Your expert guide to Etrian Odyssey HD's Part 17. Master the maze of doors, moving sand, and warps to uncover treasures and progress.
Alright, let's dive into Part 17! Don't forget to check for new quests before we get started. We're going to tackle these doors from East to West to get the map sorted.
First things first, head South from the Geomagnetic Field and then all the way East. You'll spot a crack in the wall on the East side, but we can't do anything with that just yet. So, take the Easternmost door. This one will drop you onto some moving sand that carries you North and West. From this platform, going West leads nowhere, and going South just loops you back. Take the North path. You'll have a choice between going North or South. The South path is another loop, so head North. Going West here is a dead end, so keep going North to find a small clearing. Watch out for a Sickwood FOE in here! From the NE area of this room, you'll find a one-way Warp that takes you North. Follow the long path West then South until you hit the wall. Check the Eastern wall there to find a one-way Warp that'll take you back to the area with all the doors. Time for the next door!
The second door from the East? Honestly, it's pretty much useless. It just leads you to a spot you could've reached by taking the Easternmost door anyway. You can map it out if you want, or just Warp Wire out, or even skip it entirely.
Next up, the third door from the East is also quite pointless. It forces you North and then East, which puts you right back where you'd end up if you'd taken either of the other two Eastern doors. So, yeah, don't stress about this one too much.
Now, let's head to the first door West of the Geomagnetic Field. This one takes you West and North. From here, you can go West to get stuck in a loop, or you can head East or North. If you go East, you can then go South into another loop, or East to end up in the same spot as the three Eastern doors. So, your best bet is to head North. This leads you to a small area with a 2x2 square of moving sand. Go West from here, and then North. You'll find yourself in a small room with a chest containing a Theriaca B. From this room, you can find a one-way Warp in the NE corner to loop around, or just Warp Wire back to town.
Quick heads-up: the next two doors to the West both lead to the same general area as the first door West. So, really, the first door West of the Geomagnetic Field is the only one you truly need to bother with. Go through it and head North again. This time, go North over two squares of moving sand, and then North over some more. Here you'll find an area with a 'Mine' Item Point and two Sickwood FOEs. This 'Mine' lets you gather Cullinan, which is needed for a quest. Plus, if you sell Shilleka 50 x Cullinan, a special item unlocks at her shop! This spot is great for farming.
There's another one-way Warp in the NE corner, so make your way back to the beginning.
Let's take the first door West again. Go North to the 2x2 square of moving sand and take the two squares North. This time, go East to be taken East then South. Go West here and take the single panel of moving sand South. Head East here to be taken East then North. Now, go East to be taken East and North. From here, you've got a few paths. I'll list them out, but remember to return to this area before taking each one.
- Go East two squares, then go either East or South one square. If you went East, just go one square South. If you went South, move two squares East, then go South. Now, go West onto the moving sand. Once you stop, move two squares West and face South to find a chest with a Brigandine inside.
- Go two squares East and then go North. Take the moving sand North. There are nooks to the West and East, each containing a Sickwood FOE. Head North to find a clearing with a chest containing 1000en. From here, you can find a one-way Warp in the NE corner or Warp Wire out.
- This path takes you to the end of the stage, but you'll be forced to return to town once first. Take the sand West to move two squares West and two squares North. Going North here just leads to another empty room, so go West. After you stop, go North two squares to find Tlachtga. She'll give you the Hex Bell, which unlocks the Hexer class at the Explorers Guild.
Head North from Tlachtga and go West and South to find a Rainbow Bandanna on the ground if you're on the 'Love's uncertain promise' quest. Go back North and East to the wall. If you face North, you'll find a one-way Warp leading to an empty room. Head South to find an area where it looks like a tablet can be placed. Suspecting this might be related to the tablet you found on B15F, you're told to return to Radha Hall to report your discovery.
At Radha Hall, you'll be given the tablet. Take it back to that slot, and you'll open up a Warp to the stairs leading to B17F. Returning to place the tablet warps you to the stairs.
B17F: Doorway into the Unknown [W017]
New Monsters: Hexroot, Immoa. The Hexroot can Curse you, but that's about it for the new guys on this floor. All the FOEs you'll encounter are Sickwoods. Make sure to check for new quests once you're on this floor. This area is packed with one-way Warps and only one two-way Warp Point that acts as a shortcut. A map would be super helpful here!
For now, ignore the long paths surrounding the center. We're going to focus on the quickest way to grab all the treasures and reach the stairs. There are plenty of empty, useless platforms you can explore on your own or with the map.
Head straight North from the stairs. When you reach the junction, Kupala will appear again, warning you that you've violated some sort of pact. If you return to Radha Hall, you can speak with Visil, the Chieftan, again. He'll reiterate his message about killing all the forest folk, and you'll get a hint of a deeper story when you leave the Hall.
Anyway, from where you met Kupala, head East and then South. Take the one-way Warp East, then go three squares North and take another one-way Warp East. You'll find an empty room.
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