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Part XI: The Path of an Adventure



And we return. Before I go on, I should note that, as mentioned last time, I grinded Rose's Item Ordering and Mikleo's Treasure Detection to get the following two skits. Now, as for leveling up those talents, I'm a little unsure of the exact mechanics, but I think it just is a matter of "exercising" those talents. Like, when you're using item ordering, you basically have to keep fighting until Rose mentions an item ordered is in stock at the shop you want it delivered to. I believe that's when that particular skill levels up, instead of it being tied to Rose's normal EXP level, y'know. Same with Mikleo's. Either it levels up very slowly every time he detects a treasure, or it's like "Detect 10 treasures, get x amount of EXP" that kind of thing. Either way, best way to level it up is just to detect a treasure chest over and over. As long as you leave the current map where you detected a treasure, you can come back and detect the treasure all over again.

So how did I grind those out? Well, I went back to a stretch of the Meadow of Triumph just outside Lastonbell. There was a treasure chest I hadn't claimed near the entrance, and some enemy groups in-between. So enemy groups for Item Ordering, the treasure chest for Mikleo, rinse and repeat. Item Ordering was leveled up first, so after that, I just ran back and forth between two gold chests in Lastonbell, aided by Windstepping, to grind those out. Tremendously entertaining, I'm sure you'll agree by my description. The other benefit to all this was grinding EXP a bit, since Hard gives you less EXP than Normal, so I was definitely under the expected level, or at least that's how I felt.

Anyway, yes, the skits. The reason I wanted to get those now was because I wasn't sure if there was any cutoff point for them, and wasn't willing to test it. There is actually a huge cutoff for skits coming up, well, I wouldn't say "soon", but it's not too far out from us. Also speaking of, this game seems to have a strange mechanic when it comes to inns. If you're doing a lot of fighting in a dungeon or something, eventually in win screens your characters will occasionally complain about being hungry or Dezel saying humans have too much energy, that kind of thing. I *think* that influences how fast learning talents is done, as in, the more tired they say they are, the slower they'll learn. Just before Rose leveled up to 12, her Item Ordering meter hadn't moved in a while, but as soon as I rested at an inn, the next battle got her to 12. Is that definitive proof? Absolutely not, but it *feels* like the kind of mechanic Zestiria would have. But yes, in the first skit, Rose teaches the way of the merchant to Sorey, and the next skit is about the origins of Sorey and Mikleo's love of treasure hunting in ruins, and also teaches Sorey "Treasure Detection". It seems like a matter of debate.




When you're ready to sally forth, just follow that path you smashed open with Edna's skill. Village secrets

What is this place? Some sort of warehouse?
You got that right.

Elixir?!
*takes a drink* It's fake. But my body feels oddly warm...
That's because it's packed with energy-drink garbage.
*begins taking another drink*
Did I mention this stuff is highly addictive?
*immediately stops*
Make one sale, and they'll race back for more. Pretty devious.
So is this stuff being sold officially under the authority of the church?
The certificate carries the authentic stamp of the Church of Rolance. But it looks like the sales profits are all going to this village.
So that's what you meant about tracking the flow of money.
*nods* If there's someone in Gododdin who can create an official certificate...
It has to be the missing pope!
That explains the village's mystery funds.
And the malevolence from the chief.
So they're either conspirators, or...
Or the chief IS the pope.
You! What are you doing in here?!


Chief or not, this one's just a normal War Tiger. If you've been to Yder and seen these guys in-action, nothing will surprise you here.



So Rose's Dream Slasher is either an arte I unlocked recently or just now assigned to one of her shortcuts, and man, it's good. It's basically a souped-up version of Glimmer Dragon, where she throws a single projectile down while in the air. This is a shotgun version of that. If all the daggers hit, they can do a *lot* of damage. Of course, against enemies who are small, it definitely won't be very effective, but this is her bread and butter against airborne enemies. Like, those big flying pseudo-dragons in the Meadow of Triumph? Destroyed by this.


It's not the chief?!
So you ARE here to capture the chief! I knew it! I'll die before I allow that!
(Chief) Enough! What is the meaning of this?!
Are you... Pope Masedra?
I see you've done your homework.
What would drive you to do such a thing?
I would ask the same. I never desired the title of pope. So then, why must I continue to perform its functions? I originally joined the holy order in order to give a small blessing--a glimmer of hope--to my family and those around me. But that is all.
But there are so many who cherish you! Sergei and the rest of the knights, and...
I know that! That's why I worked so hard! I did all I could! I toiled for years and years with no self-regard, for the sake of everyone! And then... I took a look around me, and there was no trace of my family left behind. They had scorned me as a man with no regard for his household. What was it all for? What fruits had I to show for my endless labors?
Were you involved with the war against Hyland?
I abandoned everything. The war, my country, even my people. At that point, I was beyond all caring. I fled into the forest to meet my death... But these folks rescued me. The good and gentle people of Gododdin asked nothing of me, content merely to treat me as if I were one of their own family.

Mmmm, I'm not hearing a "no" per se, but I guess it's fair to say he wasn't involved in *recent* hostilities.

And so naturally he wanted to give something back to the village.
Even if it meant dealing fake Elixir.
I care for neither the empire nor the church. Call me a coward if you like, but now, I live for the sake of...my family, the villagers!

I mean...I guess it's not unreasonable to feel that way, if Forton is a general indication of the status of the Church of Rolance these days, but it is a lot of justification for being not much better than a pusher, when you think about it. I guess it depends on how bad fake Elixir is for you in the long-term, but it's definitely not good either way.

Your "family"?
Hmm.
...
I can sympathize with him for sure. But nevertheless we need to bring him back.
We can't get the spiritual powers without deciphering the inscription, and the cardinal is too much to handle for the knights alone.

But on the other hand, I can appreciate quickly changing the topic. Being the Shepherd really is a heartless business, of a sort. Your place is simply not getting involved in the personal affairs or justifications of people; you have a job that needs doing, and passing moral judgments or punishing people unrelated to your task just isn't on the priority list. Sorey's business is what Masedra knows and nothing more.

But, on the other hand, without the protection and leadership of the chief, what will become of Gododdin?
The same could be said for Pendrago. You see the problem?
It was him running away that caused this mess. Why should he get a free pass?
There's gotta be a way around this. Maybe he could crack the code for us and head right back here?
But you know what the knights and the church are like right now...
You think they'd just let him walk away?
...
*begins coughing, collapses*
Chief!
Chief!


So the next thing to do is talk to all those dudes surrounding the chief. But first, there's a save point skit about the Giant's Strength. Sounds like these seraph powers aren't all fun and games for the individuals involved.



It's a dangerous business, to be sure. After talking with everyone... The chief

There's no cause for alarm. My need here is finished.
Everyone, please calm yourselves... *stands up* Worry not. We are safe. The man standing before you is the real Shepherd. Shepherd, there's something I dearly hope you understand. The villagers bear none of the blame here. This was all my doing...
I just wanted to know the truth. That's all. So I'm leaving, as of now. *turns toward Mikleo and Lailah* Is that okay?
*nods*
I'm not sure. But what I do know is that you seem to trust this fellow. And that's enough for me.
Rose...
Some things in the world come down to more than just black and white.


I am sure Sergei and the knights will understand as well.
But the issue is, how are we going to get through the cardinal's domain?
Yeah, that... I wonder if we can crack it.
The inscription's code?!
What, ourselves?
It's not that crazy, is it? It's a man-made puzzle, after all. Might even be fun!
That may be, but we better at least ask this guy for a hint or two...
Shepherd, if you don't mind, please follow me.

Now, supposedly, after this scene, another inn skit spawns, but I rested for like a dozen times, and nothing. I might have an explanation for this, though. Remember when I mentioned resting at inns might be a very important part of grinding Support Talents? Well, while I was grinding, I did just that, and I triggered a skit between Dezel and Sorey that was mostly about Cardinal Forton. Whether that's the same skit, well, it would certainly explain why this didn't trigger right now, because I got it off-camera. I'll just have to file that away for when you we get to the skit player (hopefully).



Moving on, this curious ore is our next landmark. Looks...vaguely familiar, actually. This is actually vermillion ore, which we last heard of in Berseria as the key ingredient in that game's church's scheme to raise money for the construction of the Empyrean's Throne. Sounds like those schemes survived the ages, too, at least in a significantly different guise, as this skit so helpfully reminds us.

Vermillion Ore posted:

A red ore used as a revitalizing supplement. However, it is rather addictive and should be used sparingly at best.

Following the chief again...



...
"The Shepherd is granted four powers: earth, water, fire, and wind. They are the blade that shall cleave the Lord of Calamity. Scattered across the land are the shrines of trials. They too are of earth, water, fire, and wind. Tests they are of power and spirit. The power is brought forth in the spirit, and the spirit captures the power. With balance may malevolence be purified; with imbalance does the body smolder and burn. Test thyself, Shepherd, and brandish thy might! Rise to the challenge, and stake thy will on the outcome!"
The sacred inscription!
He had it memorized?
Not bad! Even if it's still gibberish.
What he means is--
We can obtain four different powers in four different places. And for each one you have to pass a trial. I think.
What he said.
Got it. So we just have to find those places!
Yeah, or... Don't tell me this is one of them!
Indeed it is, Shepherd. This is Igraine, the shrine of the trial of fire.
May we enter? Funny time to start asking permission, I guess.
The shrine of the trial is rife with danger. I cannot guarantee your survival. Will you still go?
Of course. Hidden powers in a secret shrine? I'm there!
Then go forth, young Shepherd, and face your trial. This place exists for you.


Welcome to our first trial dungeon, the four of which will encompass a significant part of the game. This first one is named after Arthur's mother, Igraine of Cornwall. As previously mentioned, she was, before conceiving Arthur, the husband of Uther's erstwhile ally, Gorlois. Uther managed to sleep with Igraine by deceit, aided by Merlin's magic. There are a number of accounts of the number of children she had, with the two most important of course being Morgan and Arthur. Like many other Arthurian characters, there's no like, definitive account of her death, but she surely fades from prominence as the focus of most retellings switch to Arthur's generation itself.

Before we get started here, I would very much remiss not to mention the really good music here. You can really tell Go Shiina's style when he works on a song.




...Maybe next time. So what's the main gimmick around here? Well..



Torches, of course. So there are two types of torches to be found around here, ones you can light from any direction, like these, and trickier ones, that require you light from a certain angle. Those appear a little later in the dungeon, but both work simply enough once you know what kind of torch you're dealing with. Just light them in order of the Roman numerals at the base of each torch. 4 is notated as IIII, instead of how it *should* be notated, but eh, details. Also, there's no time limit on how fast you have to light the torches. However, lighting the torches in the wrong order will extinguish everything you've done up to that point.


But it sure has some guts rolling around like that!

Flame Rollers are probably the most dangerous enemy type, with the easiest being...

(Boar Heddin) It's a Boar Heddin. A vindictive hellion covered in flames.
So it's roast boar, pretty much.

Pretty much. Boar Heddin is as hapless as it was in the sewers beneath Roundtabel Palace back in Ladylake. Not really a concern. As for the third common enemy type...

(Blazen Wolf) This wolf can breathe fire. Be careful of its side attacks!
So we can't just step around 'em.

They're mostly annoying because, on the environment map, they're faster than you can run at normal speed (as in, not aided by Windstepping), so you'll often be forced into fights with them. Other than that, they're fairly simple enemies. It should also, of course, be noted that Water form is particularly powerful in this dungeon, not just because of the fact every enemy here is weak against Water, but also because of the naturally-strong attacking pattern of Water form. Wind makes a decent second element that is neither advantageous nor disadvantageous. For the uh, fire spiders...

Orb-weavers are among stronger spider hellions.
Be careful of its merciless consecutive attacks.

To start this dungeon off, the ultimate goal of it is to raise the lava level of the lava in the lower area of the center of the dungeon. This is in order to Wind Rush to the center platform and the elevator in the center platform. To do that, we'll need to light two torches on the upper level. The first one, well, simple enough. When you exit out of the first room, don't take the stairs down. The next room has another simple torch puzzle, some treasures (including a Flame Ward. Very useful for this dungeon, you'd guess), and...



Once you light this torch, you're done in this area, and can go downstairs.



Yep, unlike in Berseria, where you had to defeat certain bosses to unlock the harder difficulties, in Zestiria, you unlock them just by fighting and winning enough battles on the corresponding lower difficulty (so Hard for Intense, and Intense for Chaos). As with the other Tales games I've done here on SA, I've got nothing to prove or accomplish by going harder than Hard.

As for continuing the dungeon, clear out the lower level before moving on to eventually find a variety of treasures, including an Ortlinde tiara for Lailah, in a wooden chest in a far room. Ortlinde is the name of a valkyrie, by the way. If you light some torches out to the center room before going upstairs, you can find a Burning Dash in a silver chest.




Upstairs, again. The direction Sorey is facing will soon lead to a T-intersection. You can see a normin from the intersection itself, so don't forget Shokk before you leave.


They can't even see us.
But what if they could?
They still can't hear us.
Well what if they could see and hear us too?
We have different values.
Oh right...
That's a good point.

Such an optimistic bunch...

The large room near Shokk we haven't explored has a Crimson Veil in one its treasure chests, and a torch puzzle, once solved, leads you to...





Yay, we're nearly done already. And this screenshot also points out our latest landmark, that massive chunk of vermillion ore. As [https://youtu.be/WgWXSoejhms?t=127]this skit[/url] points out, to produce such a large chunk of this stuff, there has to be something good here.

Large Rock of Vermillion Ore posted:

A gigantic rock of ore hewn by an impossibly powerful seraphic arte. It gives one a sense of the mysterious yet terrible wrath of the Five Lords.



So speaking of gameplay mechanics, let's talk Luring, since for a future skit, I need Dezel's at level 12. Call me proactive. Really pretty simple. In the current dungeon (it only works in maps with enemies, of course), if you've defeated a type of enemy that appears in it before, you'll get the chance to set that enemy as more commonly showing up. Now, I think this only applies to them randomly appearing in any given fight. Like, here, if I got into a fight with Flame Rollers, I *think* what Luring does is making Blazen Wolves show up more frequently in fights with those. That would make the most sense, anyway. Increase the star ranking there to increase that chance even further.



If you want the most treasures, go back to that first main room opening at the bottom of the first stairs we went down and cross over the platforms to those chests in the distance. You can find both a Dragon Tail for Mikleo and Vellum for Lailah in 'em. You can't get to the central platform from here so you'll need to backtrack to the other side of the lower level to do so. If you picked up the Burning Dash earlier, yeah, go back there.



Once you've finally made your way to the center, follow the usual torch puzzle conventions to unlock the elevator in the center. Taking that will lead to the lowest level (can't be cool down there) and the end of the dungeon. However, we're taking a little detour to the left first. It has a couple enemies and chests in it, one with a Chocolate Gelato and another with a Madeline, but hey, it's not like we'll be back this way. Or will we?



I was expecting a bit more of a welcome, but we're in a connecting hallway. It's fine, for now. The nearby save point has a skit attached to it. Well, no disrespect toward Lailah, but she never struck me as some super powerful fire seraph. But she's the best we've got, or will likely ever get, on this adventure. That, and, sure enough, there are very few seraphim capable of using their power to burn away malevolence.



A'ight, so this is a little better. Burning fire

That crest...
So this is the shrine of Musiphe, one of the Five Lords.
He was the first seraph to call forth flame. It is said that he appears only at the beginning and the end of the world.
Meaning we don't want to meet him.
Sooo... Now what do we do?
*turns around* That stone slab sure looks fishy! Dunno what it is, but maybe we can take a stab at it.
Take a slab at it.
*shocked*

C'mon, Rose! It was *right* there! Lailah is not going to let you forget this blunder.

Ancient lettering.
It's not encrypted or anything. I can read it. "To those of good will who would stand against evil:"
"Place thine hands upon the monuments in the cardinal directions, and my--Musiphe's--purifying flames shall be bequethed unto thee."
Whoa dang, you're all smart and stuff!
Eh. I like ruins.
So what does it mean?
Well, uh... Basically, if we put our hands over the four monuments, we'll get the power of Musiphe. I guess.
Well, shoot, that sounds easy enough!



Must be his domain!


I don't see anyone else around here who could be causing this. So this enemy, Salamander, is our next boss fight, but this first phase is a massive gimmick. We have no seraphim and are under permanent Burn. These are unacceptable parameters, so while one human is distracting our latest adversary, take control of the other and touch the four slabs on the cardinal points of this arena. Salamander may very well break off the bait and go after you, but above all, avoid fighting at all costs and touch those monuments. After touching the fourth...


We're back!
Guys!
Yes! We broke through the domain!
And my burns healed too!


Don't know if I'd go *that* far, but we are on a far more even footing, yes. So first priority will be immediately armatizing with Mikleo and picking off those Blazen Wolves, while trying to lock down Salamander as much as possible. Although mob enemies, they are plenty dangerous on their own, let alone with a boss in our face, as well. Surprisingly enough, it's fine to keep Lailah on the field as well, since Salamander is not strong against Fire. He is against Earth and Wind, so only use those two if you have no other options.



A situation like this is absolutely perfect. Everyone is locked down very nicely. Early on, Salamander has no long-range attacks, most of its attacks coming from its sword or the Pyrogenic Ring spell, which only works at close-range.



I found a pretty good method of staggering this guy to be when he whiffs a sword attack, either by you dodging or sidestepping. He'll be wide open for a combo that will do some good damage.



You can also do it against Fire Breath, but it's definitely the more dangerous attack to dodge. Around the time he starts using Fire Breath, he'll also add Burning Strike to his line-up. Remember Meteor Storm from Berseria? This is basically a much-weaker version of that. Not a big deal.



You can see him with a small sliver of HP; pretty sure that's intentional. Regardless, this fight is over.


It can't be purified?!
I would think not. Despite appearances, this one isn't a hellion.

??? Well spotted. This form you see is but a facade.

May we presume you are one of the protector seraphim who serves the Lord Musiphe?

??? Quite so. I am Ekseo, the protector seraph of fire.

Hmph. Were you acting as a hellion just to test us?

??? I needed to verify you were worthy of receiving the blessing. Be not aggrieved.

And the result?

??? You passed the trial of strength. Accordingly, I shall grant you the power of Musiphe, deity of fire amongst the five lords. Lift up your sword.

Thank you, Ekseo!

??? These flames shall carve the Binding Brand.


Binding Brand?

??? It is very simple. Choose either yourself or your fire seraph, and with these flames, char their face.

Huh?!


Not sure if that's supposed to be reassuring...

That is not the problem!

??? You sought to undertake this trial. Are you not prepared for the consequences? Answer me, Shepherd! To whom shall you direct those flames? What shall they scorch?!

I...



Sorey! No!

Lailah!
Please! You mustn't attempt to carry the burden entirely alone! In its enormity, it will surely wound you! And then... Once more...

*lets go*
I'm so sorry. I wasn't myself. Fethmus Mioma!



Incredible!
Whoa, what was that power?

??? The spiritual power of fire left by Musiphe. The power needed to break the hellion's domain... And to stand against the Lord of Calamity.



??? An excellent answer, Shepherd.

A hellion! Wasn't it purified?!

??? Not a hellion. This is my true form.

Oh? Well, I guess that's all right then.

??? Ha ha ha, nothing gets past you! Just what I'd expect from one who passed both trials.

Ah! So it was a test of strength AND spirit!

??? Let us exchange introductions once again, Shepherd Sorey. I am the seraph Ekseo.

So this was all intentional? Pretty devious of you.

??? Unavoidably so, yes. It is the Shepherd's fate to oppose the deviousness of humans. If the theatrics were, perhaps, a little much... Well, I was after all, once human myself.

Really?!

??? My my, you really don't know anything, do you? Long have I been a seraph, but I was not born as one.


There are two types of seraphim. Those who were born into it, and humans who became seraphim at some point.
Is that right?
That's news to me!
(mutters under his breath) So were the Turtlez seraphim just turtles before?

??? You're Lailah, correct? You obtained the flames of purification through the oath, I see.

If that's the case, that would mean that normin seraphim must have came from just...normin.
Hold on a sec. What exactly is a normin?

Those lines between Sorey and Mikleo aren't subtitled, and in-between the music and Ekseo's booming voice, had to listen to this a few times. Sorey definitely says *something* at the end of this particular line but I couldn't hear it exactly. Possibly only Robbie Draymond knows. Speaking of Sorey's voice actor, he also plays a main character in Code Vein, which I just recently finished. What a world. I think Namco localization has kind of like, a stable of English voice actors they regularly call on for roles in their games.

??? It must have taken great determination. What was it you lost to obtain the power?

It looks sort of like bears, but they also have mousy kind of bits too.
Nothing. Just by being here. Sorey gives me back far more than I ever lost.
Then, why not just call them mouse-bears?
That would just be too easy!
I... What now?
Oh, nothing! I was just saying you're like an apple gel! You both restore health and taste great!
Huh?

??? Hah hah hah! For a Shepherd, you're more amusing than I had expected.

What's that supposed to mean? People keep saying things like that.
I'm sure it's a good thing. Come on, let's go!

??? Three trials yet remain. Keep your wits about you, and be ever steadfast!



Yeah, if you never went out of the critical path and wandered into one of those areas with an overwhelming malevolent domain, where your party members were crippled by status effects, this pop-up would make no sense. Since we *have* seen that, though, getting Proof of Spiritual Power: Fire, removes Permanent Burn from Rose and Sorey. I'm not sure if that also means Lailah is available for armatization in these zones, but I reckon the game *really* does not want you going places you're not supposed to.

But yes, armatization forms now have Mystic Artes, but unlike regular ones, these ones aren't all acquired at once. We'll need to finish the remaining three trials to gain access to the other three armatized Mystic Artes, as well as needing a total BG count of at least 4. But to hell with that, Sorey's got a...burning question to ask.


Rose, he called me "amusing". Am I amusing?
Just the way you ask that makes me inclined to agree with him.

That settles that, don't you think? Once that fight is over, and you've collected Shokk and the Large Chunk of Vermillion Ore landmark, there are no other points of interest in this dungeon. Just make sure to pick up the monolith on the way out, though. Other than that, and a Flame Ward I didn't pick up, nothing at all interesting happened on the way out.



Nice to feel the cool inn air, right? We don't know what's going on in Pendrago, at least, not since we've been out, but sounds like we're headed there next. The journey continues


We managed to overcome the trial. Now we have a chance against the malevolence of the cardinal!
The Forton I remember was sincere and devout, with a sense of responsibility second to none. How could she do something like this? No, perhaps I don't have the right to say such things.
Malevolence and the hearts of mankind... Sure is complicated.
Yeah. I do hope we find a way to bring salvation to them. Someday.
Agreed.
If anyone can do it, you can.




Hmmm.... Anyway, right after that scene, yet another skit at the inn spawns, this time about Dezel's continuing network of dog support. Maybe he can call them for some backup.




I'm pretty sure this is an example of Luring working, since I had set Trolls as appearing more often just after I left Gododdin.




Lailah clearly flexing her new power here.



Now I'm SURE this is Luring working. After I, uh, *purified* one of the Scaled Birds, a bunch of Brutaurs showed up.


Sounds splendid! Shall we give it a try?
I'm not sure this is what the powers are meant for...

I think this is *exactly* what those powers are meant for, personally.


The church has asked the emperor to have the Platinum Knights subdued and disbanded. They have even accused of instating a false Shepherd and plotting a rebellion.
That was quick. Do you think they already got word of events in Gododdin?
This is 'cause I got involved.
You're no fake. They're just making up excuses to do what they want.
Go see the captain in the knights tower if you want to know more.

Well, she moved fast, assuming our trip to Gododdin technically didn't take that long. Still, though, the trip has tuckered the party out, so we're stopping by the inn for https://youtu.be/WgWXSoejhms?t=250]a skit. She may be an expert assassin and second to the Shepherd, but she does still have a business to run on the side. Even if that means stomping all over poor Lailah's feelings.

Returning to the knights tower... Two-pronged attack



Sorey! Thank goodness you're safe!
Is it true the cardinal has ordered the suppression of the knights?
It is. I suspect this letter we received was the last straw. *hands Sorey a letter*
"I, Boris Strelka, have witnessed Cardinal Forton engaging in an unspeakable ritual. Using vile magic in the holy shrine, the cardinal is unleashing incessant rains upon Pendrago."
The cardinal is the one making it rain?!
You can't be serious!
Considering the power of her domain, it isn't all that far fetched.
There are seraphim out there who've moved the continent.
Moved the whole continent?!
Sorey, let's continue reading.
"Cardinal Forton is the evil behind the ongoing curse of the empire and its people. Regrettably, I have already fallen prey to the curse of the cardinal. I entrust the rest to my brother, Sergei, and my comrades."
If it's come to this, then we have no choice but to fight against the cardinal! Sorey, where's the pope?
There's something I need to tell everyone about that... But you might not like it. *tells the story*
I see... So he's not coming back.
I'm sorry for deciding without you.
The pope isn't coming back?
But now what? He was our shield!
We've been betrayed!

It is we who shoved our duties onto the pope. It is we who are to blame for the consequences! Some things we must do ourselves, rather than depend on others. I swear on my lion's sword!

Wait! No ordinary humans can hope to take on the cardinal!
You've done more than enough. I do not wish for you to bear the same painful burden that the pope had to.
You know, Sorey, even if it is for the people, this is still a political battle.
So what if it is?
Well then, how about this? We'll investigate the cardinal's possible involvement regarding the rain from our end. In the meantime, Sergei and the others can try to convince the emperor to believe his knights.
So, ultimately, Sorey means to fight the cardinal after all?
Our goal is just to clear up this mystery. Don't you want to know?
Yes, I do. I'd like to find out if there truly is something causing the rain.
I must apologize. It seems all I can do is put you in danger.
I'm more worried about you. If the emperor sides with the cardinal, or takes a hands-off approach, either way you guys are screwed.
If we can convince the emperor, we should be able to capture the cardinal.
We'll get him to see the truth. For the people, and our comrades.


Sure, he complains, but you can always count on Dezel, right? Just return to that antechamber of the shrinechurch to continue. The room before we were so rudely interrupted by Forton turning everyone in sight to stone.



You got it!


Yes!
But...even so...
This is some malevolence.
Do you think that it could be Maotelus who's possessing the cardinal?
What did the cat in the bird mask say? "Me Owl"!

*chime*

Felt like the domain had been restored for a second.
Are terrible jokes also part of your oath?
I... I was really proud of that one.

Awww...

I'm thinking it's not Maotelus.
Why?
Ekseo was a servant of Musiphe, one of the Five Lords like Maotelus. This domain is rather strong... But not leaps and bounds different from Ekseo's.
Huh. When did you start making logical arguments?


And with that parting shot, we begin our latest dungeon. This one's a bit more complicated than the others we've been to, but not overly so. But first, let's see what's on Rose's mind.

Hurray! I didn't burn all my toenails off for no reason!
Now we just have to purify the cardinal...
Don't be getting ahead of yourself, now. All we've achieved is an equal playing field.
I didn't realize the shrine went so deep...
Looks like it's not going to be as easy as we thought to get an audience with the cardinal. From what I heard, the inner part of the church is shaped like a labyrinth, to make it sort of a pilgrimage to visit the Five Lords. I guess we just have to tough it out and walk the whole way. After all, what's an entire churchy-maze to people like us, eh?

Quite right. If a labyrinth put us off, what chance would we have against Heldalf? The next room will return to the room with the sacred inscriptions, now thankfully understood by us. But this is also our next landmark, so do stop by. Even Sorey quickly picked up on the meaning, just by hearing it once. And Lailah here to lay some truth down on this. Back in Berseria it was a thing early on that nobody had actually seen any of the elemental Empyreans (the same beings as the Five Lords), so their existence was only theoretical, but it seems knowledge of them has spread in the human and seraph worlds.

The Sacred Inscriptions posted:

Monoliths said to contain the mysteries of the Shepherd's powers. Their complex script is completely indecipherable by common folk.

And even uncommon folk, like us, if they don't know how the cipher works.



What's they're referring to is the fact these last set of doors open automatically once you get a bit closer to them. As long as we're invited guests, I see no harm in showing ourselves in.



So this dungeon is a labyrinth, as you might be able to guess even from that brief snapshot of it on the radar right now. The primary objective of it is to locate four rooms like this, one corresponding to each Empyrean. You'll want to grab the tablet on the altar in each, and then use all four to enter the room where Forton undoubtedly awaits. For now, start off by grabbing this, the Red Iris Gem: Tva, to get another window into the Earthen Historia.






Interesting... Lailah's in a good mood in this skit because, even though the figure we saw was undoubtedly Lailah and a former Shepherd, Sorey and Mikleo don't pry into the details, beyond confirmation those images are what they seem to have been. Based on what she said to Ekseo, previously, it seems she is indeed quite troubled by whatever happened to that previous Shepherd.

Once you're done with that, make sure to examine the altar again to acquire the "Small Red Tablet", which will allow you to open up red doors.




Quite like these ones. In the passageways beyond, you can find a new monolith in the distance, as well as plenty of enemies roaming the halls. They include...

(Living Armor) Pretty sure I've mentioned that hellions can possess objects...
Does it mean that it can master its owners' sword skills?
You're a sharp one. Avoid close combat if you can!
(Lizard Priest) It looks like some kind of priest to me.
And I have a feeling it's pretty good with artes from the way it looks.
Don't judge a book by its cover.
(Devil) And here I thought devils only existed in books...
For real? Anything goes at this point.
Be sure to watch out for its spear!

All of the enemies around here are fairly easy to beat, but it can be a little tricky to fight because the corridors are fairly narrow around here. Even so, it's not hard to beat even large groups of any of the enemies here.



This is the second of...two large areas of the Shinechurch. The ultimate goal of the dungeon is that little indentation in the center. But we're going to ignore that, because we only have one of four keycards. There is a save point skit attached to the save point right in front of the door, though, so you can get that right now.

Instead, your destination should be that circular room at the bottom of the map. There's a Fire door there and you can pick up the Earth keycard there. The next stop after that is generally moving up and to the left, up a short flight of stairs, to another of these conspicuous circle-rooms and pick up the Water key. Nice, 3/4 already. The final one is a little tricky to get, but we'll get to that soon. First, go back to the first large room and go to an oval-shaped room in the center of the map to pick up an Angelite for Dezel, as well as some minor treasures in the same room.




The circular room on the far right of the first map isn't where we want to go. Instead, we want the far-left green diamond. This room is a bit tricky because there are two locks over it, one we can open, and one we can't. Near it, there's a circular room with a Chiffon Cake and Resistance Shoes in it, and while you're there, you can go to that far-left diamond.



So once you grab the Wind crest (incidentally, in the very same room I'm currently in), the critical path has you approaching that important room from the north. If you want, you can follow the southern path now to eventually each a circular room with a Hanging Hair (right) accessory in it, but you can skip this part until after you get the final crest.

Once you get it, there are two doors you can now access. In the top right of the first room, the Wind lock hides a Kingly Waistcoat for the guys and a Peach Gel. In the far southeast of the second room...




They all looked the same to you?! Each hellion carries the burden of their own unique life with them.
Maybe they all look the same to me because I haven't trained enough?
Well, I can see why we'd all look alike to them at least.
Hey now!

Well, not that, but I couldn't leave this victory screen out.



This little guy is the only thing in the only as of-yet unexplored room. There's nothing stopping you from picking this up after the boss, or whatever's gonna happen in the center of the labyrinth, but hey, we're here, aren't we?

In the center room... The cardinal




What a dreamboat.
He's awfully cute!
Huh, is this kinda guy your type?
Oh, I don't know about that...
I don't dislike it. It's lifelike and artistic.
Seriously. It's almost like they're alive.
Almost like they "were" alive, is more like it.
Huh?

Oh no... You don't suppose this is Sergei's brother?
This statue... It's human!
A hellion that turns people to stone? For real?
I've heard such tales. In particular--

??? Such unpleasant cacophony. Kindly refrain from disturbing my prayer.


Is this prayer of yours what's causing the rain?
Yes. Quite so.
Why?!

The people's desperation shall serve as fuel, spreading the flames of victory for the empire. To those who would stop me...

Look away! If you make eye contact, you'll be turned to stone!
Dang!
I'll break us through!
*steps forward* Get back! *shoves Rose back*
Fool! I can grant a seraph eternity as easily as any human!


*shoots his pendulum at her*

Heh! Looks like you should've saved a little eternity for yourself.
You monster... How did you--?!


So that's it.

Dezel... Your eyes...
You're...
*picks up his hat* Pretty handy, huh?

...Yes, yes, I know I should have left Dezel in his normal haircut / hat for this scene, but 1) I forgot this bit and 2) it's fun to use your imagination a bit. I *think* what happened here is Dezel's haircut stayed normal, since I don't believe you ever see Dezel's eyes in any context.

Enough! No more eternity for ANY of you. Those who dare to interfere with me...shall be slaughtered like lambs!
*gets into fighting stance* Here it comes! When it opens its eyes, give me the armatus!


So Forton is a very interesting fight, that's for sure. In the first bit of the fight, she's fairly simple. Basic spells, basic attacks, and her Summon Backup ability merely calls in a single snake ally. Even if she succeeds in summoning this enemy, it's entirely ignorable, as it'll likely get caught in the crossfire and wiped out without you even really knowing it was there.



It's when she busts out Gorgon's Eye that it's time to pay attention. This ability also showed up in Medissa's hands in Berseria, but I'm pretty sure it's more evil here. Petrification is a *very* nasty thing to get hit with, and I think you're about 100% guaranteed to get hit with it if you're facing in the direction of those eyes, even if you block.

So, how do you undo Petrification? You don't, really. If someone gets Stone'd, not even a Panacea Bottle will cure them. They're just totally out of the fight until Forton KO's them, or the fight ends. This means it's easier than ever to get wiped by this ability, since she can one-shot your entire party if Dezel isn't in the active party. Interesting fact is that even if your entire party gets Stone'd, the fight doesn't actually end until Forton KO's everyone. She was serious about not letting anyone in the party even live as a statue.




So aside from dodging the attack, how do you defeat this technique? Begins and ends with "Dezel". Dezel on his own is immune to Petrification, and, linked up with either Rose or Sorey, makes the one he's armatizing with immune, as well. Gorgon's Eye does a little amount of damage on its own, so it's still dangerous in that sense, but a couple hundred HP is a big step up from a Super KO.

Once you've overcome THIS Gorgon...



W-What the?!
I am not...corrupted...by any malevolence! *gets back up*
We can't purify her?!
Lailah, try again!
Okay!
I have a duty...to guide the people! I must... I must see it through!
She's got too much malevolence.
We have to stop it somehow!
We can't unless the cardinal is willing to change her way of thinking.
Not gonna happen. Sorey. If a heart set on justice starts generating malevolence, how do you think it should be stopped?
Well...
That's what her angle is. She thinks her own personal justice and a universal sense of justice are one and the same.
*gasps*
We'll have to kill her.
Kill me? Oh really... Tell me, if I were to die, who would be left to lead the country? What do the young emperor and the knights understand about politics?! If the Shepherd saves their souls, will that stop them from starving?! *begins thrashing about* My... My duties... My responsibilities... Justice shall prevail! *cackles* I shall be their savior! *cackles* I shall be their guide! *collapses*
Her spirit is shattered.
She'll never be human again.
Her malevolence was increased by animosity.
Towards us... *steps forward*
Huh?!




It's the only answer I can find. Sorry.




May these weary bones find peaceful rest.

*flash*


Why?
I do recognize your determination. But even so...

But, Rose...
Remember: Your job is to give life. Mine is to take it. Got that?
Rose...
*claps hands* Now then! Let's leave the cleanup here to Sergei and the others. It's their job from here on out. *leaves*

I had always thought of Rose as tough and callous. But I see now that's not quite right.
Just the opposite.
Don't let her see you frowning like that. You don't want Rose's feelings to go to waste, do you?
I don't... But I just... I feel so bummed.
Yeah. We all do.

Mmmm, that was some heavy stuff, eh? I had wanted to end this update shortly after leaving Pendrago, since our time here for now is rapidly coming to an end, but I think this is as good enough a place to cut things. But first, before we leave...



This is the crest of Maotelus, as Sorey and Mikleo go into here. Mikleo points out we're still not quite sure how the Five Lords make themselves known to mortals, and this place *was* finished long after Laphicet became an Empyrean, so...Laphicet relocated here at some point? Well, like the skit points out, we're not likely to shake Lailah loose anytime soon about this particular point.




Right... To finish this update up, the large collection of...statues near the entrance prompts a skit. Unless there seems to be something we're totally missing here, it seems these poor folks will remain in this state forever. Forton is dead and yet they still remain. The save point just outside this central shrine also has a skit attached to it, and Dezel leaves us off with a little foreshadowing...

The Crest of Maotelus posted:

A crest signifying Maotelus, the central figure of the Five Lords--a lord of the void, who embodies both light and darkness.