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Part XXIX: The Planet We Beheld

So remember how I said we were done with sidequests before the post-game? Kinda lied about that, but the good news is that the few remaining sidequests left are gonna go by pretty fast. One of them's pretty uh...distinct, too. Let's get moving.



Oh, huh. While I was recording, I didn't even notice that you CAN see the final dungeon from the ground level of the Empyrean's Throne like this. I thought it was one of those "Characters can see it, but you can't" things, but nope. It's right there at the top of the frame.

As you can see, the Empyrean's Throne has quite a bit of stuff for us to do right now. One of them more or less resolves Rokurou's Sidequest, the other is punting us back to Katz Korner for...business you'll soon be made aware of. The third, nearest to us, is a conversation. Since we haven't been to the Empyrean's Throne in a very, very long time, it has, of course, been stocked with much more powerful enemies than when we were first here. Mind you, certainly not so powerful you need to keep on-edge, but yeah.




So these two malakhim are foreshadowing hard. Armatization is a huuuge gameplay / story thing in Zestiria, I can certainly tell you that, and Melchior's science will certainly survive him, as these two malakhim will make sure. That bow the wind malak is carrying is also something we'll be seeing again, something called a divine artifact. Divine artifacts are basically catalysts that can used to allow a human and malak to effortlessly fuse together into armatization, I assume the technique Melchior developed more or less brute-forced the process. Whether these two malakim are right that much more mutual armatization will lead to a brighter future, well...we'll just have to see how that turns out ourselves, shall we?



The dragon swordsman who even Shigure couldn't beat, huh? Time for another Rangetsu to try. Legacy



So for the "last" Code Red, it's not too bad. If you remember how Dyle of all folks fought near the start of the game, Dragonfolk basically fights the same way, including its Break Soul, Helmsplitter. Of course, this guy has much more health, can cast some spells, and is faster and much more aggressive, but makes sense, right? Dodge attacks, open up Power Combos, Mystic Artes, etc. etc. You know the drill, right?

Actually, I *just* learned a major gameplay mechanic the game...kinda never told you about. You can chain Mystic Artes in this game, launching one right after another. How it works is that you launch a Mystic Arte normally, then hold down to the Mystic Arte button and press D-pad directions (on PS4 at least), and, if the character would eligible to launch a Mystic Arte normally, they'll use it right after the current one plays. You can chain up to 6 Mystic Artes in this fashion, which is crazy. For your player character-controlled submembers (here, Magilou and Laphicet), press the corresponding up and down D-pad buttons, and for everyone else, you can just hit, like, right-right-right to have everyone use their's, assuming the could normally use it, of course. The way the game handles it is that the first two Mystics are level 1, the next two are level 2, and the final two are level 3, which we haven't actually unlocked yet.That probably would have made more than a few boss fights easier, but we'll certainly have to try that fun out on-camera. There's not many more opportunities to do so, but there are some. Oh, and by "just", I mean after recording this update's content.

There are actually all kinds of quirks to the game mechanics I never realized, like, you can make voyages faster by just fighting a lot of battles. For some incomprehensible reason, fighting battles while your crew is out exploring lowers the return time by 30 seconds. Mad ups to this guide for some of the stuff I either haven't explained or didn't explain enough over the course of this LP.




Pretty sure I, playing as Rokurou, got the kill there.


Not to anyone but Shigure!
Wait, she's a woman?!
*steps forward* It's okay. My brother died by my hand.

I see... Well done, Rokurou...

Did she just say...
Yeah... You see, this dragon swordsman was a previous Shigure...and my mother...

*Laphicet and Eleanor gasp*

I see... So, the previous Shigure was a woman.
You knowingly killed your own mother?! Why?!
That's just how it goes in my clan. My mother slew my grandfather to take the name Shigure, and my brother did the same to her. It's an endless cycle.
...
But she should be dead. How did she become a daemon?
No, this was a malak. One that was halfway to becoming a dragon, by the looks of it.
So what then, she was reincarnated as a malak? But she still got to keep all her human memories somehow... It all seems a little too convenient, doesn't it?
Maybe her feelings were just that strong... Or perhaps...
Does it really matter? She fought like a real member of the Rangetsu clan would... And that sword belonged to my mother.
Do you think Tabatha knew about this?
If she did, she sure played us for damn fools. We're going to need to have a chat with her.

Indeed we will, but we still have one more thing to do around here. Unrelated to the plot, of course.



I do wonder what that truth would be... But it seems serious. The White Turtlez has entrusted his goods to this Katz while he's in Katz Korner, waiting for us. Something seems to have happened and it's apparently up to us to investigate. I do hope we haven't pushed him over the edge with our constant demands for discounts. But he got his smiles; what could he be upset about? Sounds like we need to get on top of this.



Well, we're *kinda* moving in the general direction of Katz Korner. Maybe? Something like that. Family honor



Don't worry about Eizen, he just wanted to stand all cool, away from everyone else. He's just off-camera.

It was. You knew who the dragon swordsman really was, didn't you? Did you use us for personal revenge?
No. That loss we suffered those 20-odd years ago was entirely on us Bloodwings. Hell, that Shigure was so good, she managed to fight our people off while holding her newborn with one hand!
Newborn? Would that have been Rokurou?!
*nods* I always thought the Rangetsu weren't ones for being sentimental. I was so surprised, I asked her why she did it. She had blood all over her face...but she looked at me with this very soft smile and said... "This precious child has the potential to cut me down and go on to be the strongest swordsman of all... It's my duty to protect him."
...I see. The name will be passed down no longer, but at least that wish I could fulfill. I owe you one, Tabatha.
And I you. That's one longstanding worry that I can now let go.
Are you sure you're okay with this, Rokurou?
The Shigure...my mother...was a strict person. When I was a kid, she was always scolding me for something. But for the very first time in my life, she actually praised me for something. That..felt really good to hear.
Rokurou...
And I also learned why Shigure hadn't been able to carry out his mission. It's not that he couldn't kill her. He just chose not to. To take the life of one's own parent... That is an experience you don't need to have more than once.
Even as an exorcist and a daemon.
Yeah... At least that's what I think.

And that wraps up the final Character Sidequest, as well as you getting Rokurou's palette swap outfit if this is your first time doing so. Although that's the last real sidequest here in Loegres, it would behoove you to stop by the Loegres Villa, now permanently open for access. Although there aren't any sidequests there, there is some important worldbuilding in a couple conversations we can have there. No matter how tight we are with Percival, though, it would still look bad to be inviting Magilou's Menagerie through the front door, you see, so we have to go through the sewers as always.


I intend to eliminate all mention of the Shepherd and his exorcists from the official histories.
You'll pretend as though nothing happened?
Yes...on the surface, at least. But the memory will live on in the hearts of the people. They will be saviors...wizards...swindlers, according to how people remember them.
An echo of how people remember those born with resonance in the past. Those who bear both power and ideals walk thorny paths indeed.
Indeed, they do. But that is how it should be. I believe that those who can bring hope to the world are those who accept-love even-humans' chaotic nature.
All right. But if I can't stop Artorius, all your efforts will have been in vain.
Hah, even so, I will resist until the bitter end. I have words for Artorius and Innominat. "What's wrong with being a flawed human being?"


This guy is the other important conversation in the Villa.

Soon he will ascend the throne as the fifth king of Midgand.
That's...too bad...and also great news? I guess?
Ha ha! Who can say? Given the circumstances, it will be a difficult time to rule. His royal highness intends to revise the calendar in order to help the people make a fresh start.
Revise it how?
Well, we currently use the Desolation Calendar, right?
Precisely. The new calendar will be called the Greenwood Calendar.
Ahh! Yes, I'd say that's a lot more cheerful!
...I see. So Prince Percival has stamped his ideals onto it. King Percival, I should say.

Indeed. Well, this conversation definitely needs to be supplemented. Well, I'm not sure if it's in a random conversation or skit or whatever in Zestiria, but that game's continent (remember, only one in that game, I do remember that), is called Glenwood. It's the whole L and R thing in Japanese but yeah, it's supposed to be the same place. Well, apparently Percival came up with the name. Who knew?



The air seems to have changed around here. I think it's because of that ! in that little arena. Let's check it out...



Oh, Katz Korner actually has a sliding block puzzle mini-game, including some artwork we've seen before (like Velvet and Laphi fishing) and some we haven't, like Eizen and his Van Eltia crew or this one. Well, Novice difficulty is pretty simple, Standard is not. 16 pieces and you have to put it together right. Well, I would have to put it together right if I cared about being good at this, which I do not. I'm sure there's some like, mathematical way or particular strategy for these kinds of games I don't know, but I don't need to have every skill set under the sun. There are no unique rewards for this, anyway, like Mug Match. Thank goodness for both. ANYWAY. Dawn of darkness


What's that song?
It's called "The Hymn of Turtlez". It'z an old family song, a real blast from the past. It's a cursed song, one meant to put chillz down your spinez, but it's almost a waste to singz to youz pipsqueakz.

It's actually a Turtlez take on the OP song for Xillia 2. Same with the BGM playing over this scene, actually.

What? I don't understand a word you're saying.
You willz soon enough, trust me. *jumps down* You likez how nice and darkz this shell is?
Hold on, are you...White Turtlez?
...You've turned down a dark path.
A path youz all sent me down!
We did?


Another reference to Xillia 2, this mask. For some reason, the Turtlez really love their Xillia 2 callbacks, even though they're not from that game. I think the first one they were in was Graces?

"Cook him a new one"? Why?
An' not just Laphicet. I'mz gonna cookz youz a new one, too, sistah! And Rokurou and Eizen and Magilou, you guyz are gettin' cooked, too! I'm up to my shell in debtz! And it's all because of youz guyz and your discountz! I'm so in the redz, I gotz sold off to be made into Turtlez soup! They were dressin' me up with spicez 'n everythin', plannin' to make a whole feast outta me!
I still don't understand a word you're saying.
I want it allz back. I want the good ol' dayz, when I was young 'n naivez. But now my heart and shell, they'z all gone dark as the soy sauce I was marinated inz... Yes! Now I am... Dark Turtlez!

Oh...no? Is that bad? I have no idea.

Because of youz, my old life is gonz foreverz!





So the boss theme for this...fight I'm still not sure why we're fighting, is Betting on the Last Guide, a major boss battle theme from Xillia 2 again, of course. If you're familiar with that title, all of Dark Turtlez normal attacks are artes that either Julius and/or Ludger used in that game i.e. fast, flippy sword attacks, coming from his dual fish blades. And yes, he is fighting with fish.



Try to make more of a maelstrom of light next time, you two. Divide Pain is actually Laphicet's "Break Soul" technique. Nothing special, it just halves all damage taken by allies while it's in effect. It's so self-evident, I haven't mentioned it until now. As for the Dark Turtlez, well, he's very roughly similar to Phoenix, just nowhere *near* as powerful. Oh, he's fast and he attacks quickly and has a wide variety of techniques, it's just he has nothing on the scale of how powerful Phoenix's attacks were.




Even his Mystic Arte, Final Furyz Blade, simply isn't that strong. To be fair, it did leave Velvet, the victim here, with very little HP, but with Phoenix, if I got hit with his, 0 chance of survival afterwards. He used this at like 55% HP, so maybe he can use any time below 75% HP? Or something, I have no clue. Speaking of Phoenix, like his even smaller brother from another mother...




Dark Turtlez has a second Mystic Arte. This one, however, is very easy to trigger whenever you want. Just use any item. Like Barbatos, Turtlez will get pissed off and immediately attack the user. But unlike Barbatos, who would pound your face into the ground if you used any of that item bullshit against him, Turtlez does something special with it here.



This sight of him eating gels isn't just decorative. If you use an item, even if it's not a gel, he'll cancel its usage and take all of the gels you currently have. Yep, a Tales boss messing with the player's inventory. A first, I believe. Oh, and heal about 25% of his HP. I assure you, I already knew about that second Mystic Arte and only did that to show it off.



Oh hey, Laphicet at some point learned Insubstantiality, that spell that immediately vaporized us the first time we fought Innominat back in Titania. Basically, all those orbs represent the damage radius. After a few seconds, the whole thing blows up, damaging anything within that very wide radius.



I think I managed to apply that "Press the guard button before a hit in a Mystic Arte to reduce the damage" thing I mentioned many an update and many a month ago. No other reason why that 76 should have popped up, I should think.



I mean, he's definitely a challenge but seriously, nowhere near as hard as Phoenix.


This is it, then.
Careful, Velvet. If you eat too much salt all at once, your blood pressure will go through the roof.
Truly, he's not a very appetizing color...
Though he does remind me of those noodles from Eastgand.
I wasn't actually going to eat him... Although we do like our flavors thick in Eastgand.
You guyz just don't getz it, do you?! The flavor'z packed in but I'z still low in sodium! And wit' plenty of Omega-3'z, I'z good for your skin, tooz! *begins stomping*
More pride than sense...
It'z not like I wantz to tell yaz all this! But i've been marinated so much... I'z got no life ahead of me but to become the best stewz anyone'z ever tasted... *begins bawling*
Velvet, don't make the guy cry.
How is any of this my fault?!
Simmer down, meow! Don't worry, Dark Turtlez. You're not cooked yet, meow. As long as you don't lose hope, a better tomorrow is sure to come along, meow.
Your wordz are too kind... It'z like more salt on my woundz...
It sounds like what you need is the Katz Pajamaz, meow!
Katz Pajamaz?
It's a fun place to unwind, have a few drinks with friends, and cleanse the soul of all life's pawblems, meow!
Can it really cleanse the soul? Even one as dark from soyz as mine?
Where there's a will, there's a way! It's not a matter of can or can't, meow! The Katz Pajamaz is where go-getters can get together! And grown-ups only! You have to be 2,000 to enter, meow.

Uhhhh....

Ah, that'z no good... I'z just a 999-year-old juvenile.
Eh, with Turtlez, nobody cant tell the difference, anyway, meow! Don't sweat the small stuff! That's the key to getting the most out of the Katz Pajamaz, and, really, life as a whole, meow. Take that to heart, and you can tell everyone you've got the inner wisdom of a 9,999-year-old, meow.

I'll give this Katz Pajamaz a shotz and see if it can cleanse my soul!
Sounds great, meow! Allow me to show you around, Dark Turtlez!

So, what is the Katz Pajamaz?
Well, Eleanor?
I-I haven't the slightest idea.
It sounds like a good time. We should go and check it out!
...Let's not. That's not a path worth going down.
After all that, I still have no idea what the point was. Maybe there wasn't one to begin with.
Oh no, I think today's events hold some significance. Just what'll become of that Turtlez' heart after the "cleansing", though, is hard to say...

Indeed... Well, that was a bizarre sidequest to end this big sidequest-y part of the game on. But now, seriously, we're ready to head to the Empyrean's Throne for realz. In the sky



Huh. Okay... Well, it's nice that we've tracked down Innominat, but, uh, NOW what's the plan?
I don't think even Griffin could get us up there.
And my Guardian takes one passenger only.
I don't think we need to worry about that.
Huh...?

Well, lookie there. A teleportation arte. Looks like we're expected.
For Innominat to fully awaken, they need me and Laphicet. Which means they want to settle this once and for all, too.
Sounds good to me! Bring it on!
...Is what reckless idiots say before plunging into the unknown! Be more cautious!
S-Sorry...
Wow. That was the first time I've ever heard Magilou say something sensible.
A bad omen. Let's be careful, and take a good look around first.
Aaahh, belittling a faithful ally right before the final showdown? Do you not cry? If I prick you, do you not bleed?

Magilou is weirding me out, so let's just be grateful the scene ended there, shall we?



So yes, now we have the warp to the final dungeon open, and, actually, aside from the puzzles to be solved there, it's more or less a straight shot to the final boss. Not even any (required) bosses along the way. But of course, that wouldn't be very interesting to cover, would it? So let's gab with our party members before the final ascent. Normally in Tales games, right before going on to the final boss, the party has one big final scene together where they recount the stakes of the plot at the moment, the chain of events that led them to this, or just a final reflection on things just before the end.

This is *kinda* similar to that ol' trope, but entirely optional. But since it's the last big conversation dump, let's cover them normally, shall we? Everyone's helpfully arranged in counter-clockwise order for when they first joined, so let's go that way. First screenshot of everyone's conversation but Rokurou's will link to the appropriate part of the Conversations video.


First up...
At long last, we're ready to take on the Shepherd's armatus. I can't wait!
Are you ever afraid of anything?
Of course. I used to be scared of losing a fight. I think that's why I could never win against Shigure.
Does anything scare you now?
Now all I fear is running away from a fight I might not win. And I was able to make that change traveling with you.
Really? I don't remember doing anything special.
It's something I came to realize over time. But still...thanks, Velvet.
I don't really know what you're talking about, and I don't need your thanks. If anything, you should be cursing me. If we lose this final battle and we all die, and you'll get no apology from me.
Hahaha, I need an apology as much as you need my thanks. Death comes for everyone. What's important is that I choose how I live in the meantime. That's how I am.
Yeah... That's how you've always been.
Damn right. And that's how I'll always be.

Yes? You can tell me anything.
It's about your... Er...
*gulp*
Why does your hair always stick up like that?
What?
Are you properly drying your hair after you take a bath? You'll catch a cold if you don't.
I am, I swear! It just always comes out like this!
If you're sure... I mean, it's kind of cute, so I guess it's not a problem.
I don't really wanna be called cute.
Then you look handsome with it. I think it suits you.
That's a little better, I think.
I'm happy to please.
*sigh* I never know what to say around Velvet.

I'm fine. Why the sudden interest?
I just... Aren't you feeling any effects from all the malevolence?
What, is that what has you worried?
It's a valid concern!
I can't let it bother me. I've got more important reasons to stick around.
You've resigned yourself to becoming a dragon one day, haven't you?
Yeah. I've long since come to terms with my fate, whether it comes a hundred years from now or mere moments.
You might even turn during our fight with the Shepherd. And if that happens...
You do what you have to, Velvet. I know there's nothing you guys can't handle.
Right... And we will get it done. I promise you.
Then you have nothing to worry about. Go in swinging, and the rest will sort itself out.
I'm glad we were able to join forces with you and Aifread's pirates.
You and I are just two ships who happened to share the same course.
Then I'll thank the seas and the wind for carrying the reaper into our path.

I have to feel like this conversation is at least slightly different depending on if you did that whole thing with Theodora earlier, otherwise most of this would make no damn sense.


Are you kidding? I've never felt so alive!
Y'know, when we first met, I never would have expected you to stick around this long.
Nor would I! It's a funny old world, isn't it? Not one time in a hundred do things turn out how you think they will. We push on through the trials and tribulations of each and every day, we suffer through hardships and failure, we lose the ones we love, and then we die.
Do you think...we were born into this world to suffer?
Eh. What I do know is that if success was guaranteed, we'd never get anything done. Uncertainty is what spurs us onward. Forward we move, if only by one step at a time, toward somewhere different than here, through sadness and anger and joy alike. Life is all about that journey.
Are you feeling okay, Magilou? You're actually giving me sound advice for once.
Hah! Life's not all horribleness. We shouldn't be so quick to lay down and die.

If you keep being so nervous, you'll make mistakes at the worst possible time.
You can't just tell me not to be nervous before our biggest battle! How else am I supposed to feel?!
You're always so serious.
I can't help it! That's just how I am!
Yeah... You never change.
I have so changed! I once was the Abbey's loyal exorcist, and now I'm about to take on the Shepherd himself...and an Empyrean!
That isn't what I meant.
I know. I just needed to say my piece. After all, I'm an awfully serious woman.
Haha...we're lucky to have you, Eleanor.
I'm not sure it's right for the Lord of Calamity to be showing gratitude to an exorcist.
Hey, what good is being the Lord of Calamity if I can't speak my mind?


And that's it for everyone. I do hope that this place can be put to a better use in the future. Would be a shame to have all this go to waste in-between games. There's nothing here right now, though. There's not even anything to examine at the throne itself.






Upon landing in Innominat, the actual name of the final dungeon, we have a couple of skits for the road, but never mind that, because we've got quite a climb ahead of us. Our goal is to go up as high as we can, where it stands to reason Artorius and Innominat await. It's where I would, if you ask me.




The gimmick for these outside areas of the dungeon is teleports. Most of them are deactivated, you need to find these light spheres to activate them.



And yes, that is straight-up the planet we were just on. There's no real explanation for *why* this place hangs out in space other than "It's cool", but it is what it is. Well, it's either space or very very high up in the atmosphere. Floating Doom Fortresses are about as Tales Classic final dungeons you can get. It'd probably be easier to name a Tales where that *isn't* the case, honestly.



Next floor is much more complicated. Each of these 5 teleports leads somewhere different, whereas the one that leads right next to where you came in is the one that actually continues the dungeon. Let's get to work, the only way we can go.



Oh yeah, the bugs around here are *annoying* as hell. Good god. They're fast (move faster than you on the Geoboard), they zip everywhere, and it's very easy for them to catch you in a pointless, drawn-out fight if they do get you. My advice? Just run from these idiots if they do catch you. Waste of time.



This gap took me an annoyingly long time to find and jump over to continue this dungeon. I blame the fact I was playing this very early in the morning. When you jump over, go to the lower platform via a walkway leading down, then head right and you'll find an open portal.



Leading to this dead end. Now, what the hell is that? Well, it's a...Spirit Orb of Twilight. You might wonder what you do with an amber jewel obtained from Innominat. This is related to a major, but optional, part of this final dungeon. Basically, there are 6 jewels, and 6 places to put those jewels. Put them in the appropriate monolith (we'll be seeing one of those soon), and you get to take a warp that just leads to a small area with a boss. Defeat that boss and you'll gain a character's third and final Break Soul. Once you have the third Break Soul and that character is at their appropriate level, they'll get their third and final (kinda) Mystic Arte. The reason you need the third Break Soul for this process is because you need to be using a character's third Break Soul to activate their third Mystic Arte. Eizen and Velvet have the highest level requirements for their third MA.

After you get that orb and Drop Bottle, if you need one, go to the other side of the platform you came from, activate the light glyph, then proceed onwards.




It leads back to the second area, but, you can see the southwestern portal has opened up (where we're headed next), as well as the northeastern, which is where we just came from. Another of this dungeon's gimmicks is that going through a portal on one end means activating it at its destination. Handy.



The Geoboard is gonna be pretty essential to getting everything out of this dungeon you can, as well as moving quickly, as always. This is a big dungeon with a lot of ground to cover, so if there's any place you'd want to surf, it's this one.



Two out of six already. Not bad. Somehow, though, I immediately got bored of jumping over that gap I'm coming from, because there was a light glyph right there. Again, very early morning video game playing is usually not my finest work.



Yep, this is one of them. We don't have this jewel so this is the most we can interact with the monolith right now. Once you have all the jewels, which you can do by the end of the dungeon, it's much easier to teleport back to the Empyrean's Throne then retrace your steps through the dungeon, opening all of them up quickly with all the paths / teleports open. Most sensible way to do it.

As for the way forward, the other teleport here leads back to the hub room, but that doesn't help us progress. Instead, go back to that light glyph and do it right this time. That one will open up the actual way forward, in the center platform of the hub area. Well, what are we waiting for?




It leads to the really cool-looking inner area of Innominat. This area is a bit more linear than the outside, but you'll be going inside and out a lot to progress through this dungeon. This first area is a big spiral, and Innominat's Katz box is in the first landing you'll see. Can't miss it, really.



Innominat's Sub-Lords have uh...weird tastes in henchmen. Despite their strange attire, they're pretty dangerous adversaries, alongside their mage buddies. Still not as annoying as those damn bugs, though. Oh, I should also mention that the dungeon's normal music even plays during regular fights. It's a pretty good theme, so I'm fine with it. The Way of the Embodied Dragon is the official name, if you're curious.

After exiting back out to the outer area... Where birds fly



But boy, such an odd thing to hang in the sky. Wasn't Innominat's vessel supposed to be the earth?
Well, stereotypically at least, gods tend to have a penchant for high places. Gods and other things.
And other things... You mean birds?
I'm talking about people like you.
Birds...

That must be the answer Artorius was looking for. And yet... Is it my answer?
...


The party has differing takes on being here, from Rokurou being impressed at this fact to Magilou surmising that this place is also basically Innominat's body. Also, again, what did I tell you about the bugs here? Seriously.



They wouldn't even be that irritating if they didn't come in swarms of five, and have this move where they fly up out of the reach of the vast majority of attacks and drop little rocks on you or something. Such a waste of time.



Back inside, smash Innominat's green jewel over there to open the path to continue on. Basically, any time you see a jewel, smash it at soon as possible.



I'm glad the brat spared no expense for this place.



The path is completely linear until we get to this room. You'll see the teleporter is next to another monolith and you'll find the door across from us leads to a place we need the Geoboard to cross, so that's out... South is the only way to go for now, it seems.



Oh, speaking of. Again, we'll smash a jewel to create a bridge to the other shore, but before then, let's explore a bit. The nearest room has another gap you can see another Spirit Orb on the far side of, but we need the Geoboard to get it. The other teleporter will lead you back to that first jewel-smashing room, a couple rooms before this one, so no point going that way. Time to break another one, if you ask me.



It's been so long...



While jumping down here isn't on the critical path, if you care at all about sidequesting, what's down here is very important. First up, you'll soon find the Spirit Orb of Soaring Trees down there, the end of the path has another jewel to smash, and then after another drop, you'll find...



This wunderkind. With this and the Bottomless Denore Bottle, we'll never need the Van Eltia again. Yep, we can warp pretty much all over the world map with these two items. The third drop leads you back to that big area with the save point, so it's only a small amount of backtracking to get back to where that first drop was.



Don't get too excited about that description. Yes, it does allow that usage, but only 8% of the time. Still, it's better than nothing, and new equipment to master. As for the latest jewel we smashed, it just opens the bridge to a Soul Bottle, nothing special, while don't forget the other door here, which leads back to the outer area and has the Spirit Orb of the Pale Moon on the other side of the gap. Over a jump on the opposite side in this same area, you can find a Purified Blade for Velvet. Now we can continue.



Alright. We're back to just before that first drop. This door will eventually lead to a Mythril Blade, also for Velvet, and...that's it. Back to that red icon.



Getting ever closer to the fated confrontation. We have three skits here, between Velvet and Magilou, Rokurou and Eleanor, and Eizen and Laphicet. Some nice discussions here, but you know, technically, Magilou still hasn't lost her bet. I'm on her side for this one, sorry Velvet.



Everyone is in very high spirits. Wouldn't have it any other way.



Looks very similar, but it is different room. Left will eventually lead you to a monolith, so we'll ignore that for now. Right we go.



I'm getting altitude sickness here. Smashing the jewel at the very end of this path will open up two bridges: one to a formerly isolated little island near the entrance to this area, and one that branches to that northern platform. The platform just has a normal consumable in it, the other is...where you need to go. How about that? It also has a Spirit Orb of Azure Skies.

The teleporter at this northern platform will lead you to another jewel to smash, and a save point. This is the end of the game, actually. I know that already because this dungeon has been appropriately big / dramatic enough with what we've done so far, and like, every single Tales has a save point right before the final boss. That portal will lead you to the highest reaches of this place and Innominat and Artorius. Obviously, we're ignoring that for now.

This area has a couple Melon Gels in bronze chests, as well as a whole mess of Katz Spirits. Obviously, one is more valuable than the other. So for now, let's warp out of the dungeon and then immediately return to start really clearing this place out. Starting out again...




Our first monolith is activated.



All of these monolith bosses are palette swaps. Including this guy, but he's not a palette swap of anything to be found in THIS game, let's put it that way.



I won't go into too much depth on any of these bosses, but suffice it to say, they're all quite powerful, with lots of HP. Vigilante here in particular is very deadly, with his four swords that can cover a very wide radius in front of him. His most deadly technique is his Break Soul, Asura's Frenzy (not to be confused with his Wrath), where he slashes in front of himself repeatedly and for lots of damage. You definitely don't want to be on the business end of that.

Defeating Vigilante gives you Rokurou's Vengeful Retribution Break Soul. Not his third Mystic Arte because he's not high level enough for that at the moment.




Through this door, take a jump over the gap immediately to your right, insert the orb (done automatically), and here we go.



Cute kid, this Miraculous Mimic. Actually a reskin of the Chimera enemy we fought just before Melchior the first time. This one gives you Eleanor's Strike Drei and Rokurou also learned his level 3 Mystic Arte, Form 9: Final Judgment.



As for the third boss, this is one I could have gotten before now. But let's make up for that. In the second area, go to this map, then go to that northwest warp there. The other warp to the east will open up the final inactive portal in that big hub area, for easy access back to this place.



A reskin of Shenglong, actually. Called the Sky Soldier this time. For winning, you'll get Tyrant's Fete for Eizen.



An example, like what was promised. Has the same activation method as Eizen's previous two Break Souls, but obviously, you need more Souls to do it. Velvet, Magilou, and Rokurou have the most complicated activation conditions for their's. For the life of me, I simply cannot figure out what I'm doing wrong with activating Rokurou's other Break Souls aside from his parry stance + parry attack.



And the fourth. This one leads to the rather strange-looking Lawless Vessel, a reskin of that daemon pot we fished up aboard the Van Eltia. Not our finest hour.



Oh shit, Indignation. The most popular Tales spell. This is interpreted most of the times it's shown up as a hammer of godly lightning, capable of vaporizing even the hardiest of adversaries. In fact, it's the first spell ever seen in the entire franchise; the non-playable prologue to Tales of Phantasia featured that NPC party using it against the Demon King, Dhaos. Most of the time, it's a spell the party only gets quite a ways into the game, whereas in Zestiria it's...well, it IS there, it's just that game's interpretation of it is...different. I dare not say what it is right now. It's not like Legendia's absolutely bizarre "Indignation" that was like a tiny electrical spark in comparison to how it usually appears, just that it's very very different.



Second to last. This one's adversary to overcome is Vengeful Goddess, a reskin of Medissa's therion form. As before, it has Stone'ing attacks, and if everyone's Stoned, you lose. Overcoming its curse will give Magilou Tetra Detonator, a rather powerful ability but one that definitely needs some preparation to pull off, if you know how Magilou's Spell Absorber system works.



You might have noticed I didn't go into or mention this door on our initial trip up here. Well, this is where the final Spirit Orb is hiding, just over a gap to your right. It also has a pair of Stygian Daggers for Rokurou, so don't forgot those while you're here.



And finally, this is the room you're looking for for the final monolith. It's just down that ramp and into the next room. The final boss is Reaper's Slanderer, a reskin of the Xeno Mantis from Fake!Morgana Woods. It's quite a bit more dangerous, but still fairly simple. Just takes a while. As before, make sure you play as Velvet.

Successfully arguing against this slander will get you Velvet's Nightmare Claw, and Eleanor hit the appropriate level to get Gungnir Twister. So yeah, only Eizen and Velvet are left.




But that's all relevant business for the final dungeon. This is what it all comes down to...