Etrian Odyssey is a pretty difficult RPG about crawling dungeons, drawing maps, and falling prey to deadly F.O.E.s all the time.
Unused Items#
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Many unused items are still contained within the game's data files, namely Data\Param\Item.tbb. While their names and descriptions have been removed in the American and European versions of the game, some of them still do have meaningful descriptions in the Japanese one.
Swords#
Number |
Name & Description |
Translation |
Notes |
|---|---|---|---|
18 |
武器18 |
Weapon 18 |
A sword-type weapon weaker than even the standard Knife (ATK +6); buy and sell price are both 0 en; usable by Landsknecht, Protector and Dark Hunter. |
19 |
武器19 |
Weapon 19 |
Very similar to Weapon 18, but not usable by any class. |
20 |
武器20 |
Weapon 20 |
Same as Weapon 19. |
22 |
武器22 |
Weapon 22 |
Buy/sell prices are 0 en again; usable by Landsknecht, Protector and Dark Hunter. |
Weapons 24 to 29, as well as 146 to 150, do not have proper names nor descriptions, just their attack strength in the latter. However, they do have ATK values between 18 and 170 and, aside from Weapons 28 and 29, proper prices as well.
Staffs#
Number |
Name & Description |
Translation |
Notes |
|---|---|---|---|
67 |
武器67 |
Weapon 67 |
A very expensive staff - 33600 en to buy, 13440 en gained when sold; usable by Medic, Alchemist, Bard and Hexcaster. |
Weapons 68 to 72 again do not have proper descriptions anymore, but have ATK values and prices in line with some of the better staffs.
Axes#
Number |
Name & Description |
Translation |
Notes |
|---|---|---|---|
46 |
武器46 |
Weapon 46 |
An axe with ATK +1, which isn't shown in the description, unlike for the other weapons; 14400 en to buy, 5760 en gained when sold; usable by Landsknechts. |
47 |
武器47 |
Weapon 47 |
Similar to Weapon 46, but with no prices. |
Weapon 51 has no description whatsoever, but is otherwise identical to Weapon 47. Weapons 52 and 53, as well as 139 and 151 to 155, have no proper descriptions and have some ordinary strength and prices. Of note is, that Weapons 151 and 152 can be used by classes other than the Landsknecht, while every other axe in the game is specific to this class. Both can also be used by Dark Hunters, while number 151 is usable by Bards as well.
Katanas#
Weapons 83 to 87, 141 to 145, and 156 to 160, are rather ordinary katanas, none of them having proper descriptions, and with some again having 0 en as their prices.
Bows#
Similar to the katanas, Weapons 104, 107 to 111, 140, and 161 to 165, are ordinary bows without proper descriptions, and Weapon 104 is another one with no description at all. Also in line with the two aforementioned axes, the per-class usability is unusual for some of them, such as numbers 140 and 161, these being the only bows in the game usable by Landsknechts.
Whips#
Number |
Name & Description |
Translation |
Notes |
|---|---|---|---|
128 |
武器128 |
Weapon 128 |
No prices again, otherwise nothing special. |
130 |
武器129 |
Weapon 129 |
No prices, etc. Only deserves special mention, because it's the only unused weapon whose name doesn't actually match its ID number. |
Weapons 133 to 138, and 166 to 170 are more ordinary whips, although some of them have horrendous pricing, with ex. number 137 costing 300000 en to buy.
(Source: xdaniel (entire section); Bast (translations))
Unused Graphics#
Title Screen#
The files Data\Tex\top1.ntft, Data\Tex\top1.ntfp, Data\Tex\top2.ntft and Data\Tex\top2.ntfp contain the image and palette data for a prototype or mockup of the title screen. The logo is still in Japanese, the background is a static image of the entrance to the Yggdrasil Labyrinth, as opposed to the final title screen's 3D tree model, and the only menu option visible is "Game Start".
Main Menu Mockup#
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Data\Tex\SampleCamp.ntft and Data\Tex\SampleCamp.ntfp hold the image and palette of a mockup of the main menu screen. Some of the differences to the final menu are that each character's Boost meter is shown instead of their TP, a slightly different placement of the background image, and the absence of the resource gathering counters (Chop, Mine, and Take).
Also of note are the character names used in the mockup. The characters on the front row are called "スティーブ" and "ワンダー", while the ones on the back row are called "キャシー", "ゼタ" and "ジョーンズ". These could be rendered in English as "Steve" and "Wonder", as well as "Cathy", "Zeta" and "Jones", quite likely referencing the musician Stevie Wonder and the actress Catherine Zeta-Jones.
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Mockup |
Final |
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(Source: xdaniel (entire section))
Miscellaneous#
"EA_test", which likely stands for Effect Alpha test.
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Test |
Final |
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An image simply named "test_en". This appears to be an early version of the Warbull enemy sprite. There are various minor changes, including teeth and horn details.
(Source: Original TCRF research)
Unused Enemies#
Over 60 of the game's 200 defined enemies are dummy enemies with mostly the same stats, using the same AI and the same (actually nonexistent) sprite. A few of those are noteworthy:
- Enemy 0x00 has exactly the same stats as the other dummy enemies, but does not have a name and is supposed to use the sprite frog00. If hacked into the game by changing an encounter group's enemy IDs to be all zero, the game will glitch and exit the battle once it starts. The battle will function on every subsequent encounter, but neither will the specified sprite be displayed nor will any attack connect (the battle ends on the first attack), no experience will be gained by the party, etc.
- Enemy 0x02 has a few small stat differences compared to the other dummy enemies; its STR value is 13 instead of 14, its TEC value is 12 instead of 8.
- Enemies 0x42 to 0x45 actually have names, while every other dummy excluding 0x00 is simply called "Dummy" or, starting at 0x5B, "Dummy" with a decimal number appended. These four enemies are called Bolter, Zapper, Shocker and Shocking, but are otherwise identical to the other dummies.
(Source: xdaniel (entire section))
Instant Ending#
An instant ending can be accessed by pressing L, A, A, R, L, A, A, R. The command is revealed by director, Kazuya Nino. 1
This command also works in Etrian Odyssey II: Heroes of Lagaard.
Regional Differences#
The nine classes names vary across regions, with the European translations in particular using names based on the Japanese and American ones.
Japanese |
English (America) |
English (Europe) |
German |
French |
Italian |
Spanish |
|---|---|---|---|---|---|---|
Swordsman |
Landsknecht |
Landsknecht |
Landsknecht |
Lansquenet |
Cavaliere |
Soldado |
Ranger |
Survivalist |
Survivalist |
Fährtenleser |
Trappeur |
Guida |
Guardabosque |
Paladin |
Protector |
Protector |
Paladin |
Paladin |
Paladino |
Paladín |
Dark Hunter |
Dark Hunter |
Dark Hunter |
Schattenritter |
Chasseur |
Domatore |
Cazador oscuro |
Medic |
Medic |
Medic |
Medicus |
Guérisseur |
Taumaturgo |
Médico |
Alchemist |
Alchemist |
Alchemist |
Alchemist |
Alchimiste |
Alchimista |
Hechicero |
Bard |
Troubadour |
Bard |
Barde |
Barde |
Bardo |
Trovador |
Bushido |
Ronin |
Samurai |
Samurai |
Samouraï |
Samurai |
Samurái |
Curse Maker |
Hexer |
Hexcaster |
Drude |
Sorcier |
Mago nero |
Brujo |
The available keyboards also differ. The American version only has an English keyboard, and the Japanese and European/Australian versions have three different keyboards. The Japanese version has keyboards for Kana, English, and symbols. The European/Australian version has keyboards for English, accent characters, and symbols that differ from the Japanese game.
European passwords intended for use in Etrian Odyssey 2 have no effect, as it was not released there.
The font in the American game is also different from the European/Australian version. The font from the European/Australian version would later be used in the American localizations of Etrian Odyssey 2 and 3.
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America |
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Europe/Australia |
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(Source: Dasutein, xdaniel, Theclaw)
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The Etrian Odyssey series | |
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Nintendo DS |
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Nintendo 3DS |
Etrian Odyssey IV: Legends of the Titan • Etrian Odyssey Untold: The Millennium Girl • Etrian Odyssey 2 Untold: The Fafnir Knight |