 gate, then shut it to trap it there!

And then we can get this chest without any worr-

I DID ALL THAT BACKTRACKING FOR A FUCKING AXCELA!?
Gotta open 'em all!

Okay, you know what? Time to do something I should have done in the first place!



Blue Patroller

HP: 2188STR: 28TEC: 25VIT: 25AGI: 27LUC: 23
EXP Given: 6500

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
50% 50% 10% 50% 75% 50% 50%
10% 10% 50%
50% 50% 75%
  • Stun Needle: Deals heavy stab damage to one party member. Attempts to inflict paralysis, with a medium chance. Average speed.
  • Gale: Increases all enemies' evasion by 50% for 4 turns. Average speed.
  • Stun Needle: Deals 150% melee STR-based stab damage to one party member. The damage ranges from 149 to 172 on average. Attempts to inflict paralysis on the target, with a 40% base chance. The effective chance ranges from 46% to 55% on average. Has no speed modifier and a base accuracy of 99%.
  • Gale: Increases all enemies' evasion by 50% for 4 turns. Has no speed modifier.
  • Gale has a cooldown of 3 turns. When its cooldown is 2, Blue Patrollers are likely to use it, if no enemies have the Gale buff.
  • Blue Patrollers target party members that don't have paralysis with Stun Needle.
  • Stun Needle becomes much more likely when the Blue Patroller is at 50% or less.
  • If this is the first turn, and Gale was not already used on this turn, use Gale. Set the Gale flag.
  • If the Gale cooldown is less than or equal to 0, and no enemies have the Gale buff, 69% chance to use Gale and set the Gale cooldown to 3.
  • If the Blue Patroller's HP is at 100% to 51%:
    • 39% chance to use Stun Needle.
      • If any party members are paralyzed, target party members that aren't paralyzed.
      • Else, use standard targeting.
    • 61% chance to Attack.
  • If the Blue Patroller's HP is at 51% or below:
    • 69% chance to use Stun Needle.
      • If any party members are paralyzed, target party members that aren't paralyzed.
      • Else, use standard targeting.
    • 31% chance to Attack.
  • Stun Needle: Deals stab damage to one enemy. Attempts to inflict paralysis on the target. Average speed.
  • Stun Needle: Deals melee STR-based stab damage to one enemy. Attempts to inflict paralysis on the target. Has no speed modifier and a base accuracy of 99% at all levels.
Drops:
  • Normal: Pink Wing. 80% chance. Sells for 494 en.
    • Abyss (+76 ATK, +3 AGI): Made from 1 Pink Wing. Costs 4260 en.
Blue Patrollers can be pretty nasty to deal with. They have an evasion buff, and the Story party has no tools in their skillsets to deal with it! Your only hope of dealing with the buff? Leg binds! They're fairly weak to it, and not only does that nullify their evasion, it also stops them from using their only attack skill! Frederica has Leg Snipe, but that can miss. What you really want to be using are Leg Tanglers. Those ignore the normal accuracy checks, so you don't have to worry about the evasion.

Stun Needle hits super hard and can inflict Paralysis. So stopping that from coming out at all will make these things much easier to deal with.
I did not use Leg Tanglers since I went straight here before touching the 3rd stratum. Suffice to say these bees fuckin blow and I hate Leg Snipe not landing properly and AGGGGGHHHHH!



Standard bit of setup here.


Might as well have these two throw out Leg Tanglers. If they don't land it, it's not a big deal, since I have a backup plan.


Kinda figured that would happen.

Oh wow, Raquna pulling through here!
Got practise from tangling her own legs while wasted.


Now even though Stun Needle is out of the equation, I'm still having Raquna break out Front Guard, since the Blue Patroller's regular attacks still sting.
Very punny.




Everyone is gonna conduct the pain train!



Oh you poor poor thing.

Good gravy, Frederica just dished out just under 1500 points of damage! Action Boost is kind of pretty fucking absurd!
Absurd damage is way more fun than absurd damage reduction.





That poor bee didn't get a chance to do anything.


Oh yeah, one last thing. Spoiler alert, there's a boss fight past the 5 gate in the middle. Notice how there are 4 Blue Patrollers who can enter that room. And yes, they will join in on the fight if they can! To stop that from happening, wait for them to be outside the 3 gates, then slam them shut!

Before we go any further, I go back to town to make some preparations.


The Blue Patroller's drop unlocks a gun for Frederica. Except I already have a better gun for her. AGI boosts don't really do much for her. (A shame this isn't EO2U...)
That would push her into EO2 Hexer territory with how utterly ridiculous she would be on all fronts.
Oh, Frederica is broken, but she's not that broken. Goddamn, that would be a sight to see, though.


Oh hey, it turns out I got Rosa's exp high enough to see her final scene!
May I have a little of your time? I would like to talk to you about something.


Let's hear it, then.
It is about the summons Master Sheldon sent. As I said last time we spoke, he asked me to return to Ontario... But I have officially refused.
What... Can you do that?
Yes. I will be able to stay here. Master Sheldon has given me his approval. The mansion back home is important to me, but Treehorn is more important now. Also, I wanted to continue to support all of you in your excursions into the Labyrinth.


Thank goodness.
I had no idea that you were that concerned... I do hope to continue to be of service to you all.
Whew... I was worried for a second there.
It would've been difficult to keep this place running without you, Rosa.
Yeah, and we'd miss you if you left.
Oh, my...
Man, all that tension's made me all thirsty! Hey, can you make us something to drink?
Arthur...
Hee hee! It's fine, I've already prepared some cordials. Here you are. This is my special recipe...
Whoa...!?
This stuff tastes awesome!
You're right... And it smells so nice. I can just feel my fatigue draining away.
Now then, is there anything else you would like me to do?


Before we check that out, let's see what she has to say normally.

I will tell her how kind Achievers has been to me.


Say hello to the best cordial-no. The best prepare option in the entire game! Elderevenge makes it so that 5% of the damage you deal to enemies gets converted into HP healing, and 1% of the damage you deal will get converted into restoring TP. Oh and yes, it only cares about how much damage you deal, so you're free to overkill enemies. This even works on regular attacks! The amount of sustain this cordial provides you is insane, and basically makes dungeon trips last far longer than they normally would! And makes running out of resources in boss fights more unlikely! Of course, like all good and strong things, this was nerfed in EO2U. By basically replacing the effect with a far shittier one. (TP restoration is handled by damage taken, not dealt. Yeah...)

The only downside to this cordial is that supports don't benefit from it too much. On the other hand, if your party has signficantly more supports than damage dealers, there's something wrong with your party composition. This effect gets so much stronger as the game goes on too, since the amount of damage you can dish out increases far more than your HP and TP pools. It's an absolutely insane effect, and the only thing "stopping" you from abusing it is that a bad effect can show up on it. But you can easily get rid of that by shuffling the effects through winning a battle.

Oh yeah, at this point, Rosa pretty much stops gaining exp. So you don't have to worry about doing requests for her specifically if you don't want to. Not that it matters at the moment.

Anyways, that's enough messing around. Let's take a look at the party before we go into the center of AREA II.
Hell yeah continued servitude! Encouraging you to just go all in on offense and benefit greatly from it does screw over some classes, but I suppose you're using them to stop the fragile heavy hitters from dying, so it all works out.






I'd say we're about ready.

Oh, and this is the reason I said to stock up on Leg Tanglers. Otherwise, this is going to be a very rough fight! Also for that matter, having some Head Tanglers wouldn't hurt as well.
Hope you like sweaty frogs, because having binds in a bottle will always be useful.

Music stops.

You tense as you warily look around once more. Simon finds it first and points at the ceiling.
Up there!



A giant bee descends from a hole in the ceiling and lands on the ground.
Wh-What is that thing!?
A giant bee...?
Is this... a queen bee!? The bees we found on this floor weren't here without a purpose. They're building a nest with their queen at the center.


Perhaps it will not come to blows as long as you find what you seek.
A giant creature that isn't hostile!? What is this!?
Just as you begin to hold out hope for this outcome, the girl furrows her brow while staring at the queen bee.


Welp.
That thing's the whole reason that the electricity's been on the fritz.
Then we have to fight it!
It's seeming as though a battle with this queen bee is inevitable...


Diplomacy has failed, Crosspeice! Engaging extermination mode!
That's the only setting we have! Damn Frederica and her bloodlust!
Hehe, that's the spirit! Let's squash this bug!
The queen bee will interpret this as an attempt to destroy her nest. And it won't allow that without a fight...
Indeed, as you draw your weapons, the formerly docile queen bee begins to fiercely chatter its jaws! It seems to be aware of your hostile intent... It glares at the party, swaying its heavy belly!
Here it comes, Dude!
You breathe deeply and face the queen bee in all her fury!








Queen Bee

HP: 3888STR: 32TEC: 29VIT: 25AGI: 20LUC: 26
EXP Given: 21000

Damage Vulnerabilities:
100% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
50% 10% 10% 50% 75% 50% 50%
0.1% 0.1% 50%
50% 50% 50%
  • Royal Jelly: Restores Queen Bee's HP, for a small amount, at the end of each turn, for 4 turns. Average speed.
  • Mirage Pollen: Attempts to inflict panic on all party members, with a moderate chance. Very slightly slow.
  • Frustrated Rage: Attempts to stun and bind the heads of all party members, with a moderately low chance. Very fast.
  • Crushing Jaw: Deals severe cut damage to one party member. Deals splash damage to adjacent targets. Slightly slow and slightly inaccurate.
  • Spread Shot: Deals heavy stab damage to 3-4 random party members. Attempts to inflict poison on hit targets, with a high chance. The poison ticks for low damage. Slightly slow.
  • Royal Jelly: Restores Queen Bee's HP, for about 263 to 274 HP, at the end of each turn, for 4 turns. Has no speed modifier.
  • Mirage Pollen: Attempts to inflict panic on all party members, with a 25% base chance. The effective chance ranges from 31% to 37% on average. Has a 90% speed modifier.
  • Frustrated Rage: Attempts to stun and bind the heads of all party members, with a 20% base chance. The effective chance ranges from 25% to 30% on average. Has a 150% speed modifier.
  • Crushing Jaw: Deals 140% melee STR-based cut damage to one party member. Deals splash damage to adjacent targets. The damage ranges from 178 to 207 on average. Has an 80% speed modifier and a base accuracy of 80%.
  • Spread Shot: Deals 90% melee STR-based stab damage to 3-4 random party members. The damage ranges from 115 to 133 on average. Attempts to inflict poison on hit targets, with a 50% base chance. The effective chance ranges from 62% to 75% on average. The poison ticks for 54 to 64 damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Queen Bee's AI is completely different based on if she's in the front row or back row.
    • In simple terms, her AI in the back row focuses on using defensive skills (the Defend command and Frustrated Rage), while her AI in the front row focuses on using offensive skills (the Attack command, Spread Shot, and Crushing Jaw).
    • Mirage Pollen is used in both phases.
    • Mirage Pollen has a cooldown of 5 turns when in the front row.
  • When Queen Bee first hits 30% HP or lower, she will use Royal Jelly. She does not use it again after that.
  • Set the Mirage Pollen cooldown to 5.
  • If Queen Bee's action counter is at 0, Defend.
  • If Queen Bee's HP is at 30% or lower, and the Royal Jelly flag has not been set, use Royal Jelly, and set the Royal Jelly flag.
  • If Queen Bee is in the back row:
    • If Queen Bee's HP is at 50% or lower:
      • 39% chance to use Mirage Pollen.
      • Else, 40% chance to use Frustrated Rage.
      • Else, Defend.
    • If Queen Bee's HP is at 100% to 51%:
      • If the current turn is a multiple of 2, Defend.
      • Else, if the Frustrated Rage flag isn't set, use Frustrated Rage, and set the Frustrated Rage flag.
      • Else, use Mirage Pollen, and unset the Frustrated Rage flag.
  • Else:
    • Decrement the Mirage Pollen cooldown by 1.
    • If the Mirage Pollen cooldown is less than 0, use Mirage Pollen, and set the Mirage Pollen cooldown to 5.
    • If Queen Bee's HP is at 50% or lower:
      • If the Spread Shot flag is not set, use Spread Shot, and set the Spread Shot flag.
      • Else, 39% chance to use Crushing Jaw.
      • Else, 40% chance to use Spread Shot.
      • Else, Attack.
    • If Queen Bee's HP is at 100% to 51%:
      • 49% chance to use Crushing Jaw.
      • Else, Attack.
Drops:
  • Normal: Furcasternum. 100% chance. Sells for 1500 en.
    • Brunhild (+35 DEF, +10 TP): Made from 1 Furcasternum. Costs 2020 en.
Queen Bee can be a very frustrating fight if you don't have the right tools for the job. Which the Story party doesn't in their normal skillsets. Thanks, Atlus.

She doesn't actively attack while she's in the back row, instead opting for disables. This is one of the reasons I put Panic Guards on everyone, since Panic is the worst ailment to get hit by in this fight.

Once she moves to the front row, she'll be more active in fighting. Also, notice how almost every single one of her skills use the head. She has neutral resistances to head binds as well, so if you can land them on her, the fight will get significantly easier.

Now you could just attack her while she's in the back row and ignore the Noble Bees entirely, but I wouldn't recommend that.

Noble Bee

HP: 1288STR: 24TEC: 23VIT: 20AGI: 26LUC: 22
EXP Given: 4000

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
50% 50% 10% 50% 100% 50% 50%
10% 10% 50%
50% 50% 100%
  • Stun Needle: Deals heavy stab damage to one party member. Attempts to inflict paralysis on the target, with a medium chance. Average speed.
  • Gale: Increases all enemies' evasion by 50% for 4 turns. Average speed.
  • Stun Needle: Deals 150% melee STR-based stab damage to one party member. The damage ranges from 113 to 130 on average. Attempts to inflict paralysis on the target, with a 40% base chance. The effective chance ranges from 43% to 52% on average. Has no speed modifier and a base accuracy of 99%.
  • Gale: Increases all enemies' evasion by 50% for 4 turns. Has no speed modifier.
  • Gale has a cooldown of 3 turns. When its cooldown is 4, Noble Bees are likely to use it, if no enemies have the Gale buff.
  • Noble Bees target party members that don't have paralysis with Stun Needle.
  • Stun Needle becomes much more likely when the Noble Bee is at 50% or less.
  • If this is the first turn, and Gale was not already used on this turn, use Gale. Set the Gale flag.
  • If the Gale cooldown is less than or equal to 0, and no enemies have the Gale buff, 69% chance to use Gale and set the Gale cooldown to 3.
  • If the Noble Bee's HP is at 100% to 51%:
    • 49% chance to use Stun Needle.
      • If any party members are paralyzed, target party members that aren't paralyzed.
      • Else, use standard targeting.
    • 51% chance to Attack.
  • If the Noble Bee's HP is at 51% or below:
    • 74% chance to use Stun Needle.
      • If any party members are paralyzed, target party members that aren't paralyzed.
      • Else, use standard targeting.
    • 26% chance to Attack.
  • Stun Needle: Deals stab damage to one enemy. Attempts to inflict paralysis on the target. Average speed.
  • Stun Needle: Deals melee STR-based stab damage to one enemy. Attempts to inflict paralysis on the target. Has no speed modifier and a base accuracy of 99% at all levels.
Noble Bees are pretty much just straight up weaker versions of Blue Patrollers. Heck, they're even more susceptable to the disables that the Blue Patrollers are weak to! Their AI is mostly the same as well, except they're more likely to use Stun Needle whenever possible compared to Blue Patrollers. These guys are the reason why I told you to bring Leg Tanglers, since Gale is awful to deal with! In fact, they're pretty much your only tool for dealing with Gale. You want to take these things out fast since they're just going to be a nuisance. Leg binds will utterly shut them down. They'll stop them from using Stun Needle, and their evasion will be nullified.

It's also why ignoring the Noble Bees and going straight for Queen Bee is a bad idea. Sure, only the Highlander is hindered by this since Arthur and Frederica don't care about rows. But Gale is an absolute nuisance to deal with, and Queen Bee does Defend on even numbered turns, which will halve the damage that those two can dish out. It's technically a safer method, but it's also much slower as well.

But if you insist on using that particular strategy, just know one important thing. The fight will end the moment Queen Bee dies. So make sure you kill at least one Noble Bee before then, or it won't be registered in the codex! And you can't fight the Noble Bees again (they're counted as entirely different enemies from Blue Patrollers) so missing their codex entries means that you are locked out of 100% completion for that save file! Fortunately Atlus learned from that mistake, and made it so that any helpers that showed up in boss fights in EO2U weren't required for codex completion. For the most part, anyway.
Usually these Gladsheim fights are pretty frustrating, since you're stuck with the Story party, you just fought a boss with summons and annoying skills AND there's evasion in the mix. This is when you consider resting Frederica to invest more in Leg Binds if you don't have Tanglers, god this battle sucks. But hey, it's a good thing there's not ANOTHER insect themed fight that also isn't annoying as shit and revolves around accuracy. Ahahaha...

First thing I want to do, bind the legs of those Noble Bees!

While one of those Noble Bees will cast Gale, the other one will be attacking this turn, so I'll have Raquna guard the front line.

That's the reason I don't have Arthur and Frederica in the front row. Those Noble Bees' attack will pretty much kill them. Simon can take the hit, though. Queen Bee herself won't be doing too much yet. She'll just spend the first two turns defending.

Arthur has the best chance of inflicting leg binds, which is why I'm having him sacrifice his turn to use this. Tanglers hit everyone, so they're likely to tag at least one of the bees.

If the Tanglers don't go through, I have a backup plan.
Plan B stands for THREE ACTIONS BITCH

Unfortunately, the Story party is way too slow to stop Gale from going off. So Queen Bee is going to have 50% evasion for 4 turns. Hopefully I can kill the Noble Bees before they can refresh the buff.

One of the Noble Bees went for a Stun Needle on Simon.

Arthur managed to tag both Noble Bees with the Leg Tangler, nice!

I... uh... didn't actually want Queen Bee to be tagged with a leg bind just yet. Thanks Simon.

Time for some good old fashioned bug swatting.

I'll have Raquna heal up Simon, since I really don't feel comfortable with him having low HP.



Time to go on the offensive.

My backup plan, if none of the leg binds went through on the first turn, would have been to have Frederica toss out Action Boosted Leg Tanglers. The chances of both bees not being tagged by that would have been really unlikely, see. But since they went through, I can just have her pump the bees full of lead.

Another good thing about Elderevenge. Despite what it looks like visually, the healing from it kicks in after Bloody Offense's HP cost! And since Bloody Offense boosts your damage output and Elderevenge heals based off of damage done, the buff itself pretty much nullifies its own HP cost, and then some! Comboing those 2 together means that Bloody Offense pretty much has no penalty at all! Yes, it's utterly bonkers.
While Dude looks like a dork, damn is he a fun class.

These first two turns are pretty much Queen Bee giving you a freebie. Make them count!


Oh hey, free pot shot on Queen Bee. And yeah, look at that damage on the Noble Bee!


That's one Noble Bee down!
Sure, Action Boost is kept somewhat in check by draining TP super fast, but guess what Elderrevenge ALSO patches up somewhat.
If you know what you're doing and just how the various subsystems in this series can interact with each other, you can break the games pretty easily over your knee.

Not quite dead, but should be, soon enough.

This should finish off that Noble Bee.


Many of Queen Bee's skills use the head, so I'm going to try for a head bind here.

Gonna have Arthur set up Analysis in the meantime.

If Raquna and Simon can't land the head bind, I'll just have Frederica toss out Action Boosted Head Tanglers next turn.

What do you mean that wasn't enough to kill it! Ugh!


Only Simon got his head bound. Not that I really care about that since Wolf Pack doesn't use a body part! If Arthur got hit, that would have been a bigger setback.


Bah, guess it's time for plan B!

Dude is just gonna do some Dude stuff.

Unfortunately, the leg bind on the Noble Bee came off this turn. So I'm gonna have Raquna use Forest Guardian to reduce Stun Needle's damage. It's basically Front/Rear Guard, but for everyone!

Might as well get rid of Simon's head bind, before it becomes a pain to deal with.

Gonna finish off that Noble Bee, and get a free pot shot in on Queen Bee.

Time for plan B! The chances of Frederica landing this are around 81.3%, so really good odds there!

Why yes, I may have done quite a bit of Ice Sweat farming.
I think this fight might be why they let you explore a chunk of the 3rd stratum. If only I did that...


Oh come on.

OH COME ON!

Oh hey, the first Tangler landed!

For the record, when you use Action Boost on an item, it will eat up that many items! If you run out of items during Action Boost, the user will just spend the rest of their actions doing nothing.
They're so cheap and you've got plenty of bag space when fighting a boss, I say what the hey.

That nuisance is finally gone.


And now we don't have to worry about evasion buffs for the rest of the fight!

Let's try that again...

With Queen Bee's head bound, she can't really do much. So I'm gonna have Raquna cure Dude's Paralysis before it can really bite me in the butt later.

Gonna have Simon heal up everyone in the meantime.


Now that Queen Bee is finally in the front row, the fight can really start!

Ah, there we go!


Head binds not only make Queen Bee helpless, they really boost Arthur's damage output! This is without Wolf Pack, remember.


The reason I didn't want Queen Bee's legs to be bound that early is because of Spread Shot. That's the biggest threat in this fight. Though if the leg bind doesn't land, that's not really a big deal, because I have a way to deal with the guaranteed one at 50% HP. That's the reason I had Simon queue up Delayed Heal, so I could prepare for that.

Let the carnage begin.
Remember, the bee has done nothing wrong.



Oh yeah. Ohhhh yeah, just look at that damage!

Ahahaha, told you head binds make her helpless! In fact, Queen Bee herself has not dealt any damage to our party that entire fight!

Oh, never mind about Spread Shot! I won't have to deal with it at all! Queen Bee will try to cast Royal Jelly once she drops below 31% HP, and she'll prioritize using that over Spread Shot. Not that she can do so, since her head is still bound!

And even then, this fight is pretty much over. It's time to send Queen Bee off to eternal dreamland.



Alas, Queen Bee. Her only crime was building her home in the wrong spot.
Guilty as charged.


Yeah Tanglers? They're really good! There's a reason they become available to farm now!



That was another tough one, but we came out all right in the end.
Eh, it wasn't that tough. Granted if you went into that fight without any Tanglers, it would have been much more hairy! (See: Ragnar's version of the fight.)

You all had a part to play.
True. Even that queen bee just now would have been tough to beat if I was still on my own.
...She would have completely and utterly murdered you if you tried to solo her!
Not me! I'd have been fine!
Same goes for you!
I know who I'd place my bets on.
Said the skinny little shrimp...
That's all well and good, but let's not forget what we came here to do.
Now that the foe has been vanquished, you check the room, but find nothing but the box where the queen bee had nested.
If the last device was accurate, then the mechanism to activate the emergency power source should be here.



Raquna, Dude, see if you can help me get this off.
Sure thing.
Every. Fucking. Time.

The interior seems intact... but the box contains an array of bizarre parts of which you can make no sense.
Yeesh... looks complicated. Hey, Frederica, you think you can get this working with your usual, 'I kinda remember how it works,' deal?
...No promises, but I'll give it a try.
I'll help as well. I've seen something like this in the documents.




Let's go back to the terminal at the entrance and see.
You leave the box behind, spurred on to return to the area where you arrived.





Huh...?
As you approach the terminal, you hear a mysterious and hard to place voice...



We automatically look around for the voice.


Are you... Mike?


Whenever Mike speaks, a blue glow is placed over the screen.
I'm so glad that we've been reunited. It means the time has finally come.
D-Did that box just talk!?
The male voice you heard seems to be stemming from the black box before you. You are unable to determine the voice's owner and are left perplexed until Frederica, still calm, speaks up.
Hey, who's this 'Ricky'? Do you mean me?
Of course, Ricky. You gave me permission once to call you by your nickname. You are a dear friend to me.
My nickname...? We're friends...?
I...!
The girl strains to remember, but the effort causes her to clutch her head and double over. You hold her steady and face the talking box in her place.
What's wrong with Ricky? Is she not feeling well?


She's lost her memory.
Ah, of course. She must have developed dysmnesia due to her prolonged cold sleep. Don't worry, Ricky. You and I theorized this might happen and came up with a countermeasure for it. I can scan your brainwaves and restore as much of them as possible. Just enter the machine nearest you.
Gee, that's awfully convenient.
Amnesia can only pad a story out for so long.
I know you don't remember me right now... but you can trust me, Ricky.
Mike...
...Okay.
Frederica... You're sure about this?
Yeah, I'll be okay. I can trust Mike... I know it.
The girl nods once before following Mike's blinking indicators into the back.


You can try voicing your various doubts to this black box calling itself "Mike."


Where are you hiding?
Hiding? There seems to be a misunderstanding. I've been before you from the start. But before I explain in detail, let me start fresh... It's nice to meet you, people of a thousand years later. I am the Memetic Installation Keeper Engine. Please call me M.I.K.E.
I'm not really sure what that means. I think it means that he's like a time capsule or memory installer of some kind? I dunno, outside of what's about to happen to Frederica, it doesn't really match up with what he can do.
He installs and keeps memes, pretty simple.
May I ask your names? The ability to identify each of you will help me to enhance our communication efficiency.
You each speak your names in response to M.I.K.E.'s request.
Dude... is that correct? It's very good to meet you.
Mike's been passing his time well it seems. It's going to be so hard to not make a million weed jokes, but this is helping make this an excellent adventure.
A thousand years later... Does this mean that you've been in this ruin for a thousand years?
Yes, Simon.
Come on, don't joke like that. Are we supposed to believe you're an old man who's lived that long?
I think I see where the misunderstanding comes from, Raquna. To begin with, I am not human. I am Gladsheim's administrative system, created a thousand years ago.
You're not human...? You were created? Wait, but you can talk!
Yes, Arthur. That is what I was created to do.
This is a turn... You're a relic from a thousand years ago? An artifact of sorts?
Indeed. You're very bright, Simon. I am grateful that you acknowledge my nature as genuine, though your level of technology has deteriorated.
The inhuman being floats gently in the soft light... Could it be happy?
Wha? Where'd that come from?
Sensing emotions from lights, standard baked stuff, really.

Wait, wait. If you're a relic from a thousand years ago, how do you know Frederica? And not just that, but you said you were her friend, right?
That's right, Raquna. She was a member of the team who created me.
What...?
I understand that her dysmnesia leads you to have many doubts about all of this. If you'd like, I can answer some of your questions while she recovers.


Another pick all options to proceed section. Let's start with Gladsheim.
Of course, Dude. This is one of the military installations built to prevent the predicted calamity. The primary weapon housed here is called Gungnir. It was made with the finest technology of our time... Gungnir is the only 'spear' capable of damaging the calamity.
A weapon...!? R-Really? That's what you've got locked up in this ruin!?
The finest technology from a thousand years ago... I can't even imagine it.
Having seen a sampling of the technology dormant within Gladsheim, you suspect its strength may be immeasurable...


Alright, lay it on us. What's Frederica's deal?
Of course, Dude. She is one who volunteered to enter a thousand-year cold sleep to awaken in this era. Her duty was to protect the era to come... the future of a thousand years later. Your time, in other words.
I wonder what made a 17 year old girl suited for the job and not anyone else?

Granted she is pretty good with a gun.
I think it's just a feature of all anime girls.
So she does hail from a thousand years ago...!
Ricky and I act as a team in order to evaluate the necessity of activating this installation.
You keep talking about this Ricky guy... who's he?
The answer to that, Arthur, is that 'Ricky' is Frederica's nickname. Her father was fond of calling her that. She only allowed her most trusted friends to use the nickname. I was honored that she chose me, an artificial intelligence, as one of them.
M.I.K.E. gives a proud reply before falling silent again.


And what about this abnormality?
An abnormality, you say...? What kind of abnormality? I can run a search for any data that might help me to answer your question.
You tell M.I.K.E. about the abnormality that has been occurring in Etria near Gladsheim.
Thank you for the information. The strange sounds audible near this installation are indeed caused by the workings of Gladsheim. I conjecture that the reverberations are from the observation module and power source warming up from sleep mode.
It has nothing to do with the quakes in Etria? The Library thought the strange sounds and quakes to be connected...
I'm sorry, Simon. I think that the truth is the exact opposite. Gladsheim's observation module was powering on because of the quakes being felt in Etria.
Then what's causing those?
Most probably, our observation target... the calamity... has awakened.
It would appear that the cause of the abnormality was not related to Gladsheim, but to Etria... But having absorbed the revelations M.I.K.E. has provided, you realize that a new question has arisen within you... What is this calamity that is often mentioned in M.I.K.E.'s account? You ask the unnatural entity one last question regarding this matter.
Very well, Dude. Allow me to explain about the coming calamity. But to set the stage, I must first briefly explain the state of the world a thousand years ago. At that time, the world's environment was harsh and severe compared to its present state. The sky was constantly covered with smog clouds; acid rain fell on the land; and our soil was no longer arable. The population of the weaker nations fell as riots over food began. Mankind's numbers decreased drastically.


They both lead to the exact same dialogue. I don't even know why the choice is being offered, both of them are pretty much the exact same thing.
Just to make sure you're awake. Though this unveiling is somewhat riveting stuff.
I can't believe it...
I can't either, Dude. But if the story's true... it sounds like the world was coming to an end.
Indeed, Raquna. That was our assessment as well. At that rate, the world would end... But suddenly, we had hope in the form of an organism that could purify the polluted land, air, and seas.


Those of you that have played EO1 may know why I'm twitching and convulsing right now.
Yggdrasil Project?! Hrrrrrnnnnngh.
Giant trees and plants were prepared in the seven regions of the world. These plants began to normalize the atmosphere. Little by little, these special plants purified the world... And now, a thousand years later, the pollution has all been cleansed. The world is saved.


Isn't that a good thing?
Yeah! You didn't say anything about a calamity in what you just told us.
You are correct. I've only told you of how this world was saved over the long course of a thousand years. Ironically, however, the same Yggdrasil which saved the world has become mankind's greatest enemy. Having absorbed the world's pollution for a thousand years, Yggdrasil harbors an untold amount of contaminants. The contaminants are stored in the Yggdrasil Core, which is the name of the calamity.
H-Hold on a second! According to what you told us, Yggdrasil saved mankind. So why call its core a 'calamity'?
The answer to that, Simon, comes from simulations and projects on the growth and movements of Yggdrasil. We predicted that absorbing so much pollution over a millennium would cause the Core to mutate into a monster.
Oh, so it's basically the Etrian version of Exdeath. Okay.
Without a place in the ecosystem, the Core would then go in search of new food sources in the purified world. And after a thousand years, the Core will have unimaginable regenerative properties. It's mankind's worst enemy.


What happens then?
I can answer that, Dude. Mankind will be powerless before a Core mutated from such contaminants. Without meaning any harm, its roaming for food will cause unprecedented blight upon the earth. Many people will die. And trying to stop the Core by force is futile. Your soldiers cannot damage the Core beyond its regenerative powers. Even if it is defeated, the Core will regenerate in an instant and resume its devastating march.
At the core of Yggdrasil is a monster...?
The young doctor turns pale as a sheet upon hearing M.I.K.E.'s words.
...Tell me truly, M.I.K.E. This monster would exist in all of the trees called Yggdrasil, no?
Yes, Simon. It is as you say. The threat of the Yggdrasil Core is present in each of the seven Yggdrasil prepared a thousand years ago.
But... Simon! Does that mean...!?
Yes, there was an Yggdrasil in our home as well. It was a bustling town due to the excavation from Yggdrasil's roots.
I saw it for myself there... I saw the disaster begin from beneath the city! That terrible tragedy was due to the calamity... Am I right?
So let's do a quick roll call...

This game: 2 trees. Fate of 1 tree currently unknown.
EO2: Well the tree didn't actually feature that much in this game, so maybe High Lagaard will be fine? Who knows?
EO3: Yggdrasil is actually a space cop, not a monster. So Armoroad has nothing to worry about.
EO4: Possibly related. They do mention the Yggdrasil Project by name...

So 4, or possibly 3 trees are still unaccounted for...
I'm choosing not to include EO3's tree in this count, as I believe the scientists used it as a basis, being around before this all happened. I won't be happy until we get all trees accounted for and explored!
I have no data on whether or not all of the threats dormant within each Yggdrasil were attended to. But have no fear, Simon. Ricky and I are here to protect the people of this land from the threat. Isn't that so, Ricky?


Music stops.


Our means to finish that mission are already chosen. That's why I left everything behind to come here. I've traveled across a thousand years... to ensure we have a future.
The girl's eyes are clear and decisive, with no doubt remaining as they look straight into yours.


Are you all right?
quietly nods in response to your question.
Well that was a fairly anti-climactic end to the amnesia subplot. What was the real point of that again? Because I really don't know, even after knowing what happens in the rest of Story mode.
To get you, the Highlander, attached to this little lost lamb of a girl. I don't really think it worked, like Frederica is alright, but like most of the story party, she's a bit flat.
I'm sorry I worried you... and that I got you involved in this. But your investigation into the cause of the abnormality is closed now. Dude, you should return to Radha Hall in Etria, and Simon, your team can report back to the Midgard Library. M.I.K.E. and I will deal with the Core. Don't worry about that.
It is true that your investigation of the abnormality, as requested by the Radha, has come to its end... If you report to them about the existence of the Core, you will be allowed to return to your people. But you are unsure that it is just for you to leave Etria, knowing that such a threat is so near...


The investigation isn't over yet!


Oh my god, that fucking name!
I thought My Dude was funny for Zelda runs, but this is another level.
I'm sorry, Ricky. But I have to agree with his conclusions. Your decision is incorrect. Even with me back online, Gladsheim has deteriorated enough to make it dangerous for you to venture through it alone. As such, I recommend that you accept Dude's offer.
...... But... I can't drag the people of this era into our mess...


You haven't dragged us into anything.


Huh?
Now that's our leader! I knew you'd say that!
Dude's right, of course. It wasn't you who got us involved.
It's just that the people of this era are trying to solve the crisis that's happening to them. That's all it is.
...You'd really come with me?


Of course.
Thank you...
The girl thanks you with a smile before continuing.
Hey, Dude? I have a favor to ask of you. Ricky... ...That was my nickname when I was young. My dad gave it to me, and only my family or close friends used it. But... You've helped me out so much that I'd like it if you called me by that name, too.
Since we've grown so close and all...
You search for a response to Frederica's somewhat nervous speech, given that she is now gazing at you...


I'm gonna show off all the choices here.
All right, Ricky.
...Thanks.
The girl nods happily upon hearing your answer.


All right, Frederica.
Wait, but that makes no sense!
You decide to relent and call her Ricky after seeing her extreme dissatisfaction.
You could've just done that from the beginning, you know...
She mutters, but she seems happy enough regardless.



I'm not so sure about that...
...Huh!? Why?
Frederica looks at you in surprise. Upon seeing how forlorn she seems, you relent and call her Ricky.
You could've just done that from the beginning, you know...
She mutters, but she seems happy enough regardless.
...Why even offer the choice? And yes, there's a reason why I'm bringing this up.
Some of the options are just there to fluster Ricky, or to make it seem like Dude is teasing her. However, Dude just isn't interesting and I don't care about their relationship, so going the straight, simple route seems more in character for him, the simple justice guy.
...Are we to be given the honor of calling you by that name as well?
Simon asks playfully and Ricky nods with a generous smile.
Well then, Ricky, may our partnership with you be as fruitful as it was with Frederica as we hunt the Core.
It's still sorta sinking in for me... But if Simon's helping, I'm in too! Whatever we're fighting isn't good, I can tell that much!
I can honestly say I envy your simple- mindedness, kid... Anyway, this was supposed to be just an investigation job for us, but it's turned into something bigger. So tell us, M.I.K.E., what do we need to do to use that weapon?
Of course, Raquna. The locks in the remaining three areas of Gladsheim must be manually released.
So... we'll need to find at least three more Geomagnetic Fields. Well, let's get looking!
Okay then... we'll keep on exploring the forest. M.I.K.E., try to repair Gladsheim. Also, run a simulation of the effect of activating Gungnir.
Of course, Ricky. For the sake of our mission, I'll be waiting for your return.
So there's the plot for the rest of the game. Release the locks on Gungnir so we can destroy the core.

You have learned much... the truth of the abnormality, a new calamity, and a thousand-year-old weapon to combat it. The situation is developing rapidly, but only you who know the truth can address this crisis!


Let us destroy the calamity!
Yeah!
You needn't tell us twice.
Let's do it, Dude!
We're all right behind you.
You vow to one another to work together and destroy the calamity as you head to the forest to investigate it.
So that whole thing about calling Frederica "Ricky" isn't just a thing done in the story.


The game now enforces it as well! Frederica's namecard permanently changes to Ricky after this. And any time the game would refer to her as Frederica, it'll refer to her as Ricky instead.

And that's the reason why I was making a bit of a stink about the name choice not mattering. Because several people chose the top option to be nice and thought that choice actually had an impact on the game. Nope, like everything else, it is a false choice.

Next time, we'll make our way through the 3rd Stratum.
Maybe I'll call her Freddy...

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