Etrian Odyssey III: The wdango'd City

Welp, this was a lot more than I expected to be writing today. Even though 'today' is now 'tomorrow'.
When we last left off--
--we got party members. Plenty party members, one TWO A FEW of whom we've not even made yet!

It's got a remarkable potential for synergy already, even though I'm pretty sure nobody here's played Etrian Odyssey in any measure, which is rather heartening.
Actually. I played 1, 2 and 3. It's just that since my computer crashed I couldn't play it anymore.
Now, for the fun part: Party positioning!

Essentially, if we want to select party members, we go here first. Now, I won't bore you guys to death with all the nitty-gritty details, but basically . . .
1) Hadou-san (Bunny) is a Hoplite, so Bunny can go in either the front or the back row. So can Lance or Hadiz, actually.
2) Bunny and Bondo both use the heavy armor, whilst the rest I believe use medium armor; the farmers, wdango and David the Gnome Illusion, use cloth armor, but as they're in the gathering party this honestly should HOPEFULLY not matter much, if at all. You'll see why when I do an update dedicated to it.
3) Bondo's rapiers will put him in the front line even though Princes can go in either, and Unmaker's job is going to plonk them firmly in the back row.

As such, the formation I decided puts Bunny, Bondo, and Lance up front and Unmaker + Hadiz in back, as you'll be seeing on the bottom of the screen for a good while to come! Party subject to change as party members trickle in; if enough come in, I might even be able to have a secondary party or somesuch!


Incidentally, if you noticed earlier the Talk button in the menu (I THINK I had a screenshot with that in it), that prompts dialogue that changes as events do (including new lines per floor). I won't be going over every single one of them (I encourage you guys to get this game -- it's for the original DS!), but there are some that're pretty nifty, so I'll showcase those when they do come up (and I notice them). Like here, where Badass Guildmaster gives sound advice:
-Roleplay begins-
"Hi guys name is Hadiz. I am great with a Gun so I'll be at the back. And Unmaker. I'll watch out for you okay."

"Even experienced warriors get swallowed up by that Labyrinth every day...
"If you've come here as weekend warriors, I'll be straight with you: hit the beach instead."
When I say this game is an ATLUS game, I'm not kidding. Persona 3 is kinder than EOIII.
"Thanks for the advice Guild Master."

"Oh, but before you go, let me explain one more thing.
"It's about the documents I just gave you along with the guild certificate...
"Smart explorers actually read them carefully. If you don't feel like it, just throw them away...
"But if you hope to go all the way in the Labyrinth, you'd be well-served giving them a look."
In this game, powerful abilities called Limit Skills can be used by up to five party members.
Limit Skills can be learned by obtaining documents with the skill details written in them.
Gather various Limit Skills and use them well to make your time in the Labyrinth easier.

Yeah, the game's not kidding about that; Limit Skills can make or break a party, and there're interesting ways to work with them. You'll find them in the Labyrinth, occasionally I think after certain Quests, and in particular once one gets to go [REDACTED]. They're actually rather diverse, too -- some are attacks like Hellfire, some are defensive skills like Aegis Shield, and some are heals or buffs like Second Wind or Indomitable (and there are many more besides -- the effects are as diverse as can get). However, interestingly, some of them require more than one party member to be set to them for them to be used -- Hellfire, for example, actually requires 2 party members to use -- and if one is down, good luck with that.

Incidentally, I think only one of the Limits I mentioned is one we actually got.

Now, Badass Guildmaster (who's nameless even in the artbook, interestingly) told us to head to the Senatus next. I bring up the artbook in this case, because . . .
"... Man. Just how many idiots died in that place without reading the stuff from a Professional."

"Then you'd best remember this: You stand in an assembly hall of the Senatus, Armoroad's government.
"And I am she who wields the Senatus' authority to manage explorers such as yourselves."
Meet Senator Flowdia. The princess doesn't normally come out due to health issues, so she's often the one you'll see instead. A remarkable woman, and also a talking testament to just how much detail gets put into characters' design in this game. More on that later.
"This is where so-called explorers' skills are tested to sort the true warriors from the cowards.
"If you want to be recognized as true Armoroad explorers, accept the [mission] I issue you now."
Official requests from the Armoroad Senatus are known as missions.
Carry out these missions to gain various rewards and advance the game's storyline.
Select "Accept mission" from the menu to see the details.

Now, why am I showing this rather than clicking 'Accept missions'? Well, now is 'later'.
Essentially, the bit I'm trying to show here is Flowdia's hands. Yes, her hands. Why? Because despite that they're ordinarily covered by dialogue boxes (even your party covers them up mostly), the artist who designed the characters for the game actually went above and beyond the call of duty -- the artbook which people could get as a preorder bonus for the game (though GameStop ended up giving them out to just about everyone, I imagine due to having extras -- hence my copy of it) actually indicates that the Senator has a ring on each of her fingers, and that each ring has a specific gemstone and meaning to it. Now that's dedication!


Anyways, that gush out of the way, it's time for plot in the form of 'Prelude to the forest', our first Mission for the Senatus.

"The guard there will have more details for you. Look to him before you proceed.
"Ah, but you must have parchment first, eh? Here is the blank map given to explorers. Use it well."
Obtained Labyrinth Map
And now you guys know why I was so obsessed with the maps when I was trying to make an EO quest!
One of the hallmarks of Etrian Odyssey is that, as the maps are fixed and actually live up to the name 'labyrinth' for the most part, you are expected to actually DRAW THE MAP YOURSELF! This is going to be so janky with a mouse . . .


Incidentally, the whole 'fill one floor in' Mission was a standard for each EO, until EOIV where I believe you had to get your airship fuel to fly with instead. Only in Australia Tharsis, eh?
I mostly kept quiet. Listening to our new boss.
Now that I can no longer click the bottom screen without accidentally mucking up the map, it's time to do something important.

Shopping!

"In that case, welcome to Napier's Firm. We carry all the weapons, armor, and tools you'll require.
"Here at our Firm, the customer is God. We'll spare no expense for those who line our coffers.
"Though that is conditional on you participating in a transaction. No window shoppers, please."
Meet Edie, one of my favorite characters in the game. Not THE favorite, but damned close.
Assumedly Edie Napier due to her being the proprietor, she will most likely pinch every penny -- or rather, Entel, as the currency is called (one of the standards of the series) -- out of your (MY) coinpurse, but it'll be an Entel well-spent every time. Napier's Firm is where you'll be getting the majority of your gear, including the ever-important bits (like the one we can't buy right now). Incidentally, those aren't hairpicks in her hair; those're backscratchers.[/I]

We can't buy much, having 500 Entel to our name, but what we can and WILL buy is very important: our gear. Like hell am I going to be going in with everyone equipped with daggers and tweed.

The bigger dents to my wallet are the weapons, particularly those of Bunny, Hadiz, and Unmaker in ascending order of expense -- but, for two of them, those are damned important, as they'd be doing crumb damage from the back line without 'em. Biggest dent? The shield Bunny will need -- 100 Entel, when I had 210 left after weapons.

Incidentally, in my zeal to equip everyone to toughen them up a bit, I spent all the money I had. H-hopefully this won't bite me in the ass, eheh? Lance, Lance, tasukete Lance!
I nodded at the lady. Looking around the shop for a good quality gun.

"Skilled explorers have few qualms at parting with their money. Stinginess never saved a life.
"All things depend upon money. Your finances dictate whether you master Yggdrasil or die penniless.
"Remember that. So then, what can I get for you?"
She's not incorrect, either. We'll be thanking wdango for more than the thread by the time we're through.
"So basically spend what you can on the useful stuff so we don't die. Sound advice." I say as I examine a gun that piqued my interest.
-Insert Bondo Pick Up Lines-

-Bang-
"Nice. No recoil and it can pierce steel. I'll be taking this Miss Napier." I say with a satisfied smile. Ignoring Bondo's screams of pain in being shot.
And now, cause I am a big fat chicken, one last place before we dive in: Aman's Inn.

"Not only can you spend the night here, we have doctors to treat your wounds, too!
"Hey quit your whining Bondo. The Doc can go and check your leg." I say as I dragged him to the nearby Inn.

"And thanks for having us Amon." I said smiling to the kid.
"So, is this your first time in Armoroad? Isn't it awesome? Those clear seas! Those blue skies!"
I . . . honestly don't remember this poor kid's name. However, he (yes, 'he' -- easy to mistake him for a girl, isn't it?) raises an interesting point here: In previous Etrian Odyssey games, the 'Clinic' where you could revive party members for a fee actually got bundled into the Inn for the first time in EOIII. Convenient!
I feel a little bad that I forget the boy's name, though.


In any event, the Inn is one of the more important places for any player of the game, boasting a multitude of useful services: Staying 'til night or morning in order to recover health and advance the clock, Treatment to revive party members for a fee, the ability to Store items, and most importantly of all . . . the SAVE function. Guess what this visit was for.

In any case, I'll cut the update here for now, but in our next update we'll be entering the Yggdrasil Labyrinth proper, at which point I will be able to gush to hell and back.
"It's pretty nice." I said answering the energetic kid. While waiting for the Docs to fix up Bondo's leg.

The true reason why we went to the Inn of healing. :p

Should just put our reactions and actions in this Let's Play.
 
Huh, interesting to know you've played this before, Hadiz. How far'd you get?
EO 1. Got lost on the Final? Or second final to third Dungeon. I could kill the FOE's easily. But I was kinda stump on finding the way.

EO 2. A bit hazy on this. I think maybe. 3rd Last Dungeon.

EO 3. Joined with Labyrinth. And was making good progress in the Labyrinth. And my battery died while traversing. Too lazy too continue.

"I am Bondo, a prince looking for glory in this monster infested land. I will be in the front, where all can see my magnificent self. Ladies stand back and let me take all the damage. As long as you remain beautiful, I can do it all day long."
'... That's one way to make yourself known.'

"Same for you friend!"
"Yeah." I said to my partner in this.

Bondo said:
"Only foolish fools who foolishly fool around in the labyrinth."
'I am sure too put you on that list.'

Unmaker said:
"I thought everyone knew that, place has a bit of a reputation."

"Enough that they feel the need to point out to us?"
I just shrug helplessly.

"And yet people actually don't read the stuff where a seasoned fighter gives and throws it away. It's one of the sure fire ways to die."
Bondo said:
I.... sense a hot babe here in this shop!

"Are all these items for purchase here? Including your beauti-"
*is shot* *scream of pain*
"What the hell you buccaneer dastard!"
After speaking to Miss Napier.

"Just be glad I didn't aim in between." I said while giving a pointed look at Bondo.

Unmaker said:
"I'm just gonna crash in one of the rooms, later all~"
"Have a good rest." I said to Unmaker.
Bondo said:
"You have not earn my forgiveness yet, you party killing sea dog." I then turn to the cute girl, once we get to the inn.
I smile at Bondo innocently.

Bondo said:
"You are such a cute creature. I'm sure you will blossom into a beautiful flower one day."
I did a silent laugh. And smiled wider.

There. We are now caught up from the wdango thread.
 
Update 5: Exploration, interrupted
And now, after a night spent with the internet down for one reason or another, it's time to do an update.

When we last left our heroes, we were glaring at my least-favorite part of B1F.

I've since made a slight detour to grind (which involved a stay at the Aman Inn, so it's now Emperor 3 or 4 instead of 2), but before I did I purposefully located this thing.

This is a gathering point. Specifically, a Chop point. If we had anyone with a skill point allocated to let them Chop here, they could harvest wood and the like from it; as we don't, I get to just mark it with that little scissors-looking icon (the hand icon above it and the actually-a-pickaxe icon below it are meant for Take and Mine points, the other two kinds of gathering spot) for now and leave it for when wdango and Illusion are ready for their first journey into the field.

Won't be long now, honest.

Amidst all that we got a couple new additions to our Guild, fleshing out some of our missing classes.

And, on that note, here's what Gladiators and Ninjas do, for the viewers' sake as much as the adventurers'.

With the immediately-available skills noted in the usual magical minty hue, here's what Ninjas like @Camellia can get:
- Keburi no Sue; Their class skill, a passive which pulls double-duty in reducing the TP all of their skills cost (ALL OF THEM), and when taken makes it so that they don't have an attack penalty in the back row (e.g., they can chuck their knife at someone).
- Knife Mastery; as with many other classes, this is an ornery mastery skill, and all that entails.
-- Lv1 unlocks Kagenui, which inflicts a Leg Bind ('by stitching their shadow'). Leg Binds are nice because attacks on the one suffering them DON'T MISS.
-- Lv3 (along with Lv3 Kagenui) unlocks Izuna, which strikes one enemy and may PETRIFY them (Petrify is the not-quite instadeath status; if something is Petrified, it is essentially dead, but allies that are Petrified may be cured with status heals rather than revival methods).
-- Lv5 Knife Mastery nets you Takanoha, which is another random-slashes-of-random-enemies sorta skill, usefully enough.
-- Maxing it at Lv10 (along with getting another skill, Nikudan, to Lv3) nets you Tagen Battou, which lets you dispel any clones you have to attack multiple times at random targets. Yes, clones, and it should be known that the more get dispelled the more the damage ramps up.
- Kagerou; speaking of clones, this makes a dummy one (and is the start of a tree). An empty party slot gets filled with a dud that draws enemy attacks.
-- Lv1 unlocks Otori, which lets you make monsters target another ally (presumably one of your clones, or someone you dislike) for 3 turns.
-- Lv3 unlocks Bunshin, which halves your HP and TP to create a full-on COPY of yourself -- one that can be controlled freely, in fact, down to even using skills. If Bunshin's at Lv1 and Otori's at Lv3, you unlock the aforementioned Nikudan, which lets you once-a-battle attack with fire when you die (presumably meant to be worked alongside your clones).
- Fukubari; a stab attack that can hit up to 3 enemies and may inflict Sleep on them (which makes them not do anything until woken up either by time or by someone smacking them about).
-- Lv1 in this unlocks Suikyou, which can spread a status ailment from one enemy to all the others.
-- Lv3 in Fukubari nets you Makibishi, which selects a row and counters attacks to it that turn with a slash that can inflict good ol' Poison. Having Suikyou at Lv3 and this (Makibishi) at Lv5 gets you access to Kubikiri, which is a passive that can let normal attacks inflict Instant Death.
- Senpuku; A passive that just ups your evasion, and like many other Ninja skills unlocks others.
-- Lv1 lands you Sarutobi, an active that makes it highly likely for you to nullify physical attacks for that turn.
-- Lv5 gives you access to Kumogakure, which lets you pay HP to significantly buff your evasion for three turns, and when it and Sarutobi are Lv3 you unlock Karuwaza, which is a passive that recovers TP when you successfully avoid getting hit.
- Tonsou Jutsu; AKA, Brave Sir Robin v2.0 -- using it is essentially a more powerful 'Escape' command, with the benefit of running all the way back to the last staircase (or significant analogue to them) the party took.

And here's what a Gladiator can put points in to start off with, and where they'll go from there:
- Endless Battle; their Class Skill, a passive which increases the physical damage they deal.
- Sword Mastery; one of their two Mastery Skills, self-explanatory as such things are.
-- At Lv1 they get Break, which is pretty much a stronger single-target hit, but at Lv5 (with Mastery at Lv3) it also unlocks Bind Cut, which does more damage if the victim's bound.
-- At Lv3 they get Rush, which lets them attack enemies at random with multiple hits, but also at Lv5 (with the Mastery skill maxed at Lv1) unlocks Blade Rave, which is a more deadly form of Rush.
-- At Lv7, it unlocks Rampage, in which you jump at them and cut at them all.
-- Like other classes with two paths, there's a benefit to investing in both; when both this and Club Mastery (below) are Lv5, the passive Wild Swings is unlocked, which gives your attack skills a chance to have splash damage (in which adjacent victims take a bit of damage).
- Club Mastery; as with Sword Mastery, but with less slash and more strike.
-- Lv1 unlocks Crushing Blow, which 'smashes enemy brains' to inflict Confusion (which can make the enemy attack just about anyone, including their allies), and if you have it at Lv5 when Mastery's at Lv3 it unlocks Freezing Blow, a single-target crushing Ice skill.
-- Lv3 unlocks Arm Break, which 'smashes enemy arms' to inflict an Arm Bind, and in turn at Lv5 (with Mastery maxed at Lv10) unlocks Nine Smashes, in which you go apeshit on one unlucky sonovabitch (smashing them multiple times; I believe at maximum level the skill DOES do what it says on the tin).
- Berserker Vow; In which you sacrifice HP to deal even more physical damage than you already were. Incidentally, it also serves as the bottom to its own tiny little tree of skills.
-- Lv1, it grants you Avenger; this passive will kick in whenever an ally dies to heal your HP out of sheer MAD, and at Lv3 (alongside Lv3 Wolf Howl, mentioned later) it unlocks Charge, which spends a turn to make the next physical attack skill you perform do EVEN MORE damage.
-- Lv5, it unlocks White Flame; an active that you can use to null a bad status for the next 5 turns (presumably it works like Sovereigns' Prevent Order, but I've yet to test and long since forgotten), and at Lv3 White Flame'll unlock Stun Attack, a passive that lets your normal attacks potentially stun enemies, dazing them for a turn.
- Wolf Howl; an active which will lower enemies' DEF, and actually lowers it more if they're suffering from status effects.

Now that that's out of the way . . . you guys saw what the party looked like at the end of the last update when it came to their levels/EXP -- those Fanged Fish saw to that. Well, now that I've grinded up a bit . . .


Well, everyone's just a level shy of the recommended level to end the floor on, which means it's high time I map the rest of it out.
I should have prepared more.
Starting back from around that gathering spot's room, I head west and find this fun little dead end.


Gentle sunlight shines through the leaves and you hear the chirping of birds. It's so peaceful here...
You don't sense any monsters around... This spot seems ideal to take a rest.
But continuing your exploration seems more important than resting here, so you take your leave.

I've a sneaking suspicion this'll come into play later, and so I make a note of the location on my map. For now, it's a good opportunity for me to point out that it's a very good idea to pay attention to even the dead-ends in this game -- there can be interesting little events found just about anywhere and everywhere in this place, and whether they be good or ill you rarely know until you take a risk with them.

Heading back and around, winding my way around the outside it seems, I come across another door. The below being what doors look like, considering I forgot to show the last one.

Entering it, we're greeted with a nondescript room whose shape I could probably guess at being around the same as the one with the gathering point in it -- sans gathering point -- along with some text.

The peculiar flowers sway in the wind... their sweet fragrance grows more alluring...
You consider resting here to more fully enjoy the flowers' scent.
Will you rest here? [YES] [NO]

The Etrian Odyssey series is often self-referential, especially with enemies in various ways, but in particular here we have a scene very familiar to fans of the first game and its sequel (III and IV arguably each being a bit more standalone): an enticing meadow in which we are given an option to rest.

Remember how I said that letting your guard down for a moment would get you ambushed by butterflies?

Well, a popular trick they liked to play around with was a room in the first stratum where depending on what you did in a room like this, you'd be ganked by a swarm of butterflies. Now, I'm no fool, so of course I'll not rest in a suspicious-looking meadow like this.

It then lets me walk around the room like a goofus, and so I quickly map it and scram. Granted, I honestly had forgotten which option would get me out of there scot-free, and couldn't actually look it up due to internet troubles at the time, so while I actually DID want to show us getting aggressed by a swarm of fluttering horrors we'll just have to make do with one of this floor's last two surprises unless the event manages to reset itself later on (as some do; others are one-time things).

For now, I navigate downwards and in short order hit another dead end with an event at it -- a pattern is developing, it seems. Bunny's TP is also running a bit low, which is beginning to concern me, but I know things'll be mostly okay if I budget them wisely (read: I have 3 more battles of Provoke left HELP ME).

The footprints lead east, where you can hear something like an animal's cry beyond the bushes.
Investigate? [YES] [NO]

Another EO classic. Watch, this'll get me into trouble yet as I press 'YES'.

You hear the cries of its bretheren all around, as if in response to its piteous wailing...
Set the animal free? [YES] [NO]

. . .


The animal is still young; once it is freed, two of its kind that seem to be its parents emerge.
You freeze... You can see that your luck is about to be put to the test! (SHIT)
If your luck fails, the beasts will misinterpret your kindness and attack!
The beasts glare at you for some time, their hackles raised... but eventually, they slowly retreat.
They seem to have understood that your actions were meant in kindness.
You watch the animals go as they protect their young before resuming your exploration.

D'aww. For all that I make it clear that the game is both able and willing to play jump-rope with your entrails, it does at times take a moment to pet you on the head. This event, too, seems to pop up often in Etrian Odyssey games; do it at your peril, but I do recall that in some of the games your kindness is rewarded.

Alas, I only realize that I mucked up the map's capacity to follow my motions AFTER the event has passed, so for future reference that event's located at the red mark in the below shots of a treasure chest.

The irony of it containing a Medica after my earlier concerns is not lost on me.

A bit further around-and-south of there, we meet up with that central structure again, the cataract in the pit, and it, too, seems to have an event for us.

It would be rather nice to rest here, actually.

Take a rest here? [YES] [NO]

It's almost as though the game knew what was about to happen next.

What's going to happen next, you ask?

Well, tha--


SURPRISE, MOTHERFUCKER
Meet the Great Lynx, the FIRST of two nasty surprises B1F has for a newbie adventurer. Some monsters in Etrian Odyssey show up more frequently in particular tiles of the map -- and, for that matter, sometimes exclusively, such as the memorable appearance in EOII of a giant green dinosaur somewhere in the 2nd stratum even though it's an autumnal wood and there are absolutely no cues to clue you in on it being a thing. Here, however, it is the Great Lynx, who is to those of us mapping our first floor of dungeon the strongest thing we can fight, and appears most commonly to us on the extreme sides of the map -- in fact, I've suspicion that in the early reaches of the map it cannot appear.

Moreover, he's just Blindsided me in this shot; remember how I mentioned earlier that we can get the drop on enemies with a Preemptive Strike, gaining a free turn? Well, the inverse is true, in that we can get ambushed and be stuck flat-footed as the enemies get a free turn on us. The game differentiates this with a different bit of text and a different-colored swirl of leaves on entering -- green for a Preemptive Strike, none for a normal battle, and red leaves for what's just gone and happened to us.

The Great Lynx spent his free turn knocking Bondo out in one go, so we get to haul his tuckus back with us to the Inn if we get out of this alive.

We do, but by the skin of our teeth; both Bunny AND Bondo are dead, meaning they get no EXP from that battle and I'm stuck debating whether I should use that Nectar on Bunny now or run the risk of hightailing it out of there with two corpses. I'm gonna need to find a way to avoid a repeat performance of this in the future, but for now we're in a very bad situation.


Considerably luckily, I manage to hug the wall and run to where I know from experience there's a shortcut back to the starting hall, and promptly use it to GTFO.


Treatment is per-victim, and can get an explorer back on their feet in no time (I think they even treat Petrification, correct me if I'm wrong), but as with a night's sleep it costs 5 Entel times the character's level, so this puts a fair dent in our wallet, but compared to the cost of either a Nectar or us ALL dying horribly I'd say the money was more than well-spent.

This was a horrible experience and I'm loathe to repeat it, so I think it's time we bolstered our defenses some. That's right, gents, it may well be time for us to bring in . . . professionals.

Thank you for reading, and I hope to see you in the next update.
 
This is what I saw when you said Bondo got one shotted by the great lynx.


(Bondo will always be sparkling shinji in my eyes)
 
I am pretty sure this how we dragged Bondo's ass out the Labyrinth.
But more steps than floor.
 
"Come at me, pussy cat! You are nothing but a foul, degenerated mangy beast, just like your mother!"
*1HKO*
 
Update 6: Farmers, and why they're awesome
And now, for the second of the two updates I belted out last night.

When we last left our heroes, two of them had had their faces bitten off, and it was decided that the best way to prevent this from happening again would be to gear up better.



So, here we are, and attentive eyes might notice a couple things different about this party. For one, Hadiz is in the front row, and both Bondo and the Unmaker are busy elsewhere, the former presumably to recover from the trauma having his face bitten off and the latter most likely to do questionable things with gunpowder and crossbow bolts.

Here in their stead, we have the titular wdango and gnomebody in particular Illusion, our Guild's farmers. It's going to be a bit painstaking without certain skills in-hand, but for now . . . it's time to do some gardening.

Farmers have a strange and unusual skill tree, it must be said; they're just shy of being completely rubbish in battle, and yet they're incredible beyond compare in a dungeon -- their experience with living off the fat of the land somehow manages to translate rather well to exploring in a verdant chasm where everything and its mama wants to disembowel us.

Well, and this is a memo to not only wdango and Illusion but all others who would join our illustrious gang of Farmers (we should have a full team of 5 by the time we're done), here's what a Farmer can get their mitts on.
- Earth's Bounty; the Class Skill of the Farmer; points in it increases the EXP gained by allies if you're alive. Handy, but just the tip of the iceberg.
- Camp Mastery; basically, though we've yet to receive a tutorial on it on account of no campsite being present on B1F, this lets campsites revive and cure Petrify while boosting their recovery rate. More on that when we meet my favorite character, but this skill also unlocks a couple others.
-- Lv3 Camp Mastery nets you Waste Not, a passive that improves the drop rate of items in battle.
-- Lv5 Camp Mastery, halfway to max, provides Slap Awake, an active only usable from the Main Menu that can revive a party member for a small sum of TP.
- Lullaby; The start of the Farmer's dubious career in battle, it puts them to sleep with a chance to take all enemies with them.
-- Lv1 in this unlocks Play Possum, which reduces the Farmer's chance of being targeted for 3 turns. This at Lv3 with Play Possum at Lv5 unlocks Persistence, which gives the Farmer a chance to revive at the end of a turn once in a battle.
-- Lv3 unlocks Strange Seeds, which have a chance to bind all enemies' in all ways -- Head, Arm, and Leg.
-- Lv3 also unlocks Rotten Egg, which debuffs enemy strength for 4 turns, and is made more potent if they're suffering from statuses. Incidentally, this at Lv3 unlocks Sympathy Pain, which lets them share statuses they're suffering from with enemies, and Sympathy Pain in turn if at Lv5 will unlock Brave Heart, which lets them recover TP if their HP is maxed and they're in the front row.
- Harvestry; the selling point of the class. I'll actually discuss it in the main update, but basically 1 point of Harvestry = Chop + Take + Mine.
-- Lv3 in Harvestry actually unlocks Keen Nose, which improves your chances of finding a rare item through ordinary gathering.
-- Lv5, or max level, in Harvestry unlocks Double Crop, which refreshes your ability to gather items by a given amount per use, giving you even more bang for your buck.
- Keen Eye; a skill that tells you where every [REDACTED] on the floor is for a small number of steps. Good for figuring out if it's safe to move somewhere or not. It, too, unlocks some skills, and these are some of the Farmer's best.
-- Lv1 Keen Eye grants you the incredible, amazing 'To Market', a skill that WARPS YOU OUT OF THE LABYRINTH, BACK TO TOWN. Costs 13 TP, but who cares?!
-- Lv3 Keen Eye unlocks Rain or Shine, which nullifies damage taken from certain map tiles for a number of steps.
-- Lv5 Keen Eye gives access to the Farmer's best skill, Safe Stroll. For a limited number of steps, NO MORE RANDOM ENCOUNTERS. AT ALL.
- Horseplay; I've not gone into it too much yet, but there are some important things that happen with time -- among them, that a new day can turn over while you're in the Labyrinth the same as if you had stayed at an Inn; chances to gather refresh with each new day, so Farmers have this simple 2 TP skill to 'Shirk responsibility until an hour passes.' No ill effects, either.

Yeah, Farmers are weird, but as you saw there they're damned useful. Right now, here, we are at that Chop point I made note of earlier. Ordinarily, the main party would've just gotten a 'you need someone who can chop' message, but with wdango and Illusion here . . .

. . . we can Chop, because they have SP invested in a skill that would allow it. Ordinarily, this'd involve putting points into 'Chop', the Common Skill which grants one chance to do so at a Gathering Point for each point invested in it ('Take' and 'Mine' do the same for their respective gathering points); these chances will ordinarily refresh with each new day, but as the skill list up there shows Farmers have a few ways around that.

More importantly, though, Farmers have 'Harvestry', which grants them a chance to Chop, Take, AND Mine for each point put in it. It is this that I invested in, meaning that were we to have access to one, we'd also have the capacity to Take and Mine after this. However, there aren't points for those on B1F that I can recall, and because of an earlier goof-up on my part re: Combat Study (it wasn't as worth-it as I had thought it would be, but then again I didn't expect to have a need to do this quite so soon) I could only plonk 2 SP into Harvestry before I took these screenshots, so I'm only able to come away with 4 bits of kit, but I'm going to be amending this shortly once I get back.

A part of me wishes I'd had one of them take To Market, but for now I'm content to hightail it out of there with 3 Supple Branches and 1 Soft Bark, get your minds out of the gutter it's just plantlife. (Embarrassingly, on the way out we managed to get blindsided by a pair of Fanged Fish. Oi.)

One of the big benefits of Gathering, it should be said, is the amount the fruits of such labors can sell for; I sold the Soft Bark before it occurred to me to screenshot, BUT:

The bottom four are assorted monster giblets -- Sharp Tooth, Frog Cheek, Green Thorn, and Slimy Leg, none of them going for more than 10 Entel; the top 3 are all Supple Branches, and each of those goes for 25 easy. The bark sold for 30 Entel, as well.

This is why I said earlier we would be thanking wdango for more than the thread; as a Farmer, he is currently our breadwinner, and Illusion is our leprechaun. Together, they are going to make us enough money that we can more than afford to gear ourselves right, and much more besides.

Incidentally, this marks a good opportunity to show off a function of the Explorer's Guild: Organize.

For every guild member, we can choose to either Retire, Rest, Dismiss, or Rename them. Retire isn't available until the adventurer is a certain level, I forget which (I want to say 25 or 30?), but essentially lets you fill their spot with an enhanced recruit that has bonus SP based on the retiree's Level. It's not uncommon for a player to 'Retire' a character they're building up in the sense of a '10 minute retirement', in which they fill their shoes with a character of the exact same name, class, portrait, et al.; we, however, have not that luxury at the moment. Instead, a wdango shall rest, as will Illusion for that matter, as during this time of no internet access I'm going to be taking steps for the sake of our future.

wdango's 3 SP are now in Harvestry, and Illusion's got 1 in Harvestry, another in Keen Eye, and another in To Market, AKA "Greater GTFO". At 15 TP, he'll only have one shot of To Market per run, but given that one Chop will pay for a night's rest at the Inn I honestly have very little problem with this development.


Incidentally, Hadiz's Trickster skill is now at the point where it actually pays for each usage of Quick Draw he performs, which means he's going to be sticking around for a good long while in these gathering trips. After all, both of them in the back row are only doing 1 or 2 damage, and Bunny's busy making unbecoming remarks about monsters' parentage at the start of each battle.

. . . or so I say, only to be reminded at Napier's Firm a fact about Rest that I had forgotten -- doing so unequips all of that character's gear (a precaution due to a mechanic to be introduced after [HEAVY SPOILERS]). I apologize for this image of a naked wdango, and assure you that he and Illusion were swiftly clothed again, and a pitchfork bought for each of them as apology.

Around now I should point out another one of the Farmer's quirks: They have no specific weapon. Where classes like the Hoplite have their spears, the Gladiators their Swords and Clubs, and even the Zodiac is encouraged to read a good Book to bolster their all-important TP and TEC stats (the latter factoring into their spells' power), the Farmer has no one particular piece of equipment native to their own class. Instead, dotted around the unlocked weaponry hither and tither are miscellaneous bits and bobs of what are assumedly one piece of farming equipment or another, making stocking them with weapons a questionable affair, but given that we're going to be seeing a bit more of them we might as well do so now while we're busy kitting everyone else out.

Especially as now that I've actually given them those pitchforks their damage is on-par with Bunny's when she's not endeavoring to make enemies of amphibians and fish.


As I'm gathering, I end up getting this message, and then asked if I want to continue to chop.

What this is is a chance to land a rare material from this gathering point, at the risk of getting ambushed by a monster instead if I'm unlucky.

As I've no real desire to die anytime soon, and you shouldn't either, I hit 'NO'. In fact, on a normal gathering trip with Farmers, you too shouldn't risk your life on these -- particularly because a team of Farmers with points in Keen Nose will actually have a decent chance of finding such rare materials ordinarily without even bothering with these messages; saying 'NO' to them costs you no gathering chances, so you've genuinely nothing to lose from declining but the chance to win it big or get your face eaten by unspeakable horrors like Durians or Big Bird.

(NOTE: I'd like to correct something I said earlier; pressing Y for info does not, in fact, tell you weaknesses you know -- you're expected to remember those. I blame an early-morning forgetful mind, but basically the Info page is where you check the turns remaining on buffs and debuffs, like in the screenshot below.)

(Incidentally, yes this means a given character can only have 3 buffs on them at one time. This is an important thing to consider when making a party, particularly when using folks like the Sovereigns. Also wrong was my statement regarding the Senatus; no tattle on weaknesses there, I was thinking of EOIV -- Zodiacs really ARE the only way short of a guide that you'll be able to learn what things are weak to.)

Annoyingly, the Great Lynx made a few more solo appearances in the northern hallway en route to the gathering points, which scared the daylights out of me but mercifully were not quite so bitey as our first one was, even if a couple times he decided ambushing was okay (QUIDDIT); beyond that hitch, however, I gathered a goodly amount of Entel up and in the process ended up getting some levels for wdango and Illusion both, which I've been putting towards the primary goals of a gathering team with the intent of helping it get off the ground so that further inductees can have a safer experience than what our first two have been going through.

Among those is an extra point spent on Keen Nose, which paid off here.

Some items in Etrian Odyssey are golden -- either rare items such as from gathering points (or just monsters that you have to get lucky at), OR conditional items acquired by slaying a monster whilst satisfying a particular condition -- a condition like killing them with a certain damage type, whilst they're suffering from a particular status effect, or in a given amount of turns. Even bosses can have these sorts of conditions, interestingly enough.

In any case, as one would expect of a rare item, that Palm Trunk ended up selling for 100 Entel, so that was an SP very well-spent. However, I would like to know what @wdango and @Illusion want me to do for their SP in the future (I took the reins here only because it was kinda important, though I will say that in Illusion's next level he can start taking points in Safe Stroll due to the SP invested in Keen Eye).

Not only the main party, but also wdango and Illusion, have ended up Level 5 by the end of this, leaving me relatively confident that in the next update we'll be able to finish the map without a hitch. (Their EXP is all across the board, however, but at present I don't particularly give a damn.)

Well, save for the second surprise of the floor. For now, though, I hope to see you all in the next update!
 
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Actually. This is how I see the finale of the fight.

-After the Great Lynx came in-

-Got shot with full of lead-

Lance comes in this happens.
 
wdango's 3 SP are now in Harvestry, and Illusion's got 1 in Harvestry, another in Keen Eye, and another in To Market, AKA "Greater GTFO". At 15 TP, he'll only have one shot of To Market per run, but given that one Chop will pay for a night's rest at the Inn I honestly have very little problem with this development.

The ultimate farmer has learned from his greatest enemy and has assimilated his secret technique, RUNNING AWAY! Also what are my options for skills?

Edit: nevermind I found the skills in your post. :oops:
 
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Hm, I guess I'll take Keburi no Sue, Knife Mastery, and Kagenui for my first three skills.
Yougoddit.
The ultimate farmer has learned from his greatest enemy and has assimilated his secret technique, RUNNING AWAY! Also what are my options for skills?
The ones in green in the bit on Farmers' skills, save that you presently have Lv5 Keen Eye, so you have access to Rain or Shine and Safe Stroll when you level up next.

wdango, on the other hand, has maxed Harvestry, and thus can take more levels in Keen Nose or start gaining levels in Double Crop to gather even more.
 
I definitely want to get safe stroll and Rain or Shine. Then maybe invest in Camp mastery?
 
Whee~

By the way, how much does levelling a skill help? Is it case by case basis?
Are our class skills levelable?
 
Whee~

By the way, how much does levelling a skill help? Is it case by case basis?
Are our class skills levelable?
Depends on the skill of course. Skills will generally improve in effectiveness ranging anywhere from 2-10%, with increasing TP costs as well.

Class skills are levelable. A warning though, the Gladiator one is a passive. In EO3 passives suck. They usually only increase effectiveness by 1-3% per point, which is pretty lackluster.
 
Depends on the skill of course. Skills will generally improve in effectiveness ranging anywhere from 2-10%, with increasing TP costs as well.

Class skills are levelable. A warning though, the Gladiator one is a passive. In EO3 passives suck. They usually only increase effectiveness by 1-3% per point, which is pretty lackluster.
Most passives in EOIII are subpar. There are, however, some very important exceptions, like good ol' Singularity.

Can't go wrong with Singularity.

Also, to chime in re: Nanimani's question, another thing that levelling a skill up can do, if it's something like one of the various multi-hit skills I make mention of in the class blurbs, is improve how many times that skill may hit.

Certain other skills which have a fixed effect, like Refresh and Unbind for a Monk, they can lower the TP cost as they level up (though Refresh and Unbind are special in that leveling them up further will also increase their range, until finally they will affect the entire party).

All in all, I'll freely admit that my summaries don't do quite as much justice as they could, so I'll once again refer people to the Skill Simulator over on Intothelabyrinth for more in-depth information on skills (as even the in-game text on the matter occasionally leaves details out).
 
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Update 7: Complete, with salt
Time for another update, in which THINGS GET REAL and I now have perfectly salted french fries. Why? Read on, friends.

Last time, we learned why Farmers are awesome in their own logic-defying way, more properly equipped our main party, and for the most part just plain got better.

In-between then and now, we got a couple new party members . . .


. . . which means it's time now to learn about the Wildling class, the second of three to actively defy the 5-man headcount.

And then an elephant barged into the room. Basically, the Wildling's summon of choice is your choice of animal, and in terms of choice the Wildling is spoiled -- there are a TON of options, and leveling them up will usually improve the chances of their actions to do what they're meant to. What do I mean by this?

Well, the lion's share of them inflict bad status on-entry. So, the higher-level the skill, the higher chance it will ruin enemies' day.

That said, here's the skills a Wildling can invest in going out of the gate, and the many twisted paths those lead down. As always, the stuff immediately-available is in a minty-fresh green:
- Beast Soul: Their Class Skill, which passively bolsters the power of their summoned beasts.
- Wild Mastery: The mastery skill for their summoning, which nicely enough improves the success rate of their ailments.
-- Lv1 Wild Mastery unlocks Dismiss, which actually unsummons a beast, and gives you the TP back for the act. Monkey around with Dark Ether with this, and the Wildling can even gain free TP from this.
-- Lv1 also unlocks the first three summons: Call Bird, Call Snake, and Call Mole; these each have a different damage type (Bird = Stab, Snake = Strike, Mole = Slash), but more importantly they also will, on-summon, attempt to inflict a bind (Bird = Head Bind; Snake = Arm Bind; Mole = Leg Bind). Each of them is their own skill, however, so level them up as you see fit, but know that spreading out will be introducing variety at the cost of effectiveness.
-- Lv3 will unlock the next summon, Call Insect, which summons a butterfly that uses slash damage and may inflict Poison (the Venomfly, natch). It's important later down the line.
-- Lv5 grants access to Call Owl, the last summon without an extra condition, which will attempt to put all enemies to sleep. From here on in, however, the summons will tend to need another skill at a given level.
-- Lv6 Wild Mastery with the later-mentioned Nature Pact maxed out at Lv10 opens the door to Call Ooze, which summons a swamp ooze that inflicts slash damage and may also cause Plague to beset an enemy. Plague is like Poison, but with the added horror that it will SPREAD. It's rare to see enemies use it, but when they do, CURE IT FAST.
-- Lv7 Wild Mastery with a Lv4 Call Owl unlocks Call Cow, a raging bull that will randomly assault enemies on-summon with stab damage and a chance to paralyze. Pretty potent.
-- Lv7 will also, if you have Lv4 Call Insect, unlock Call Elephant, which summons good ol' TUSKED RUIN itself to strike-damage ALL enemies with a chance to inflict Confusion -- as, naturally, only an elephant coming out of the forest truly can.
-- Lv10 Wild Mastery has two summons it can unlock, but only with Lv5 in one of the two Sacrifice skills (Sacrifice 1 and Sacrifice 2). These are Call Tiger (by Sacrifice 2) and Call Lion (Sacrifice 1), and both are devastating. Call Tiger will glare at all enemies, with a chance to inflict Instant Death, which is exactly what it sounds like. Call Lion, on the other hand, is a bit more nonstandard -- it summons the Sleeping Lion; what this means is that once it's woken up, usually by an enemy landing a hit on it, it will wake up, stun and/or paralyze enemies with its mighty roar, and proceeding to devastate them until it calms down and nods off again.
- Nature Pact; I mentioned this with Call Ooze, but this is basically a passive that enables the chance for a summoned beast to take a mortal blow in your place. It also unlocks two other skills which we just mentioned:
-- Lv3 Nature Pact unlocks Sacrifice 1 and Sacrifice 2, a pair of skills that are also passive, but more team-oriented -- Sacrifice 1 introduces the chance that that a beast will shoulder a physical blow in place of an ally in that same row, whereas Sacrifice 2 is the same but for elemental hits.
- Alertness; A simple skill that passively reduces the chance of getting ambushed -- reducing incidents like that Great Lynx debacle by a given amount.
- Beast Roar; An active skill that is one of the Wildling's final nods to the Hexer before them -- it reduces the physical damage of all enemies for 3 turns. It and the below skill max relatively quickly at 5 SP.
- Primal Drums; Beast Roar's sister skill, when used it will reduce enemies' defense for three turns instead. Presumably, these drums sound considerably threatening.

I'll admit, though many passives aren't entirely worthwhile in EOIII, I do like some of the Wildlings'. (Nevermind that they're somewhat useful.)

In any case, now that we've discussed that, I think we've gone over just about every non-unlockable class -- correct me if I'm wrong -- and I'll admit right off the bat that we won't be discussing those unlockable classes for quite some time; they only come into play a fair bit later into the game, though at least not quite as late as they introduced the [REDACTED] in EOIV . . .

For now, however, it's time. It's time we finished our mapping of B1F, and manage to actually get the thing I've been dying for.


Because I went and opened this during our whirlwind adventure two updates ago, I'll be using it to nick on over to this side of the map to clear up the final little bits of map that we missed due to hauling Bunny and Bondo out alive. It's times like this where the importance of looking for shortcuts really comes home, isn't it? I mean, if we didn't have this we'd have to walk aaaaall that way up and around, and as last update showed even the northern hallway is Lynx country.

Now you know why I was grinding in the bottom-right.

As I explore this little room, another shortcut is found, but can't be opened from this side, so I just mark it and leave it where it is for now; there's a door to be had.


I wonder what could be in--


UM.


The 100 Entel is a bit of a tease, but that Medica II is some strong stuff. I don't think we'll be getting these for a while . . .


Right outside we start to get into some slightly tougher battles (no Lynx, though), and I thus get a chance to show the skewing of EXP thanks to juggling who accompanied wdango and Illusion. Eventually, if enough people join as Farmers and we get enough points in Safe Stroll, we'll be able to have whole expeditions into the Labyrinth without a single fight when gathering, but for now if we go on another gathering hunt some of these numbers are gonna skew again. (Maybe I should do a small bit of grinding with Bunny and Lance along with some of our greener recruits?)


Soon enough, however, we've got a pretty complete-looking map. The stuff further East is blocked off by that guard, so surely we should be able to turn this in to get access further in, right?

Aha.

Yes.

Surely.

If I hadn't glossed over something, on purpose this time.

Remember that update ago where I was glaring at my nemesis, somewhere in the B3/B4 area? That little empty-looking hallway on the other side of that dead-end with the sign warning you that not every path in the Labyrinth leads forward. On one hand, that could be considered a warning about dead-ends, like the one just south of that sign. To me, who exists now, that is more of an indicator of things like the shortcut that we just took, which we'd originally used to go backwards (bravely as the brave Sir Robin did) and out.

Shortcuts like that, and like . . .



. . . this very easily-missed little sonovabitch, which managed to get not only the younger me who was playing this for the first time, but many other newbies as well. There is another side we can view that pit from, you see.



The backside, from the North looking down. I won't bore you to death with the nitty-gritty details of this room (it's kinda funnily-shaped), but what I will say is that if you do not have this room mapped, the guard will not accept your map, because something is missing. Many players when this game first came out were thoroughly stumped by this, and I don't blame them -- I don't quite recall if shortcuts are ever really gone-over in much detail, and this particular one is strange even for most shortcuts. A little more on why it's strange later, though some of you might already be suspicious. For now, let's take a look at these two boxes.


Or rather, let's look one Great Lynx interruption later -- in which we managed to rather thoroughly trounce the beast, gaining a Mountain Claw which we'll be selling gladly . . .


The first chest contains an Amrita, which is a nice item of considerable worth -- those of you wondering just how one can spend too long in the Labyrinth, particularly as a caster like the Zodiac, here's your answer: Amrita is the TP recovery item, though like the Nectar we don't have access to them yet. We will, however, in the future; they're typically unlocked by items found through Gathering, you see -- Take points, usually. Thank wdango again, everybody.

The other chest is rather thoroughly locked, an oddity that encourages us to come back for it later when we have a specific item. For now, however, we just have to mark it on our map and call it a day.


Remember this? Unlike most shortcuts, this shortcut (which you can indeed go back-and-forth through) has no real visual indicator of its presence (and can only be opened from the western side, that is to say inside the room). The only clues you'd have of the mystery room are on the other side of it and the hole in the middle of your map, making it very likely for you to miss it considering one you're not really given much warning about and the other you could very easily assume to be just them emphasizing the gaping pit in the ground. Perhaps it's just my bitterness from having been gotcha'd by it back in the day, but even now it still gets my goat a little. However, now you guys won't, and my work is done -- both in that regard, and in terms of the map.


The guard's previously stern countenance lightened upon examining your work.
"Outstanding. You've done a simply wonderful job here!"
His expression utterly transformed, the guard showers you with effusive praise.
(It's gone from scowling behind his robes to smiling behind his robes, can't you tell? Neither can I.)
"Go now hence to the Senatus and report to them your success to claim your reward."


Mood lifted, here's one last look at what you have to note (for the most part; pretty sure you can get away with not noting some of those shortcuts we couldn't go through yet, and some of those events; get the geography right or suffer, however, including the Magical Mystery Room).


"You've proven your mettle as explorers strong enough to challenge the Labyrinth.
"I'll authorize the sale of items at Napier's Firm which you may find necessary in your travels.
"I'll also send word to the pier that Guild Malboro requires a seaworthy vessel.
"That should allow you to set out on voyages whenever the seafaring urge may strike.
"Train yourself in battle on the open seas and gain power enough to someday grant my wish."


We get 500 Entel, and a whopping 1500 EXP that gets divvied up between the party members (300 apiece), along with that slightly-ominous bit of foreshadowing, but more importantly . . .


None for free? DON'T CARE.

BEST 100 ENTEL SPENT EVER.

Remember To Market? Well, while you Greco-Roman mythology buffs out there might recognize this item by name, basically this magical little piece of string is used in the Etrian Odyssey series as your Goho-M, your get-out-of-Yggdrasil-free card, the item that will save you from long walks back out of the Labyrinth like the panicked one we had to do two updates ago. If we'd had one of these, I could've just USED the fucker after Bunny and Bondo got mistaken for Cheezburgers. (Of minor note, in the first two games it was called Warp Wire, which is why it's noted as such in a certain famous IOSYS song regarding Etrian Odyssey.)

I am always going to carry at least one of these, maybe two going forward just in case I forget one.

And I will be glad.


Oh, and Hadou-san might be happy to know that their revenge upon the Greater Lynx today also let this come into the shop -- the Mountain Claw being sold unlocked it and one other item, which we'll go over (again) later on after we meet my favorite character.

Today, however, we have one other place to go, in the next update.


In the next update, we go sailing. Sea you then!
 
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-Remember gun equipment-

Well I am going to be shelved later.

At least I'll be able to do Ping Damage.
 
With any luck, the next update should come relatively easily.

I already have a name in mind for a certain something, after all.
 
BEST 100 ENTEL SPENT EVER.

Remember To Market? Well, while you Greco-Roman mythology buffs out there might recognize this item by name, basically this magical little piece of string is used in the Etrian Odyssey series as your Goho-M, your get-out-of-Yggdrasil-free card, the item that will save you from long walks back out of the Labyrinth like the panicked one we had to do two updates ago. If we'd had one of these, I could've just USED the fucker after Bunny and Bondo got mistaken for Cheezburgers. (Of minor note, in the first two games it was called Warp Wire, which is why it's noted as such in a certain famous IOSYS song regarding Etrian Odyssey.)

I am always going to carry at least one of these, maybe two going forward just in case I forget one.

And I will be glad.


Did you pet the squirrel? :p
 
In any case, as one would expect of a rare item, that Palm Trunk ended up selling for 100 Entel, so that was an SP very well-spent. However, I would like to know what @wdango and @Illusion want me to do for their SP in the future (I took the reins here only because it was kinda important, though I will say that in Illusion's next level he can start taking points in Safe Stroll due to the SP invested in Keen Eye).
*tilts head* What are my options?
 
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