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Etrian Odyssey IV: Legends of the Titan

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Title Screen

Etrian Odyssey IV: Legends of the Titan

Also known as: Sekaiju no Meikyuu IV: Denshou no Kyojin (JP)
Developer: Atlus
Publishers: Atlus (JP/US), NIS America (EU/AU)
Platform: Nintendo 3DS
Released in JP: July 5, 2012
Released in US: February 26, 2013
Released in EU: August 30, 2013
Released in AU: September 12, 2013
Released in KR: September 30, 2013


GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.


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

Hmmm...
To do:
Check SQ2 text to ensure it's identical, the 3 text all checks out under diff.

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.

Useable Items

Hmmm...
To do:
Eventually tear into the format like with the equipment below.

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
happens in the real game, write it up!
Each item reward, Polar Flag ON.
Reward: All move-related items
(Temp Text)
Dummy
Quest being prepped.
Reward: Medica(Temp)
This is now a QR Quest.
Dummy.
Quest is being prepped.
Reward: Medica(Temp)

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、
デバッグ用に汎用変数4・5番に指定した
エンカウントIDと戦闘が行えます。
Currently set to [Value:0].
Encounter and battle IDs can be selected with
variables 4 and 5 to go to those respective battles.
どうしますか?
汎用変数4 ID[Value:2]
汎用変数5 ID[Value:3]
戦闘をしない
What do you want to do?
Variable 4 ID[Value:2]
Variable 5 ID[Value:3]
Cancel
直前の戦闘にて
[Value:1]ポイントを入手。
Right before battles,
[Value:1] is available to use.

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
気にしなくていいわ。
Because this is set to a dummy value via a #define,
don't bother worrying about it.

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
このキャラクターをギルドに登録しますか。
Uses 20 Play Coins.
Are you sure you want to add the character to the guild?

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。
道のりは長く険しいものになるだろう。
だが、千里の道も1歩からという。
まずは迷宮に足を踏み入れ、生還する
ことを目標にしてはどうだ?
So you intend to challenge the Labyrinth of Yggdrasil?

The journey will be long and hard.
But as they say, "a journey of a thousand miles begins with a single step".
Why not start by setting foot into the labyrinth with the sole objective of staying alive.

世界樹の迷宮に足を踏み入れた。
このまま死なずに帰れば約束の報酬
がもらえるだろう。
You set foot in the labyrinth of Yggdrasil.

If you manage to keep on and return without perishing, you should receive the reward you were promised.

見事生還したようだな。
ほら、約束の報酬だ。
It looks like you've returned safely!

Here's the reward I promised!

ギルド名:[Guild Name]
アイテム:[Item:0x0001]
エネミー:[Enemy:0x0001]
Guild name: [Guild Name]
Item: [Item:0x0001]
Enemy: [Enemy:0x0001]

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)
Party 1 for A2
Orthodox Party
0x01 Party 1
Party 2 for A2
"Quirky" Party
0x02 Party 2
Ch.1 Boss Party
0x03 Party 3
Ch.1 Boss Party 2
0x04 Party 4
For Skill Tree checks
0x05 Party 5
Ch.2 Boss Party
0x06 Party 6
Ch.2 Boss Party 2
0x07 Party 7
Ch.3 Boss Party
0x08 Party 8
Ch.4 Boss Party

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

Hmmm...
To do:
Comb through equipment data & put all other relevant unused items here [1]
Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Names/descriptions where they significantly differ from the official English translation, if it exists.
Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
Notes: Translation checks for the existing translations.

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
ウィラフの剣
Dummy

ATK:
ダミー

攻撃力
ATK: 165
DEF: 0
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
ダミー
Dummy
ATK: 124
ダミー

攻撃力124
ATK: 124
DEF: 0
2x AGI
1x Empty
Price is 21620en, usable by the Landsknecht, Nightseeker, Dancer and Imperial classes.
49 DUMMY
ダミー
A sword with a mandala on the grip.
Supposedly brings luck to the wielder.
ATK:
八葉を柄に飾り付けた
幸運を運ぶという刀
攻撃力
ATK: 0
DEF: 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
ダミー
A dagger that provides mercy to those
wounded on the battlefield.
ATK: 32
戦場で深手を負った相手に慈悲を
与えるために作られた短剣
攻撃力32
ATK: 1
DEF: 0
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
バスターモス
Debug Weapon

ATK: 999
チェック用最強武器

攻撃力999
ATK: 999
DEF: 0
8x ATK
All Stats +99
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
ダミー
Woolen clothing that is easy to move in,
but has low defense.
DEF: 8
羊から刈った毛を用い
編み込まれた衣服
防御力8
ATK: 0
DEF: 8
Cloth-type armor, price is 70en, can be used by every class.
513 Dummy
ダミー
Doesn't look much like armor, but it
offers surprisingly good protection.
DEF:
一見防具には見えないが
しっかりと体を守る防具
防御力
ATK: 0
DEF: 45
2x Fire Res
2x Ice Res
2x Volt 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
テストアーマー
Dummy ダミー ATK: 0
DEF: 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.
556 Kirjonen Thing
キルヨネンの鎧
Dummy
DEF:
ダミー
防御力
ATK: 0
DEF: 100
3x TEC Price is 8500en. Heavy Armor-type equipment useable 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
キルヨネンの硬鎧
Dummy
防御力
ダミー
防御力
ATK: 0
DEF: 122
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
キルヨネンの重鎧
Dummy
DEF:
ダミー
防御力
ATK: 0
DEF: 137
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
ダミー
Dummy

DEF: DELETE
ダミー

防御力削除
ATK: 0
DEF: 0
Stats are zeroed out; notable for being marked with "DELETE" in the English and "削除" ("delete") in the Japanese description.
592 Dummy
ダミー
Dummy
DEF: DELETE
ダミー
防御力
ATK: 0
DEF: 0
Same as 591, although it's not marked with "削除" in the Japanese version.
636 Kranis
クラニス
Dummy

DEF:999
ダミー

防御力999
ATK: 0
DEF: 999
8x Death Res
All Stats +100
Cloth-type armor with an incredible 999 DEF and a +100 boost for every single stat (HP, TP, STR, etc.). Price is 34180en, useable by all classes.
Headgear
Number Name Description (English) Description (Japanese) Stats Effects Notes
648 Dummy
ダミー
A leather had fitted with scale
plating.
DEF: 38
革にウロコ状の装甲を貼りつけ
防御力を高めた帽子
防御力38
ATK: 0
DEF: 38
Price is 6510en, typo in the English description included. Useable by any class.
666 Dummy
ダミー
A helm consisting of a chain coif
riveted to a metal bowl.
DEF: 26
鋼鉄の表面に鋲を打ち
攻撃を軽減する力を強めた兜
防御力26
ATK: 0
DEF: 0
Data has been zeroed out.
667 Dummy
ダミー
Designed to fit your head to provide
more defensive strength.
DEF: 47
頭の形に合わせて作り
防御効率を向上させた兜
防御力47
ATK: 0
DEF: 0
Like the above, its data has been zeroed out.
Gloves
Number Name Description (English) Description (Japanese) Stats Effects Notes
677 Dummy
ダミー
A gauntlet with the feathers of a
huge bird worked into the plating.
DEF: 18
巨鳥の羽の繊維を
縫いつけた手甲
防御力18
ATK: 0
DEF: 18
Price is 1150en, useable by any class.
686 Kirjonen's Bracers
キルヨネンの手甲
Dummy
DEF:
ダミー
防御力
ATK: 0
DEF: 24
2x TEC Price is 100en, useable 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
ダミー
Small slip-on shoes made from
a single sheet of leather.
DEF: 4
一枚革で作られたヒール部分のない
スリッポン式の短い靴
防御力4
ATK: 0
DEF: 4
1x AGI Price is 80en, useable by all classes.
707 Dummy
ダミー
Heavy-duty boots for forest walks.
Comes with a feather ornament.
DEF: 8
樹海探索用の頑丈で
羽根飾りのついたブーツ
防御力8
ATK: 0
DEF: 8
1x TP Price is 190en, useable by all classes.
714 Dummy
ダミー
Sandals that glow in the dark to
light your way.
DEF: 26
暗闇でほのかに光り道を
教えるサンダル
防御力26
ATK: 0
DEF: 18
3x AGI Price is 3680en, useable by all classes. Again, the description (26) and actual DEF value (18) disagree with each other.
731 Cianontedae
シアノンテダイ
Dummy

DEF:
ダミー

防御力
ATK: 0
DEF: 999
3x Paralyze Res
All Stats +100
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 useable by all classes.
Shields
Number Name Description (English) Description (Japanese) Stats Effects Notes
762 Caesar Shield
カイザーシールド
Dummy

DEF:
ダミー

防御力
ATK: 0
DEF: 999
8x Poison Res
All Stats +100
Another 999 DEF and all stats +100 bargain, for 70en. Again, useable by all classes. The Japanese name translates to "Kaiser Shield".
Accessories
Number Name Description (English) Description (Japanese) Stats Effects Notes
838 Kirjonen's Charm
キルヨネンの護符
Dummy ダミー ATK: 0
DEF: 0
8x TEC
TP +100
STR +5
TEC +5
VIT +5
AGI +5
LUC +5
Price is 10en. Another item presumably used by Kirjonen as a guest in battles. Useable by any class.
(Source: xdaniel (entire section), Delpolo)

Unused Graphics

Early Title Screen

EtrianOdyssey4-Debug-ig deb title.png

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

EtrianOdyssey4-AlternateBattleMenuText.png

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

Etrian-Odyssey-Test-P4-Protagonist.png

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.

Atlus-Broken-Test-TMX.png
Persona-Q-Test-TMX.png

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
EtrianOdyssey4-Font-demo font.png
EtrianOdyssey4-Font-f09 001.png
EtrianOdyssey4-Font-f11 001.png
(Source: xdaniel (entire section unless otherwise noted); asasa (P4 font identification))

Save Data Presets

Hmmm...
To do:
Maybe make less wall-of-text-like. Also more details about file 02, once the format is better understood?

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))