Tamarin

"How kind of you. The world is still an okay place to live in."

- Tamarin

 is a Ranger with a soft personality who cares about his friends. He possesses a black wolf tattoo on his left arm.

Story
After collapsing in Morocc, a kind adventurer comes across a filthy and feeds him some Monster's Feed to give him some strength. He then introduces himself to the adventurer and asks if he/she knew of any water source that he could wash himself with. The adventurer points out the oasis near the Morocc Ruins and expresses that he's familiar with the oasis but has never been inside the actual town. Concerned for his well-being, the adventurer offers to accompany him to the oasis, which delights the Ranger.

After refreshing himself at the oasis, explains that he's lost all of his belongings after falling through a Dimensional Gap and getting separated from his party. He goes on to tell the story in the third-person and stops himself silly before continuing in first-person perspective. He then goes off on a tangent and tells the adventurer that he originally wanted to become a Bard, but his friends thought that the path of Hunter was more suitable for him. The adventurer then tells him to get back to his original story and he goes back to explaining how his friends and him decided to explore the New World together. They initially wanted to go to a more popular spot in the other world, but one of his friends reacted in refusal and began getting out of control. The next thing he knew, he was in all alone in a strange place where the land was burning with fire that wasn't too hot to the touch and covered in odd flora and fauna. He yelled out to see if there was another soul there, but got no response. After several days, began to starve and started to eat anything he saw off the ground, getting terrible diarrhea in the process. Some more time passed before he came across a group of individuals that he thought were men at first. But he quickly realized they weren't norman and jumped into the dimensional crack that they emerged from. He then ended up back at the Dimensional Gap where he was last with his friends. Using a dimensional teleporter that was set up, he used all his strength to get to Morocc and ended up in the heap that the adventurer found him in.

After regaling his tale, begins to worry for his friends but was still interested in that fiery place that he discovered. He decides to take on some part-time jobs to help rebuild Morocc and replenish his supplies. The adventurer asks to tag along and is overwhelmed with happiness. He tells the adventurer to get his/her stuff in order and meet him at the Dimensional Gap after they're both ready.

Some time passes before gets himself inside the Dimensional Gap to find the crack that sent him to the fiery area. He covers up the crack with dirt and heads back to the Morocc gap where he meets up with the adventurer earlier than expected. He secretly tells the adventurer about the crack and to meet up with him there separately so as to not arouse suspicion from other adventurers in the gap. Once they meet up at the crack, he uncovers the dirt pile and warns the adventurer that the crack is rather narrow. They enter one at a time and tumble into the Flame Basin. There, was surprised to suddenly see so many norman people and was disappointed he didn't end up being the first to discover it. He points out the group of individuals that he initially thought were men and it's revealed that he came across some Saphas. Suddenly, a man name Bazett Teablack yells at them for ruining his samples. He complains about being dragged away from camp to work on a separate project in the area and demands assistants, regardless of the expedition's budget not allowing for it. He then enlists and the adventurer to collect samples for him in return for ruining what samples he used to have. He first tasks them with investigating fire pits and collecting Burning Bug Shells. After that, the scientist orders them to look for Sonia plants and collect Yummy Stems from them. tells the adventurer that they should split up for this next task since it's not as difficult for them as it was looking for fire pits. He tells the adventurer to meet up with him at the big rock in the middle of the basin after collecting his/her half of the stems.

Upon meeting at the rock, the Ranger looked out of it, saying how he doesn't remember the rock being so big nor all the strange things around it. He also notes the scent of smoke in the air. He asks about the Sonias and says that if there were this many Sonias around, he wouldn't have starved there as he found Sonias were very delicious and the least toxic of the things he ate in the Flame Basin. He asks the adventurer if he/she wants to try it and the adventurer takes a bite of the Sonia stems they collected. The sap that came out of the plant was surprisingly tasty.

The two of them eventually return to Bazett, who apologizes for his rudeness earlier and explains that he's been stressed out from his workload. When they tell him that they've been to the rock that he forgot to tell them about, the scientist was in shock that they didn't experience any ill effects, as all who were exposed to the rock's vapors fell into a coma-like condition. After and the adventurer tell him that they consumed the Sonia stems, Bazett is astonished and sends them to Instructor Lugen, who was tending to those who had fallen ill to the rock vapors.

They head on over to the instructor, who was also astonished at what they discovered and immediately began feeding the stems to the patients under his care. One of the patients turns out to be Otto, Lugen's close friend. With that done, and the adventurer report back to Bazett, who thanks them dearly for their help. He goes on to reveal to them that the rock is actually a cave, but the gas is so thick that the entrance was difficult to make out. With that done, the two of them decide to go to the cave to explore it.

eventually reunites with his friends and together they make their way to Verus City via an elevator built by Rekenber Corporation. Du's antics proceed to break the elevator as it made its way down to the ruins, putting himself and the others in danger of serious injury. Mark and chastise Du for breaking yet another essential structure, to which Du responds abrasively. Luckily, an adventure comes along to help fix the elevator and the elevator is secured enough to allow Du and the others to exit off safely.

The adventurer decides to join the group and Du remarks how the city didn't look anything like he'd imagine it to be. Mark wonders what he was expecting, to which Du responds that he thought it'd be filled with amazing treasures. Alph points out that architecture of the city was different from what he's used to in Midgard, but Du quickly changes his attention to that of the fountain nearby. As the group investigates the fountain, Alph and are quick to notice that the fountain didn't look like it was buried for centuries; in fact, it looked as if it had been recently drained from how it looked so unusually clean for being part of a city in ruins. Alph starts to wonder if the city is as old as initially thought. then suggests they look at the sundries nearby and Alph notes that those, too, looked as clean as the fountain. They then go to investigate a tree and Du points out that there's no sunlight in the ruins, and yet there are trees growing. becomes shocked that Du said something so intelligent, to which Du responds angrily.

After some more exploring, the group comes across a signboard that points to the center square of the city. In his excitement, Du dashes deeper into the city, to the frustration of the rest of the group. He ends up at another fountain that looks as disturbingly clean as the other fountain. Maggi notes that she senses some strange energy in the area. Alph and ponder on the significance of their findings while Mark smacks Du upside the head for leaving them behind.

The group then moves farther north and sees that there are much more machines in the center square than the previous district they were in. goes to investigate a blocked off path despite Mark's warnings. Past the blocked off path is an area of the city that's been completely destroyed. Du's instinct tells him it's a bad idea to enter the blocked off area, so the group decides to follow his feeling and explore the other parts of Verus for now.

Eventually, Rekenber relaxes access restrictions to a blocked off part of Verus City, which Du and the others take full advantage of. Upon going past the checkpoint, Du is astonished at how much of a mess the area is in. After Du annoys Mark, Alph tries to get them to focus back on what they were there for, which is to investigate the area. notes that there's something not quite right about the area since the buildings are destroyed and the ground is more unstable than the rest of the city. Alph tells them that he heard from other visitors that there's an interesting device in the center of the area, which Du decides to investigate.

The group comes across Fru at the central device, who proceeds to goggle giddily at the device and wishes to take it home with her. She then tells the group about an underground area and directs the group to Verity, who leads them down into a long corridor. Mark deduces that the area was a bunker by the way the walls and doors are built. Everyone becomes shocked at the sight of all the undead wandering the bunker, which meant that the people that managed to hide out in the bunker eventually died. Despite the horrors that lay before them, the group presses on to investigate the bunker and decides split up. Du begins to panic, not wanting the group to split up when there were zombies and ghouls haunting the place.

Later, Alph signals to everyone and they all rush to meet him, especially Du who is not fond of dealing with undead. Unexpectedly, Verity joins them and everyone is confused until Alph recalls that Fru mentioned something about a guide. He tells everyone to brace themselves for what could be on the other side of the door and they enter. Alph confirms his suspicions that the room has a different layout from all the rest. Mark agrees, pointing out a door that is in a very unusual location in the room. Tamarin supposes they have no other choice but to check it out and Du charges at the door.

The group ends up in a dark and dank corridor, which Verity notes is very suffocating to the point that it was giving her a headache. Alph notices the smell is much worse in the area compared to the rest of the bunker. Tamarin points out that the corridor doesn't seem as well-built as the bunker and sees another door at the end of the corridor. Upon investigation, the door doesn't seem locked, but blocked from the other side. Du proceeds to break through that door as well.

On the other side was what looked to be a haphazardly-built laboratory that looked as badly built as the corridor they were in. As the group starts looking around, Maggi meekly tries to bring everyone's attention to the door they just came through. When the others go to the door, they notice that it was now stuck and unable to be opened from their side. Du begins to panic that they were now stuck in that room while Mark tries to calm everyone down. Verity suggests they continue on since they can't go back and Du wonders why she didn't know about this area if she's supposed to be a guide. Verity reveals that she has never gone down this deep into the area before, so she's just as clueless about this section as they are.

The group continues through another door and comes across room after room after room, each one as mysterious and badly-built as the last. Finally, the group comes across a Step, which talks about how people tried to escape that place, but could do nothing but flee to survive. The group keeps going on from room to room, occasionally running into that talking Step again as it spoke of despair and hopelessness. Eventually the Step starts changing its speech, talking as if it was rebooting a system. It then spoke of a successful surgery and that implementing the process on the survivors should improve things. It then mentioned that it has copied a memory chip into T_W_O_002B, but there was some data loss in the process.

At last, the group came to a door that looked as if it was barricading against something on the other side. Mark is apprehensive about what they might find, but they had no choice but to go through it if they wish to escape from that place. They enter the door and end up in a dug-out tunnel that stretched on deep into the earth. Verity's headache gets horribly worse and offers to stay with her while the rest of the group scouts the tunnel.

As the group goes through the tunnel, the suddenly come across Verity darting past them with a confused running after her as fast as he could. The tunnel was becoming more and more unstable as they ran, crumbling beneath their feet. They then come across a chamber, which looked to be the final destination of the tunnel. By that point, Verity's headache was at its peak and she suddenly summons a system message, revealing herself to be T_W_O_002B. The adventurers try desperately to bring Verity back to her senses and after a prolonged fight, Verity snaps back to her usual self. The group asks her why she started attacking them and Verity could not remember doing anything of the sort, nor does she remember becoming T_W_O_002B. Fortunately during the fight, one of the chamber walls had broken away. The group quickly escapes through the opening, just as the chamber collapsed in on itself.

Some time later, attends the banquet held for the heroes that helped defeat Surt with his friends. After arriving at the Banquet Hall of the Prontera Palace, went to go look for food for Du when he was dragged into the palace kitchen and conscripted to work before he could explain that he was a guest. While working in the dining room, he comes across the adventurer he met before and quickly realized that the adventurer was also in the same predicament as him. Laughing off the situation, asks the adventurer to find Du in the Banquet Hall and let him know that he won't be returning to the group for a while.

The adventurer returns to and tells him that Mark will help free him from the chef's duties. Grateful, decides to finish up what he can and asks the adventurer to help him gather High-Class Dishes to take to the dishwasher.