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Part 6
Etrian Odyssey IV: Legends of the Titan

Part 6

Navigate the Golden Lair, Misty Ravine, Lush Woodlands, and Forgotten Capital in Etrian Odyssey IV: Legends of the Titan. Includes boss strategies.

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Navigate the Golden Lair, Misty Ravine, Lush Woodlands, and Forgotten Capital in Etrian Odyssey IV: Legends of the Titan. Includes boss strategies.

Golden Lair - Part 6

Upon entering this new section of the Golden Lair, you'll find that the big scale and the boss auto-revive. You need to break the big scale at B-4 to make it through the new section. You can go through the new section using the door at A-4, or go back through the old floors of the Golden Lair to reach the big scale. Leave the nearby scale intact to get the treasure at D-3. The altar is at F-1 and the stairs down are at F-4.

Monsters on F4: Thunder Hare, Hollow Hoplite, Ice Bulb. FOE: Huge Moa. Materials: Unknown Metal, Tourmaline. Treasure: Fairy Boots D-5.

Misty Ravine - Part 6

The new section of the Misty Ravine features a large number of looping passages, which can be annoying. You can use these looping passages to dodge around the Huge Moas, but it is probably easier to just kill them. Walk down the east side to reach D-7. Go down the middle path at D-5. The altar is at F-5 and the stairs are at F-7.

Monsters on F5: Curse Locust, Flying Beetle, Angry Ape. FOE: Desouler. Materials: Aesculus Wood, Holly Lumber. Treasure: Medica IV F-7, Nectar II F-1.

Lush Woodlands - Part 6

The new section of the Lush Woodlands requires you to lure the Desouler (FOE - Field Enemy)s in front of the branches to clear your path. The Desoulers are strong physical attackers. An arm bind (a status effect that prevents the enemy from using their arms) or various physical debuffs will seriously weaken their attacks.

The last altar is at F-1. Go back to the Forgotten Capital after activating all 4 altars.

Monsters on F1: Vampire Bat, Sleeping Lion. FOE: Rafflesia. Materials: Cured Durian, Valerian, Nephrite, Odd Wall Chip. Treasure: Great Forest Key F-2, Commander's Boots D-7, Bravant D-5, Snake and Bowl A-1, Cloudy Records A3, Power Gloves A-5.

The Rafflesia (FOE)s can be avoided by sneaking behind their backs, but since they are pretty weak you may want to just fight them. They use poison and panic attacks and are weak to both slash and fire.

The treasure at A-1 is obtained after accepting the Key to the Capital pub request. When you reach the maze in the northwest, walk to the east between section B-2 and C-2. There are shortcuts in the Forgotten Capital, but the lack of wall marks makes them harder to find. The shortcuts at D-4 and C-4 will help you reach the boss's chamber quickly. You must fight the Prince at A-4.

Cursed Prince

Level recommendation 50-60.

He always starts by using a powerful physical attack on your party, chaos drive. His attacks also include: a fire-elemental drive attack, an attack lowering debuff, M's treat skill removes it, and a weak physical vine attack. After losing half his health he uses two additional skills: a binding skill on your whole party and ignition. After using ignition his pattern is: chaos drive, flame drive and then overdrive. Overdrive is almost guaranteed to kill your whole party.

To avoid an overdrive death:

  • Kill him before he uses it.
  • Use the geo impact burst skill to stun him on the turn he would use overdrive.
  • Bind his arms and use the Black Mist burst skill to help the bind last longer.

After beating the prince the final boss of the main story appears above the entrance to the Forgotten Capital. Use your skyship to fly up to the boss's face.

Heavenbringer

Level recommendation 55-65.

This battle can be quite long so I would recommend bringing at least 10 amrita II's (items that restore TP) which you can farm at the Echoing Library. Binding the arms stops the hands from doing anything. The face is what does most of the damage in this battle; eating a silver or dragon fish from the Cloudy Stronghold will reduce your damage from elements. You have to destroy both hands to stop the face's powerful charging attack. You only get around 3 or 4 turns to damage the face before the hands are revived. After destroying the face you must destroy the bared essence to win. The bared essence is weak to all weapons and elements so just use your strongest attacks. If you don't destroy the essence fast enough the face will revive with partial health.

After winning this battle you have won the game. Watch the credits and then you can make a clear save. With a clear save you can do a new game+ run or continue your current adventure into the post-game bonus dungeon. Talk to the count and then head to the Golden Deer Keep to reach the post-game dungeon.

Post-Game Party Recommendation:

I/B I/B R/D A/M L/M

I's: Max all 3 elemental drive skills, max Drive Mastery, Max ignition and Overdrive, get 1 point in bloodsurge, max charge.

R: Max all 3 of Fire/Ice/Volt Rune, Runic Gleam, Runic Guidance, Origin Rune, Attack Tango, Refresh Waltz.

A: Maxes Circle Boon, Nerve Circle, Charm & Atrophic Eye, Foul Mastery, Resh, Revive, Heal Mastery.

L: Maxes Star Drop, gets 1 point in Vanguard, and maxes various healing skills.

=== Hall of Darkness ===

Monsters on F1: Stun Eryngii, Plated Roller, Beetle Lord, Mauler Mole, Wrath Bloom. FOE: Nightmare Ram. Materials: Ambrosia, Grub Mold. Treasure: Formaldehyde C-2, True Protection D-6, Amrita III E-6, Lion Medal A-7, Element Cloak F-2.

Be prepared for some very hard random encounters in the post-game dungeon. Getting petrified is the main threat of floors 1 & 2 of the Hall. D's Refresh Waltz, can help a line recover from petrify. F's Holy Blessing will stop petrify, for a line, once. You may also want to equip your Medic with an anti-petrify accessory.

The Nightmare Ram (FOE)s patrol a set path and are easy to avoid. However, since they drop the material to make Formaldehyde, an item that helps get monster drops, you probably will want to fight them at some point. The rams use a petrification attack on your whole party. You can use the above mentioned skills or use Geo Impact to stun them.

The stairs to F2 are at A-1. You need to walk southeast of F-7 to reach A-1. The 2 shortcuts at E-5 and the 1 shortcut at E-7 will help you get back to the stairs.

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