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Part XXVIII: The Stories We Concluded, Part 2



Alright, so this screenshot of the Exploration menu needs a little context. After the end of the last part, I kept the game idling for hours in the pause menu (with quiet music playing in the background, like Yseult's theme) while doing other things because, with the end of this half of the LP approaching, I absolutely needed this mysterious island I've referenced unlocked before we go on to the Empyrean's Throne and the end of the game. When I'm grinding out, I dunno, lures to catch fishies from the fishing holes in the game, you can drain the time just waiting around considerably, but when you're trying to be as efficient as possible while on-camera, it's a little different.

So yeah, I pretty much had to do it to bring this coming up content. As for how you unlock this island, well, as I mentioned you need a sufficient amount of the Exploration menu cleared out. I think this just means *total* entries cleared out, rather than areas fully charted, because I got it before 100%ing Kresnik Island (Xillia 2. It's shaped like a cat, and ruled by the Feline Emperor, a nickname for the protagonist's cat near the end of the game when you had all the random cats), which was unlocked after Teepo Island (Xillia 1). As you'd expect.




Brave Vesperia is the name of the brightest star in Vesperia World's sky, and was the name most of the party belonged to the end of the game (so named by Karol Capel, one of the party members). The other half of this description states that the land's residents revere a "Demon Dog", a reference to Repede, the furry, as in an actual dog, party member in Vesperia. For another couple references, the Gale and Razor Rice are references to a couple of Repede's artes. The one I remember most is Gale Dog, which was an incredibly OP arte that made Repede immune to all damage for, let's say, about 3 seconds or so. And I do mean "All". Made what would otherwise be rather hard challenges trivial when you're just completely impossible to defeat for a few seconds, and it wasn't like, a special arte or anything. So once one Gale Dog ends, just use it again. Strange game balance.

The Awesome Flag is a strange item in Vesperia that allowed you the amazing ability to...change the on-screen party member. That's it. The remake gave you another special flag that allowed you to change the on-screen party member to Repede. So yeah, they really do worship dogs in this land.

As for Cheagle Island, it's a reference to Tales of the Abyss' Bienfu-equivalent character, Mieu. The description notes that it's also called the Isle of the Thing, which is a reference to what the main character, Luke, called Mieu during the first act of the game. The reference to the "Thing" being able to breathe fire is that Mieu was in possession of that game's Sorcerer's Ring, so Mieu was fairly involved with occasional puzzle-solving bits in Abyss.




You'd also expect I had new treasures to share, and you'd be right. The gear I'm highlighting was an important plot token in 2, and that bracelet on the table belonged to the main character of Vesperia (from the Kritiyan Archipelago). Let's check the gear first.


What a curious artifact. Let's see if I can cut it!
Huh? Why is it always cutting with you?
As a swordsman, the indestructible is something I simply can't abide! I won't accept an item that won't be split!
All right, you've made your point, but let's just drop it, okay I get the feeling that cutting that thing apart would be bad news.
Hmph. Well, I'm already worked up, so I need something to cut... All right, Velvet. You leave me with no other choice. I'll just have to cut your hair for you.
You're doing that thing again where you're talking like it makes sense to anyone but you.
Come on, your hair's getting a bit shaggy. I can get you all tidied up in a flash!
Pass.
Relax. You may not believe it but I was the family barber when I was a kid. Everyone said I did a good job.
I'm sure you did, Rokurou. Sorry, but I just don't like guys touching my hair.

This update is gonna be a tough one for Rokurou and things that can't be cut. But yeah, definitely have a feeling nothing good will result from splitting that in twain. As for the bracelet...


They say a picture is worth a thousand words, but I say hands-on experience is worth a thousand pictures. Go on, Eleanor, try it on!
C-Certainly not! Who knows what arte might be upon it? "Let sleeping dogs lie." That is the better wisdom!
Hah! "Nothing ventured, nothing gained." "Worry often gives a small thing a big shadow." Am I wrong?
In this case, yes. "Curiosity killed the cat." "Better safe than sorry."
You're dull as dishwater. "Throw caution to the wind." "You can't make an omelet without breaking a few eggs."
No. "Repentance comes too late." "Too much of a good thing..."
Gotcha! You just said it was a good thing! "Play with fire and you'll get burned!" Right, Eleanor?
Oh? Oh, drat! "An honorable defeat is better than a dishonorable victory."
Not quite. "Even Eleanor sometimes nods." You can write that one down!

Think she's got you, kiddo. As for the mysterious island, you'll know when you've unlocked enough of the menu that you get a special pop-up that says something like "Terror Island Eyewitness Account" after finishing an expedition. I don't remember the exact phrasing because I wasn't recording at the time, but it's something like that. Afterwards, you'll get this skit, telling you more about the situation.



The kid is correct. Eizen first referenced this place back in Faldies Ruins just after we abducted Medissa back in the second act, but no word on it since. Apparently this was the reason it was so elusive.



The end of that skit will have Eizen directing you to the Yseult docks to talk with this guy about the situation. Some of the Van Eltia crew are on the island now and are our beacons to find the place. "No man left behind", as they say. In spite of Velvet's extreme hesitancy, we're going.



But not before we take care of our last business in Southgand. This guy in the second area of Yseult has news for us on a mysterious treasure chest that no man or god can open. And apparently, they've tried, including the Abbey. In a follow-up skit, Eizen reveals he's familiar with such a thing, because he and Aifread encountered such a thing on the mysterious Far Continent. And he claims to know how to open it, too. Sounds juicy.



Huh, the actually ended up resettling this place, didn't they? The conversation you can see on the map is about a still-faithful follower of Amenoch and a follower of the Abbey and Innominat. Sounds like she has some beliefs to reconcile, but the conversation in the inn is more...curious, let's say.



For some reason, this is a normal voiced conversation...except for whenever Immigrant Youth speaks. They just totally forgot to voice him. In other news, Berseria still can't decide between "Palamedes" and "Palamides".



The chest we're looking for is located here, about 75% of the way through the dungeon. Let's see if Eizen isn't just fronting... Treasure from the far continent

Is that the treasure chest from the far continent? *everyone approaches*
Right then, Eizen? How do we go about opening it?
Mmm, I'd still be happy to cut it open, you know...
Don't. You'll probably end up cutting what's inside.
There's a password. It means "wealth" in the language of the far continent. "Van Eltia".



Inside is not fanciful treasure or jewels from the far continent, but instead, a manual for Siegfried. Which makes sense, considering both Siegfried and this "indestructible treasure chest" technology both also come from there. Strange place.

Anyway, a manual, yes. So far in this game, we've only seen Siegfried used as a sort of short-term power amplifier. At least, I assume it is, otherwise Zaveid wouldn't have kept shooting himself in the head with it. Turns out, that thing has a lot more tricks to it. I don't want to go into too much detail on how it factors into the plot of Zestiria, since we'll certainly get to that, but just keep in mind it is pretty pretty important. All we need to know for now is that Zaveid still has it in his possession, so yeah, good odds we'll be seeing him again, too.

Seeing this skit is the end of this sidequest, by the way. It's less a sidequest in this game, honestly, and more of a nod to Zestiria, if you played that game or at least know how it ends. But that's all for that for now, as they say. Now let's get back to that pirate on the docks we spoke to.




Time to figure out what a hellish, blighted land a place called "Terror Island" must be... An island that makes you useless




Hoo-ee! Now this is mighty rare! Looks like we've got ourselves even more guests!
Welcome y'all to Normin Island!
Y'all must be right tuckered out from all that traveling! Why don't you take a load off? Sit for a spell and have a snack.
Wait, did you say Normin Island?!
You heard right! This island is homeland for all us normin.
It's good to be back. I haven't been here for at least 1500 years...
Oh! It's you, Grimoirh! How ya been? It's good to see you!
And you.
If you guys knew what this place was all along, why didn't you say something sooner?
Well, Eizen just sounded so cool talking about venturing into the unknown and all that, so I didn't wanna burst his bubble...
Sometimes it's good to let someone dream, no matter how far-fetched said dream might actually be...
...
Aaaaah... This island is way too good to be true, First Mate.
Everything's so nice and laid back here... I could just relax like this for a thousand years...
So...when people say this place "absorbs power from all existence", THIS is what they meant?
Well, they're not wrong, I guess...
So, what should we do? Do you really think it's okay to mark this island on the map?
Let's not. I got a feeling this might be one of those places that's best kept a secret.
Yeah, you're probably right.
Well, so much for "Terror" Island, I guess.


Ah, don't be so quick to dismiss, Magilou. There's plenty to see here. First up...



Normin who quite like making Zestiria call-forwards. Lots of them in conversations round these parts. There's also a fishing hole past a bridge that I completely struck out on, unfortunately.



Once you get up to the main plaza (past Grimoirh and Beinfu, who are just chillaxin'), you'll come across a giant normin head and this ladder on the other side of it. At the top, this chest opens for a whopping 525 spirits and a conversation, of course. These two buddies are gossiping about Phoenix and going out in the world.



Yeah, we've met.



As for the insides of this head, well...it appears to be a shrine to a golden normin. Not someone I want anything to do with, I think.



Huh, I take it back. We also learn from this guy that Siegfried was named after a guy named Siegfried and he also mentions a Brunhilt, a great malak. Perhaps we'll hear of them again. Who knows?



At the top of Terror Island is this curious mini-game. As you might guess, it's a matching mini-game, but with a twist. Obviously if it was just color-based, that would be too easy. Instead...



It's about matching poses. When you click on a normin, it'll play a short little animation like recoiling in surprise or dusting the ground with one of its feet, and you have to find the normin who has the exact same animation to remove them from the field. That's it.



There's also an evil shuffle normin. There are five green normin on the field, one of them will be the shuffle normin. If you complete the mini-game without activating the shuffle normin, you get more Tales Coins. If you beat the par time of 3 minutes, which isn't easy, you get the Normin Phoenix Hat and Suit for Laphicet. As for me, I had enough to do this update without bothering with this game so I'll have to admit defeat to this horde. I shall have my vengeance.



Zaveid, ever the ally of children, it seems.



Least surprising thing I've heard about this guy yet.



In the main plaza, if you take the path leading down and to the left, you'll eventually come to this, this area's geotree. This is necessary for the last thing we'll be doing at Terror Island for now.



Coin Collector is basically the same game as that Flag Fetcher mini-game we played back in Taliesin, except this time it's coins. And lots of them, obviously. Collect every single coin to win. This same game can also be played in Beardsley and Brigid Ravine, while Flag Fetcher can also be played in Yseult and Lothringin, all for accessory prizes the first time you beat them under the par time.



I mentioned this exchange shop earlier the first time we went to Port Zekson, here it is again. While, of course, there are ways to get stuff like Gold Scraps elsewhere in the game, playing quick mini-games like Flag and Coin make a decent amount of scratch to buy them here. If you wanna get some quick and not-so-cheap, here you go.

But, as mentioned, that's the last of Terror Island for now. There is one more very important thing we'll be doing here, but we'll have to wait until the post-game, unfortunately.




And for the first time in a while, we're back in Eastgand. Obviously on our way to Aball and the Shrine of Tranquility for that sidequest Morgrim initiated, there have been some changes here. Namely, those three green dots on the mini-map, indicating NPCs. In a few locations in this final act of the game, there are malaks just chilling out, waiting to drop lore on any who might be willing to sit a spell and listen. For these three...

Oracles of old were something like exorcists. They had the same connection with malakhim. However, malakhim were the ones who chose their vessels. Still, turning us into puppets and using like tools... The way humans think can sometimes be even more frightening than malevolence.

Siegfried was the first oracle, and bore a flaming sword called Caliburn. This sacred blade was kept at the Temple of Trials, which stood in this land, but now rests beneath a lake. But that, too, must be the fate desired by the great malak Brunhilt. Sitting unused is a purpose in and of itself.

So that name "Caliburn" is our first Arthurian reference in a while, and the history behind that particular name, well, it's quite a story. Geoffrey of Monmouth's work, The History of the Kings of Britain (legendary history, it must be noted, first published in 1136), was the first to use the Latinized word "Caliburnus" to name Arthur's iconic sword. It should also be noted Geoffrey was among the first authors to really popularize the legend of Arthur, positing him and figures related to him as undisputed historical fact. Geoffrey's work introduced many figures and events central to Arthurian mythos, including Merlin, Mordred's rebellion, Uther Pendragon and his brother Vortigern, Arthur being spirited away to Avalon at the end of his story, among other elements. Of course, it is unknown how much Geoffrey actually invented versus what was literary tradition by the time he wrote his "history".

Eventually, when Old French authors began to add to Arthurian lore (in particular, popularizing the figure of Lancelot), Caliburnus eventually became the more familiar Excalibur, most often identified as Arthur's weapon of choice. As for the sword itself, well, in more recent tellings of Arthur, including Malory's, Caliburn and Excalibur are two swords: Caliburn was the Sword in the Stone, whose purpose was to establish Arthur's birthright, and Excalibur was the sword he received from The Lady of the Lake after Caliburn broke in an earlier battle between Arthur and King Pellinore.

As for the name Brunhilt, it's probably meant to be Brunhild, a valkyrie who featured prominently in the death of Siegfried in the Nibelungenlied, and who is another figure that Richard Wagner made popular. Two more malakhim to chat up...


Ordinarily, humans shouldn't be able to detect daemons or malakhim without possessing resonance. In addition, it takes stronger resonance to sense malakhim than it does daemons. That's the reason there are many mroe stories about devils and monsters than there are about angels. So Innominat's revival has increased everyone's resonance without them being aware of it. There were two sacrifices, so the revival was broken into two steps... And humanity became aware of daemons after the Opening, and malakhim after the Advent.
But...what about malevolence?
Malevolence is the source of all this evil, but it also requires powerful resonance to see it. And right now it's being veiled by Innominat's domain and the power of the therions.
Apart from strong malevolence like mine, apparently...

Different conversation...

I was trapped within Innominat's domain. I'm ashamed that I fell into such a simple snare. I must train myself anew under the esteemed Prime Lord Zenrus. But I'm for one heck of a scolding first.


Only point of interest beyond Perniya Cliffside Path is this conversation at the gravestones outside Velvet's home in Aball. Wherein we learn Celica loved her puns. We probably could have guessed based on those flashbacks, honestly. To cheer her up, Magilou even offers Velvet a certain proposition in this scene... By the way, in case you never examined the grave stones themselves, these aren't actually grave graves, but more commemorative of Arthur / Celica's unborn child and Velvet / Laphi's parents / Celica herself.

Otherwise only other point of note is that a fishing spot has opened up in Tranquil Woods. If you have the time, y'know.




Ah, of course. Can't miss it, apparently. Getting close gets you a skit. And of course, a conversation on the far side.



Not even gonna begin to ask what she's referring to here, but the party spends most of this conversation reflecting on the significance of this place and what it means to Innominat. Many destinies have been tied together here.



Innominat or not, this place hasn't changed a bit. The primary objective of this dungeon is just to make it to the end and view all the cutscenes associated with this sidequest. There's no treasures or anything to be found here, and you can also leave via the Shrine of Tranquility any time you want prior to that. To get to the Code Red hunt, just take the teleport Velvet is looking at.




Ah, trying this trick again. Can't fool the mini-map.

So, the Phantom isn't too hard. It can use a few spells, has some slow armored friends as backup that are easily disposed of, and once its gets overwhelmed, it tends to stay that way. Only notable thing that happened here was...




Getting absolutely annihilated by Eizen's second Mystic Arte. Savage. Once you're finished mulching Phantom, go through the other warp to continue.


Scatter!
She really floats like a butterfly...
Stings like a bee... And...


Dammit, Eizen. Do your research. The full line is "Float like a butterfly, sting like a bee. The hands can't hit what the eyes can't see". To be fair, it would be hard to turn that into a line referring to someone else. But he really should know these things if he engages in fisticuffs himself.

Once you've proceeded down the path... The following few scenes will all be in one video. Price of the pact





Seres, take heed. I've now embedded a portion of the arte formula within your corporeal form. Over the next several months, it should take hold and crystallize using the power of the oath.
The arte you'll use to control the power my body has accumulated?
That is correct. Brunhilt, the Sorcerer's Ring. It is an arte that was lost long, long ago on this continent. Reviving it requires considerable investment.
So that is why you tied the oath to my life force. The formula will only be completed once I've...died.
...Do you have something to say?
No. I understand that this is a necessary step in order to realize armatization and bring Innominat under your control. And even though Siegfried possesses a similar power, Lord Melchior has yet to successfully locate it. Knowing that, our research must be accelerated. That is the only reasonable way.
*nods* Then you understand. From here on, you are to focus on completing the Sorcerer's Ring
*nods* As you say.
*turns to Artorius* I trust you're not having any second thoughts about this.
*shakes head* She's a malak, here to serve and nothing more. And today she's proved herself quite loyal.
Yes... I am Seres. I am your malak. I am simply a tool for you to fulfill your ideals.


As this skit posits, he did all this, knowing it was his reincarnated wife. Shigure was right, you know. Artorius can't be having any fun with all this. Further along... The traveler



But the world has also seen its faith and moral purity slowly decay, only to be supplanted by deep, profound sin. Things have gotten so bad that nobody has even realized that the four Empyreans now slumber. I'm entirely certain that daemons will only become ever more rampant... And yet I'm powerless to stop it!
Empyreans? Daemons? What are you talking about?
I'm sorry. You shouldn't have to hear me grumble, you've already done so much for me.
It's fine, really! You've seen so much of the world. Things that I never even knew existed.
Yes... I've seen mountains spew fire, the lands covered in ice. I've crossed stormy seas and ravines deeper than the eye can see.
That's so amazing! Weren't you ever frightened?
Of course! We are nothing in the face of nature. It takes so little for a person to lose their life out in the wilds. But in spite of the terror, those seas...the mountains, the forests, the deserts... They're absolutely breathtaking. And even in the harshest of climes, people still find a way to live there and care out something resembling a home.
Haha, I think I understand you now.
How do you mean?
I can tell you really love this world. Not just that, but all the people who live in it, too.
The world...and its people... *looks down at hands* Do you really think so?
I'm sure of it.

But I can't do anything right... How could I possibly learn to like myself?
*nods* I believe in you, Arthur. I mean, my family and I are already qutie fond of you just the way you are, no matter your faults.
*gasps* Thank you, Celica...


This skit is largely about why the Earthen Historia keeps showing us these kinds of moments. Probably only Innominat knows the real answer.



Looks like we're in for one more flashback. The teleport we took to get here is the southern one. The beginning



I heard that you've finally gotten your assignment. Have they given you a name yet?
Malak Number Two.
That isn't your name. You don't remember anything, do you? ...Ah, but of course you don't. You died before you were even born. I... *takes out comb* But my memories...they came back. And these memories... They forment me. I can never replace them...and I can't undo them...
I don't really understand...
You don't have to. Just know that I was happier before my memories and free will reawakened. If I had one wish, I'd wish that you stay the way you are. *begins leaving*
...You're going?
I'm about to free someone who can kill the strongest Empyrean and the head exorcist. I suppose you could call it revenge...against myself, and against my past. Goodbye. Please...find it in your heart to forgive your mother when she failed to protect you...


This actually isn't part of the flashback; we have actually warped to Titania, as the skit helpfully informs us. Pretty short trip, and we got some valuable backstory along with it. All in all, a successful journey. But once I resumed control, my voyage to the Isle of the Thing returned, and brought back...



Another reference to Tales of the Abyss. Specifically, there was a character who kept rappigs as pets and let's say, had fun doing so. Also, an item you can find here is Tataroo Grass, which is a reference to both an item in Abyss and the first dungeon of the game, Tataroo Valley.



Completing that sidequest also means the pirates have returned to claim Titania as their own, since the Abbey, shorthanded as it is, seems to have no interest in it. Just as well. If you go to the back docks storeroom (next to where we fought Phoenix), you can rest their a couple times for a couple skits. Hard to get a good night's sleep around here, honestly. At least when crocodile men are lurking around. As for this argument, revealed in the first skit, it's about...y'know, honestly? Does it matter what they're fighting about?

But that is it for Titania. For the rest of the game, I believe. Next up...*checks sidequest list* Stonebury? Alright then.




Specifically, to eavesdrop on these guys. Hexen Isle...Hexen Isle...oh yes, that's the last time we saw Innominat in-person before we got the hell out, and Artorius and Melchior (with Daemon Aifread in tow) showed up after we left. We did leave that dragon there, didn't we? While we don't really have any reason to, aside from placating Laphicet and the fact Silva (Malak Number One) is that dragon is some outstanding business. Magilou, in the skit afterwards, is the only one who isn't game, but she'll tag along anyway. Hey, we already beat one dragon, didn't we?



Last time we were here, we didn't get to see much of Hexen Isle because we approached from the northern clearing (where those herb icons are), and cutscenes took over when we went to the center. But once we finish our business with Silva, we can explore this place to our heart's content. That chest I opened in the southwest, by the way, has Satan's Wrath Earrings for Magilou. She has...tastes, certainly.



Right where we left him... That chest in the northeast has an Elixir in it. An awkward mercy


Oh, come on, give us a break already! I bet even Innominat couldn't stop this thing!
Then this'll be the perfect warm-up!
Am I just imagining things...or does he look like he's even stronger?
It isn't your imagination. It looks like he's absorbing the malevolence from all around the Calix.
There's still time to run if you want to. This dragon is no joke.
*runs up to it* I'm sorry, Silva... I used you so I could escape. But this time, I won't run away!


Yeah...if you thought Shenglong is the standard by which we should judge dragons, I regret to inform you you are sorely mistaken. Silva, renamed Hellkite, is a very difficult boss with a *ton* of HP on Intense (200k). Oh, and it can heal itself, but I think only once per fight? At about uh...85% HP, it used a spell called Luminous Gain, which restored about 26k of HP almost instantly, but I don't recall seeing it do it another time, so that's something at least.

Silva has all the same tricks he did the last couple times we fought him, it's just his parameters are even higher (notwithstanding the bump in difficulty since then) and you're just in for a very long fight, even with the ability to open up Power Combos. Your allies will also eventually exhaust themselves (especially when they get Stunned and lose diamonds in the Soul Gauge) and their Soul Gauge, so they're automatically programmed to maintain a distance from Silva when that happens, dragging the fight out even longer. You basically *have* to be good at sidestepping his attacks to keep a steady supply of SG diamonds to continue the fight.




Silva's new trick, when he drops below 25% HP, is a bona fide Tales Classic: Meteor Storm. Usually only acquired by parties very late in the game, and possessed by powerful bosses throughout the series, this is a devastating spell that pummels the field in meteors, as you can see. This saturation spell hits several points on the field, inflicting massive damage on anyone who gets hit by even one meteor. It can very easily wipe your party, so basically, stay away from your party while the meteors are falling to minimize the chances of that happening.

Worse yet, Hellkite casts Meteor Storm *very* quickly. If you don't have at least 2-3 party members up in its grill when it starts casting, Magilou is basically your only hope of stopping it.




Phew...



*walks up to the skeleton*
Phi?
I just remembered something... One time, when Lady Teresa was punishing me, Silva stood right by my side, just like this. He didn't say a word, but his presence was a comfort.
I see.
Sorry, Silva. And...Velvet? Back at Hellawes... Thanks for taking me with you and getting me out of there.
Er... That was basically kidnapping, really.
Maybe, but I want to thank you all the same.
...You don't have to, Phi. Really. You've come a long way. That's because you put in the effort, not me.
*begins looking around* This sensation... Is the Calix still functional?
Well, seems we're done here.
I wouldn't be so sure about that if I were you.
What do you mean?
(The Calix is a series of ancient ruins unearthed and brought back to life by Melchior. But now that he's kicked the bucket, Artorius might be the only one who can actually control the place...) Oh, you know. You can never be too sure of what the future holds, right? That's all I meant, ahaha...


Hmmm...indeed.



Well, I can already tell you Rokurou is wrong, because we still have this guy to defeat. Technically speaking, the final Code Red, because the actual final one, the dragon swordsman, is one of those unusual ones that, yes, does count as a Code Red, but is really part of a sidequest. So far as I am concerned, this is the final one.



So the Demon Rodler I found rather hard, actually. Mainly because he has lots of powerful spells and tooons of Iron Stances to cast them. Spells in this game and Zestiria can absolutely shred your party, which is why I play as Magilou for a significant part of this fight, so absorb what spells she can. Man, I'm so glad Magilou AI's just randomly decided to absorb one of Melchior's spells so I'm reminded what a useful ability this is.



I'm quite upset I don't have three BG to launch a Mystic Arte here, let alone a level 2 Mystic Arte. Would have absolutely shredded him. It should be noted that he broke out of this combo by using his Break Soul, Impact Wave. Enemy Break Souls, if they're used in the middle of a combo, are basically the enemy's free "Your combo's over now" button. Kinda cheap... But like most mage enemies, as long as you clear the way for the spells not to fire, or just absolutely mob it and interrupt the spells, it doesn't have many unique tricks.



A full map of Hexen Isle's treasures. The chest I'm coming from has a Pumper-Upper for Eizen. Let's hope he can motivate himself amply with it.



So these two guys on Lionel Island Wharf, all the way in Endgand. The guide I'm using to make sure I don't miss out on any important content says these two conversations only spawn in the post-game. There's nothing special about either guy, they're just a couple more NPCs who unlock Class 4 islands. Now, I can assure you I haven't defeated Artorius on this playthrough yet, so obviously, that is not true. Normally I'd say it's because I'm on a NG+ save, but there's a third NPC who spawns in Port Zekson who unlocks the final Class 4, but he's not there, so I'm pretty sure that has nothing to do with it. Regardless, after you talk to these guys, all but one of the Class 4s are open.



Back in Taliesin, we actually have an epilogue event about the whole sidequest with Zaveid and Theodora. What's the family gonna say about everything that went down...? Family hour


Has Zaveid been by since last time?
Yeah, actually he finally dropped by here the other day. It was great. We were all really happy to see him again.
What about Theodora?
She wasn't with him, but he made it sound like her problems were finally all resolved.
He said they were going to travel together!
But we don't feel lonely!
Yeah, he said no matter how far apart we are, we'll always be together in our hearts, and they'll never forget us!

Because that's Zaveid's way, right?
Nuh-uh! It's because that's our family's way! All of us!
...And it's a wonderful way to be.
Yeah, that's what I think, too!
Zaveid told us that because he has family here...because he has somewhere to come home to, he'll be able to travel with an easy heart.
And he left us with a huge pile of money. We told him we didn't know what to do with it all, and he just laughed. He said we could use the money to grow our family even more. If you ever see Zaveid on your travels, please give him a message. Tell him: You'll always have a home here.
Of course. We'll make sure to pass it on to him.
See ya!


But the transport's got more than enough as it is.
A few days back, a gald convoy got raid. They lost everything, down to the last coin. Thankfully, no one was killed, but the raid was such a clean job, HQ thinks it must have been the work of a pro.
The daemons already have us stretched thin enough, and now we have to deal with bandits on top of that? *both leave*
*gasps*


Oh, it was the work of a pro, all right. But for now, for just a quick bit of fun, let's head over to Lothringen. Why?



Fetching flags, of course. I was pretty proud of my score here, honestly. Just a little shy of my best time here, but if I had practiced more, I probably could have beat it. That was some expert boarding. But like I said, this was just for a quick bit of fun, for you and me. But as I discovered while I was here, we have more malakhim who have made this place their temporary home. Again, let's see what they're on about...

Long, long ago, in the land of Lothringen there was a haven for malakhim and humans with resonance. There was a sad parting, however, and many of the malakhim chose to sleep within the land. They did so with the dream of a world where humand and malakhim could coexist... But in the end, they were fruit ripe to be plucked and dropped into Innominat's basket. And then they were given to the exorcists. Coexisting with humans is a hard lot. Yes, but giving up on that dream would make the tragedy even more senseless... I couldn't bear that.

I looked at some volumes on history written by humans and they're rather spotty. Spans lasting tens of thousands of years have been reduced to mere hundreds. Recent events are fine, but information from days when malak influence was strong is rife with errors. This is because of Innominat's suppression in the past, but still... It seems such a waste.

...We won't forget what humans did to us.
As an exorcist, I apologize for our brutal treatment of malakhim. I am deeply sorry.
That's only the start of it! Do you even know why the elemental Empyreans were asleep? It's because people forgot to honor them for protecting this world!
I am...deeply sorry for that, as well.
...There's no sense in beating you up over it, but still... Only believing in what you can see with your own eyes may be humanity's biggest failing.

Sheesh. Not gonna get much productive conversation out of this guy. Final one...

The elemental Empyreans are awake, but their powers clash, and the balance is breaking. But what else can you expect after rousting them so impolitely?
Will apologizing help? ...Because we're sorry.
*sigh* ...I'm afraid it won't be that easy, but neither should I be so eager to cast blame. If we don't do something, the world will be torn apart. We will attempt to hold it together by expanding our domain so the Empyreans can find an equilibrium.

The malakhim are a little more chatty than the ones in Perniya, for better or worse. But now, NOW, we're finally done with sidequesting for now. We're finally ready to finish this at Artorius' and Innominat's new pad. But first..



Eh, well, it can be considered both. This is a special weapon acquired very late in Tales of the Abyss that was quite important to the plot. Remember Eleanor's second Mystic Arte, Lost Fon Drive? In Abyss, Luke needed to have this weapon equipped, and specifically this weapon, to use Lost Fon Drive. As for this treasure...

If this is really a key, its owner must have been a giant. Probably stood three stories tall.
What could it be a key to, though? It is supposed to set free a "Lost sound".
Maybe there's some kind of musical instrument locked away somewhere. But where could that be?
Where indeed... The only doors I can think of big enough to match that key are the gates at the sea fortress, but those had no keyhole.
So, to sum it up... That makes this the key to a pair of massive doors the size of the sea gates, behind which a giant has locked away an extraordinary and mysterious musical instrument.
Is that...something that could even truly exist?
I'm sure it does. The world is a big, big place, after all.

Maybe so, but I don't know if ANY world is big enough for that story.