Etrian Odyssey IV is the fourth game in a series of rather difficult dungeon crawler RPGs, and the first to be released for the 3DS. It's also the first to feature a new "casual" difficulty mode, an extended overworld to travel through, and the first to replace the iconic, orange F.O.E. balls with proper 3D models.
- Note: This game uses Shift-JIS encoding for all its text, which includes the usage of full-width latin characters (ex. Dummy) even in the English version. For the sake of readability, these have been converted to regular ASCII characters for this article.
Unused Text#
General#
Various message files in the game contain the strings "ダミー" (Dummy), "Dummy", or variations thereof (i.e. suffixed with a number) in various places, such as the files containing common battle and dungeon strings, files with text for certain facilities, among others. Additionally, various files contain message entries that presumably once pointed to proper strings, but have since been nulled out.
Leftovers#
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Several files in the game contain text that is either left over, or that has apparently been taken (for testing or as a placeholder), from a previous game in the series. These have not been translated for the English version of Etrian Odyssey IV and were left in Japanese. Additionally, they still use the text control code format from the previous games, which uses the prefix 0x80 instead of 0xF8.
Etrian Odyssey II: Heroes of Lagaard#
TestData\Test\test_sel.mbm and TestData\Test\test_yesno.mbm contain text apparently taken from Etrian Odyssey II to test user selections in event scripts.
Etrian Odyssey III: The Drowned City#
The common battle strings in Battle\battlemessage.mbm still contain text referring to, for example, certain bosses from the previous game. Also, Item\seaitemequipexplain.mbm, Item\seaitemexplain.mbm and Item\seaitemtext.mbm contain descriptions of items and equipment related to seafaring, while TestData\Test\dungeon.mbm contains common messages used in the labyrinth, and TestData\Test\DUN_01F.mbm contains text for that game's labyrinth floor B1F.
Opening#
Along with various text related to starting a new game, deleting old data, etc., the file InterfaceFile\Opening.mbm also contains the opening story text as strings, instead of the graphics from the folder Mori4stex\Event\Opening, which are actually used:
As divine verdure fertilizes;
The malign verdure corrupts.
What is left is a holy husk.
Hollow ones cling to faith;
Fanged ones honor power;
Foolish sages protect a lie.
But the Medium's song remains,
Guiding you to Yggdrasil.
You hold the wings to soar
In this tempestuous saga.
Winds of beginning, blow now...
Enemies#
The files Monster\Table\enemynametable.tbl and Dictionary\dictionaryenemyexp.mbm respectively hold every enemy's name and description. Several of them have been dummied out and now just read "NONE" for the name and "Dummy Description here." for the description. Their numbers are 0x00, 0x14, 0x2A, 0x49, 0x4E, 0x52, 0x84 to 0xA9, 0xB9, 0xBF to 0xC1, 0xC6 to 0xC7, and 0xDC to 0xFF.
Usable Items#
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The descriptions for many items, such as monster drops, healing items, etc., are found within Item\useitemexpbattle.mbm. Aside from various "Dummy" entries, and entries consisting of the item type and a number or variations thereof (ex. "Other378", "Material Buffer19 Additional Slot" or many duplicates of "Rare Item Reserve"), there are a few copies of the following string:
Probably doesn't exist
Let Nich know if it does
This likely refers to former Atlus USA employee Nich Maragos, the Project Lead and one of the Editors working on the game's English localization. This string can be found with the IDs 468 to 471, 473 and 474.
Quests#
Event\quest_name.mbm and Event\quest_explain.mbm contain the name and description for each quest in the game. Similar to the enemies mentioned above, several of these strings are unused, since their quests have either been dummied out or turned into QR quests, while one of them is specifically listed as a debug quest that should not occur in the final game.
Number |
0x00 |
0x2B to 0x32, 0x36, 0x4E to 0x5A, 0x62 to 0x64 |
0x25, 0x35, 0x37 and 0x38, 0x3B to 0x3E, 0x40, 0x42, 0x44, 0x4A, 0x4C and 0x4D |
|---|---|---|---|
Name |
Debug quest |
Dummy |
Moved to QR |
Description |
A quest reserved for Debug Mode. If it |
(Temp Text) |
This is now a QR Quest. |
Event\Quest\QUE_039.mbm is the message file for one of the quests given by the innkeeper Dalla. The last five messages in this file are marked as "temporary text", with one of them indicating that maybe one of the translators at Atlus USA wasn't too fond of the accent given to Wynne in the localization.
Temporary Text.
I cannot wait!
Temporary Text.
Don't fail it.
Temporary Text.
I cannot wait!
Temporary Text.
Aw, da [Guild Name] crew!
Don't I gots da worst accent?
Temporary Text.
I cannot wait!
The message files for two QR quests, Event\QR\QR_004.mbm and Event\QR\QR_011.mbm, contain some untranslated messages regarding debugging functions.
Original |
Translation |
|---|---|
現在[Value:0]ポイントです。ここでは、 |
Currently set to [Value:0]. |
どうしますか? |
What do you want to do? |
直前の戦闘にて |
Right before battles, |
Additionally, QR_004.mbm also contains the following message three times:
Original |
Translation |
|---|---|
デファインを作るためのダミーだから |
Because this is set to a dummy value via a #define, |
Guild Card Characters#
The file InterfaceFile\GuildCardText.mbm contains two untranslated strings which imply that the game once supported Play Coins, like several other games on the 3DS. Registering characters received alongside another player's Guild Card, either via StreetPass or QR code, was intended to cost 20 Play Coins per character.
Original |
Translation |
|---|---|
ゲームコインが足りません。 |
Not enough Play Coins. |
ゲームコイン20枚を使って |
Uses 20 Play Coins. |
Another related string, which has been translated into English, can be found in the file InterfaceFile\FacilityAirportText.mbm:
Use 20 Game Coins to register this
character to your guild?
Of note is how the English text still refers to "Game Coins", as opposed to their equivalent English term, "Play Coins".
(Source: xdaniel (entire section); Bast (translations))
Test and Debug Text#
Test Quest#
TestData\Test\QUE_000.mbm appears to hold the text for a simple testing quest of some sort. It is notable that this file is numbered 000, while the quest files that are actually used, in the folder Event\Quest, are numbered starting at 001.
Original |
Translation |
|---|---|
これから世界樹の迷宮に挑むのか。 |
So you intend to challenge the Labyrinth of Yggdrasil? |
世界樹の迷宮に足を踏み入れた。 |
You set foot in the labyrinth of Yggdrasil. |
見事生還したようだな。 |
It looks like you've returned safely! |
ギルド名:[Guild Name] |
Guild name: [Guild Name] |
This file still uses the previous games' control code style, as described above.
(Source: xdaniel (entire section); Bast, Bluesun (translations))
Party Debug Menu#
Inside Debug\debug_party_help.mbm is text that appears to have been used by a party debug menu, which likely would have replaced the player's party with one of several premade ones. The party data itself seems to still exists in Debug\debug_party.tbl.
Number |
Description |
|---|---|
0x00 |
Party 0 (Default) |
0x01 |
Party 1 |
0x02 |
Party 2 |
0x03 |
Party 3 |
0x04 |
Party 4 |
0x05 |
Party 5 |
0x06 |
Party 6 |
0x07 |
Party 7 |
0x08 |
Party 8 |
Strings number 0x09 to 0x20 have been omitted from the list above, because they are all simply the string "Party XX Dummy", where XX is the respective string's number in decimal, so, for example, "Party 9 Dummy".
(Source: xdaniel (entire section))
Unused Items#
Equipment#
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To do: |
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'...But what does it mean?' |
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'...But does it make sense?' |
All data related to the equipment in the game can be found inside the files starting with equipitem inside the Item directory, mainly their names and descriptions, requirements and actual data. Among these items are many that go unused in the final game. Most of them have been dummied out by overwriting their stats with zeroes and replacing their names and descriptions with placeholders, while others have survived at least in part.
Swords
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
22 |
Wiglaf Sword |
Dummy |
ダミー |
ATK: 165 |
5x Fire |
Price is 80en, thus incredibly low for a sword with this attack strength. Can be used by every class. Possibly used in battles with the NPC Wiglaf as a guest, but unobtainable by the player. |
31 |
DUMMY |
Dummy |
ダミー |
ATK: 124 |
2x AGI |
Price is 21620en, usable by the Landsknecht, Nightseeker, Dancer and Imperial classes. |
49 |
DUMMY |
A sword with a mandala on the grip. |
八葉を柄に飾り付けた |
ATK: 0 |
Data has been completely zeroed out, even the weapon's type; only the description is left. |
Knives
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
151 |
Dummy |
A dagger that provides mercy to those |
戦場で深手を負った相手に慈悲を |
ATK: 1 |
6x Death |
The description and actual ATK value do not match up. Price is 10en, can be used by every class. |
Bows
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
232 |
Blaster |
Debug Weapon |
チェック用最強武器 |
ATK: 999 |
8x ATK |
Price is 33850en, same as several other bows; can be used by every class. The Japanese name and description translate to "Bustermoth" and "The strongest weapon for checking", respectively. |
Armor
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
512 |
Dummy |
Woolen clothing that is easy to move in, |
羊から刈った毛を用い |
ATK: 0 |
Cloth-type armor, price is 70en, can be used by every class. |
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513 |
Dummy |
Doesn't look much like armor, but it |
一見防具には見えないが |
ATK: 0 |
2x Fire Res |
Cloth-type armor, price is 9980en. Does not state its DEF value in the description, despite one being set internally (45 DEF). |
543 |
Test Armor |
Dummy |
ダミー |
ATK: 0 |
Data has been completely zeroed out, again including the type. It directly precedes the various Heavy Armor-type items, so if it ever was categorized, it probably was of that type. Can be found in the inventories of some leftover save data presets. |
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556 |
Kirjonen Thing |
Dummy |
ダミー |
ATK: 0 |
3x TEC |
Price is 8500en. Heavy Armor-type equipment usable by the Landsknecht, Fortress and Imperial classes. Possibly used in battles with NPC Kirjonen as a guest, but otherwise not obtainable in-game. The Japanese name more specifically translates to "Kirjonen's Armor". |
557 |
Kirjonen Thing 2 |
Dummy |
ダミー |
ATK: 0 |
4x TEC |
Price is 7080en, thus cheaper than the above Kirjonen item with lower DEF. Otherwise identical. Japanese name translates to "Kirjonen's Hard Armor". |
558 |
Kirjonen Thing 3 |
Dummy |
ダミー |
ATK: 0 |
6x TEC |
Price is a quite expensive 268900en, but the item is again otherwise identical to the previous ones. Japanese name translates to "Kirjonen's Heavy Armor". |
591 |
Dummy |
Dummy |
ダミー |
ATK: 0 |
Stats are zeroed out; notable for being marked with "DELETE" in the English and "削除" ("delete") in the Japanese description. |
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592 |
Dummy |
Dummy |
ダミー |
ATK: 0 |
Same as 591, although it's not marked with "削除" in the Japanese version. |
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636 |
Kranis |
Dummy |
ダミー |
ATK: 0 |
8x Death Res |
Cloth-type armor with an incredible 999 DEF and a +100 boost for every single stat (HP, TP, STR, etc.). Price is 34180en, usable by all classes. |
Headgear
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
648 |
Dummy |
A leather had fitted with scale |
革にウロコ状の装甲を貼りつけ |
ATK: 0 |
Price is 6510en, typo in the English description included. Usable by any class. |
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666 |
Dummy |
A helm consisting of a chain coif |
鋼鉄の表面に鋲を打ち |
ATK: 0 |
Data has been zeroed out. |
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667 |
Dummy |
Designed to fit your head to provide |
頭の形に合わせて作り |
ATK: 0 |
Like the above, its data has been zeroed out. |
Gloves
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
677 |
Dummy |
A gauntlet with the feathers of a |
巨鳥の羽の繊維を |
ATK: 0 |
Price is 1150en, usable by any class. |
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686 |
Kirjonen's Bracers |
Dummy |
ダミー |
ATK: 0 |
2x TEC |
Price is 100en, usable by any class; presumably also used by Kirjonen when in battles as a guest, but otherwise not obtainable. |
Boots
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
705 |
Dummy |
Small slip-on shoes made from |
一枚革で作られたヒール部分のない |
ATK: 0 |
1x AGI |
Price is 80en, usable by all classes. |
707 |
Dummy |
Heavy-duty boots for forest walks. |
樹海探索用の頑丈で |
ATK: 0 |
1x TP |
Price is 190en, usable by all classes. |
714 |
Dummy |
Sandals that glow in the dark to |
暗闇でほのかに光り道を |
ATK: 0 |
3x AGI |
Price is 3680en, usable by all classes. Again, the description (26) and actual DEF value (18) disagree with each other. |
731 |
Cianontedae |
Dummy |
ダミー |
ATK: 0 |
3x Paralyze Res |
Not unlike the Kranis armor, this has 999 DEF and raises every stat by 100. At 3880en it's very cheap for these kinds of stats. Also usable by all classes. |
Shields
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
762 |
Caesar Shield |
Dummy |
ダミー |
ATK: 0 |
8x Poison Res |
Another 999 DEF and all stats +100 bargain, for 70en. Again, usable by all classes. The Japanese name translates to "Kaiser Shield". |
Accessories
Number |
Name |
Description (English) |
Description (Japanese) |
Stats |
Effects |
Notes |
|---|---|---|---|---|---|---|
838 |
Kirjonen's Charm |
Dummy |
ダミー |
ATK: 0 |
8x TEC |
Price is 10en. Another item presumably used by Kirjonen as a guest in battles. Usable by any class. |
(Source: xdaniel (entire section), Delpolo)
Unused Graphics#
Early Title Screen#

The file Mori4stex\Debug\ig_deb_title.stex contains the Japanese title logo for an earlier version of the game, which gives the title as "世界樹の迷宮4 伝承の巫女" ("Sekaiju no Meikyuu 4: Denshou no Miko" or roughly, based on the final English title, "Etrian Odyssey 4: Legends of the Shrine Maiden") instead of the final "世界樹の迷宮Ⅳ 伝承の巨神", or "Sekaiju no Meikyuu IV: Denshou no Kyojin".
Various Early Graphics#
Aside from the early title screen logo above, Mori4stex\Debug also contains various other early graphics, such as graphics for the title menu, UI and QR code testing, and what appears to be textures for a test map of sorts.


Alternate Battle Menu#
The file Mori4stex\Battle\Data\ig_bat_menu.stex contains most of the graphics for the battle menu, including alternate versions of the menu items. This file calls the "Burst" option "Limit", while "Item" is pluralized as "Items". Mori4stex\Battle\Data\ig_bat_menu2.stex contains the menu item graphics that are actually used.
Test Graphics#
The file Mori4stex\Effect\tool\c_k01_a.stex contains a test image of the protagonist from Persona 4 (Golden). This image can be found in various Atlus titles for 3DS.
An overlay effect used for testing, found in effect_editor\mat\test.tmx. The version seen below is a restoration of what the image should look like. The original image found in the game files is broken due to an unintentional LF→CRLF/CR→CRLF conversion, not unlike this occurrence in Pokémon Crystal. The image in its broken state can be found in Atlus titles as far back as Persona 3 Portable.
(Source: Ehm)
Result Screen Portraits#
Four result images unused in the game can be found under Mori4stex\Result\CharaData. The first two, for the NPCs Wiglaf and Kirjonen, are not used even if you complete a battle with them as guest party members; the last two are (identical copies of) the Guildmaster's dialogue portrait edited down in the same manner as the other result screen images. Logre's result screen image also has two identical copies in this directory.
(Source: Delpolo, Yomidian)
Fonts#
Three unused fonts can still be found as font\demo_font.bcfnt, font\f09_001.tmx and TestData\font\f11_001.tmx. The first font is a rather simple ASCII font, presumably once used for debugging or testing purposes, and is in the format used by the game. The latter two fonts are images coming from Persona 4 (Golden), and can also be found in other Atlus developed 3DS games.
demo_font.bcfnt |
f09_001.tmx |
f11_001.tmx |
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(Source: xdaniel (entire section unless otherwise noted); asasa (P4 font identification))
Save Data Presets#
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The directory SavePreset holds eight different complete sets of premade save data files, numbered from 00 to 07, as well as two files for another, incomplete set of data, numbered 15. All of these saves were presumably meant for the Japanese version of the game, but do not seem to function properly in the retail build, as the game crashes the 3DS while trying to load the save data. The files date back to between January and March 2011, over a year before the game was originally released in Japan.
Most of them are on the first day in-game (Emperor 1) and have no Guild Cards. They have very few items in their inventories, but include certain unused ones like the Test Armor, have one character per class, each of which is named after the class, and have very little in terms of maps drawn. The one area, which in most saved games has the same partially drawn map, is the Old Forest Mine, while a few other areas, depending on the save, such as the Echoing Library or the Forgotten Capital, had parts of the map automatically drawn in by the game.
Save data set 02 is probably the most noteworthy of these files, as it contains what appears to be an actual playthrough of at least part of the game. This save is on day 52 (Dormouse 25) and has a Guild Card for the player's guild, giving their name as "アトラス" (Atlus), the skyship's name as "/(^o^)\", and their message as "よろしくおねがいします". For some reason, the maximum level reached is set to 0 on this Guild Card. The characters are all between levels 28 and 55, and are named based on abbreviations of their class names, such as "ソドコ" (Sodoko) for a female Landsknecht, this class being called "ソードマン" (Swordsman) in Japanese. Also of note is that the recruitable Arcanist Wufan, or "ウーファン" in Japanese, is called "ウーフェン" (Wufen) here.
The items collected are mostly what you would expect from a normal playthrough, aside from a single item called "未使用" (unused) in the inventory on-hand; similar is true for the maps, which are not completely filled in, have various notes attached, etc., although there are no maps for the Hall of Darkness and Toxic Cave, implying that these areas have not yet been reached or visited in this save.
Finally, the map data file of the incomplete data set 15 is 124kb in size, as opposed to 88kb for all other map data files.
(Source: xdaniel (entire section))
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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 |