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Part XIV: The Wind of a Canyon



Ah yes, this cursed update. One I had to record the content for three times. First time was successful, but the video itself I eventually deemed unsatisfactory for an update (mostly because of how it looked. I'm using new recording hardware for a new console, so the old one is useless now), second one was the result of a bizarre set of settings I forgot to turn off that causes recordings to automatically be deleted as soon as I stop recording, and now this. The one upside to all of this is I became gradually became better at this particular stretch of the game on subsequent recordings, and that includes boss fights, of course. The only reason this all was possible was because, before I switched consoles, I had my post-Water Trial save on a USB stick, so I was just able to put that save on my PS5 over and over, as needed.

But first off, we need to check in on Alisha, what with the whole "master is actually a hellion" thing. Incidentally, this little plot thread isn't in the anime in any capacity. Maltran in the show is apparently just who she says she is the entire time. We're stopping by the inn first, though, because there's a couple skits to be found. First one is about the Water Trial we just went through, and the second is about the human to seraph process. No matter how much time passes, nobody seems to quite know how it happens. Edna does know how to get one over on Mikleo, though. Anyway, now on to Alisha's manor. Will we break the news? Truth and consequences



Because you've been digging a hole, girl. You're stubborn as a mule. But even so...
I won't give up. "The strength of a knight exists to protect; and their kindness serves the people."
*giggles* You never change. *turns to leave*


Sorey! How were the ruins in Lakehaven Heights?
Well, you know. I did obtain the spiritual powers.
Wonderful. Though it's a shame you just missed meeting my master.
Alisha. I needed to tell you about...
Maltran taught me the way of the spear at a young age. When I train with my master I feel so invigorated. I don't enjoy all the stitches I get, but it's only because I lack experience.
What kind of person is she?
Well, she's kind of like... Like a mother to me. But she doesn't like me saying that, says she's too young. But she taught me martial artes and the way of the knighthood when my mother died. I was only seven. I owe her much.
Ali--
Though I fear I rely on her a bit too much.
That's not true.
I'll try to convince the chancellors. I do everything I can.
*nods*
*excuses herself*


Rose isn't interested in that particular discussion, though, as she points out Maltran is still very close. We haven't even gotten started with her, I think, now that we know what dwells in her soul.


Well at least you have a sparkling personality.
You really are a pillar of support for her, you know.
That's it? You decided not to tell her just because of that? You're weak, as both a knight and a Shepherd.
She's of no use to you now, right? Why don't you just leave her alone?
I'm interested, that's all.

I know Alisha will see it through!
Hah. Do you really think so?
I...
You really don't, do you? After all, you don't even think she has the strength to withstand the truth about me!
...
Shut up! As long as we take care of it before she knows, everything will be just fine!
*turns to leave* No need to rush. The tables will turn soon enough. *begins walking away* All is according to his plan.


This is one of those skits that's a bit weird in that there's no pop-up for it and there's no indication it'll trigger until you see that scene with Maltran just now and head down the main path out of the Nobles District, instead of leaving via the path outside of Alisha's manor. The party eventually decides not to spill the beans, at least not yet, because there's no need to force the issue right now. A fair point, but it doesn't sound like Maltran plans on sitting on the sidelines, watching how our battle with Heldalf turns out.



This guard outside the castle gives us an actual good explanation why we're not going back. Indeed, I'm quite sure Rountabel Palace is never available to go into again. Still, it's a nice touch they put effort into explaining why. And that skit is the last relevant business in Hyland right now. Really. Actually, this part of the game is the last time you have to come back to Hyland at all until nearly the end of the game, and even then, you won't be seeing much of the countryside if you just stick to the critical path. Lotta action in Rolance these days, apparently. Anyway, you *can* make the trip to Pearlots Pasture on-foot, but that path is Lakehaven Heights -> Falkewin Hillside -> Bors Ruins -> Lamorak Cave -> Volgran Forest -> Lastonbell -> Meadow of Triumph -> Pearlots. It is *quite* a hike, so I would strongly recommend you just save point warp. Specifically, the "Exit Leading to West Gorge" will put you as close as possible. Sounds like a plan to me.



Phew, this place looking a lot better than without Heldalf's stink around it. Now, there's something special about the layout of this place.



From a bit later than the previous screenshot, but this is what the overall map looks like. Look familiar? Perhaps not, but maybe if I phrased it like this...



Yes, Westronbolt Gorge and Brigid Ravine from Berseria appear to be one and the same, meaning this is the one corner of Islegand that managed to find its way northeast to crash into the mishmash continent of Glenwood. Obviously it's looking a lot more desolate, and there's been some...renovations since Velvet's time, but yeah. I won't say this is the only place with a 1-1 map connection to Berseria because there is at least...one other.



Yes, in our first battle this update, I decided I'd make good on my promise to play as a seraph. It's actually easier than you'd think it is, because of how Zesty's battle system works. See, here's the thing. Every combo, you basically get four actions (as long as you have the SP to fuel them). Those actions can be a sidestep, an attack, a backstep, whatever. The trick with playing seraphim well is remembering that each stage in that process, the casting time for a spell goes down. This doesn't have to be the same spell, of course. But, say, Splash takes 7 seconds to count as the first "move" of a combo (I don't know that it does, this is just for illustrative purposes), the fourth Splash you cast in the combo might take four seconds. A seraph can begin acting again immediately after a spell fires, so you could have the enemy getting pummeled with spells while your seraph is at a very safe distance. Lailah's Burning Strike, that budget Meteor Storm I mentioned during our fight with Ekseo, is a particularly good example of this. Lailah casts this one fast already, and you can keep an enemy locked down very easily with 12 fireballs flying at it in what is technically a combo. It's quite nice, and makes it easy to play as seraphim. Since most their effective abilities are performed at a distance, Rose and Sorey play the meat shields, you provide the firepower. It also means seraphim can launch their Mystic Artes at a very safe range, instead of Rose and Sorey, who have be close since neither have seraphic artes.

When it comes to armatization, if you're used to playing as humans, it may be a little disorienting then playing as a seraph. The armatus is based on the humans, so whenever they invoke it, the seraph just naturally warps to where they are. If you're the seraph initiating, then you'll warp to where the human is. Need to keep this in mind and armatize at smart times.

Of course, seraphim have martial artes to defend themselves at little SP cost, but as you might guess, they're much slower / less powerful than what Sorey and Rose usually have in-stock, so you'll mostly use them for self-defense. You'll need those to defend against any ornery...


(Cobra) The Cobra is one of the stronger snake hellions.
They use straight linear attacks. Side step to dodge them.

And you'll want to dodge them, because they can inflict Paralysis with their attacks, which is a highly annoying status effect.



I would not describe these fellows as "fun", Sorey. Not even close. They're fast and they love to aim at seraphs in the middle of casting. Not my kinda guy.



After smashing a few boulders to proceed and grab a Chapka for Dezel, you can come across those ruins in the distance. Aside from a couple gold chests in its far depths, we can entirely complete this dungeon now. Won't take too long and we can might even come out more prosperous for doing so. There's also a monolith near that first bend in the path.



Also, I did some Fusing before starting recording for this video, and this blue name is one of the few times a colored item name is not a good thing. You can see the Releeph is sealed, so Sorey needs to master this sword to break that seal.



I'm sure you won't be surprised by the interior. "Ganglen", near as I can surmise, is almost certainly this game's translation for Gingalain, another Knight of the Round, and one of Sir Gawain's sons (though Gawain never acknowledged him so until the boy was nearly dead). His mother was allegedly a fairy, and he was inspired to become a knight from an early age, and desired Arthur to knight him so. His adventures include coming to the aid of various maidens who, usually after Gingalain had rescued them from some blackguard, offered him their hand in marriage, but Arthur is most desirous of the boy marrying the newly-crowned Queen of Wales. His end comes after Lancelot's affair with Guinevere was revealed and the various misadventures that ensued after that.


Good point! Let me explain it to you!
Uh, maybe later. Like, a lot later.
*sad sigh*

Rose doesn't seem to want to dwell on slimy, icky things. Can't blame her.



Ganglen is a fairly big dungeon but there's actually not that many treasures in it. Most of the time, I'd recommend not opening any map action doors, and augering yourself to those large rooms, where there are almost certainly treasures to be plundered. Frequently using this large map to orient yourself into not getting lost is also advised.



Now, down on B2, I should point this out, since this confused me the first time I did this dungeon, on my first recording. Usually, you can count on the color of the map action of these diamonds for what you should use. See how it looks a dull green there? Well, it might be some kind of weird lighting around here, because those looked green to me originally. I used Wind Rush several times, to no effect, and only decided to use Giant's Strength because that didn't look like the Wind icon, which has wings, whereas this one does not. That did it. Those are actually yellow. Just a silly little thing.

Speaking of B2, in one of the small square rooms, you can find a Sword Breaker for Sorey.




Down in B3, you can find an Animalia Ring, Protective Hops for the guys, and another Hushed Sonance for Rose in the eastern part of this floor. The northwest is unavailable right now, so we'll have to come from another direction to find whatever needs finding there. Despite there being two square rooms past the grate Sorey is near, there's nothing in either and no map action doors to open.



B4 is similarly linear, with lots of little branches to take. First one is up and to the left, past another Giant's Strength door to break down. Behind is a Runner's High and an All-Divide, but, unlike B3, we can explore all that big loop on B4 before moving on. The northeast room has a Pure White Veil for the girls in it. None of the men will wear it because it's too white, or so I've heard.



Well, we've definitely reached the bottom of the ruins. This first room to the south has a Pipe fashion item in it, so that's one of the more valuable things you can find right now.



Overall, not too many treasures down here, and you'll eventually want to head all the way to the east and to this save point and fancy doors. Behind them...



Looks like uh...that daemon that killed Eleanor's mom, doesn't it? Regardless of THIS one's particular backstory, though, we're coming for ya.


If it's called a "boss", it must be a boss!
That's what I was saying!

She was.

First order of business is taking out those supporting trolls. They're giving the boss power links and we simply cannot have that. They also limit your range of movement against a very powerful enemy with attacks that have a wide reach, and that is also something we cannot abide. Because of how dangerous the Boss Troll's attacks are, if you have to bust out an armatized Mystic Arte to do so uh, do so. Not like BG is an irreplaceable resource, after all.




Once you're done with the mooks, this enemy fights much like Behemoth. All of its attacks are so powerful, it's hardly worth blocking against The Boss. Instead, you'll usually want to stay aggressive, always keeping in mind your SC count to make sure you're not empty at a crucial moment. When you are ready to attack, Splitting Torrent, shown here, is your best bet. You might be thinking that sacrificing one of Water Form's primary strengths, the ability to do damage at range, isn't worth it. In most cases, you'd be right. But Splitting Torrent does tend to stagger Boss Troll a lot, and any moment he's not attacking, that's good. As long as you coordinate with your partner, you can frequently prevent Boss Troll from attacking you. Not to mention it has a weird "power-up" move which it uses a lot, but doesn't actually do any damage on its own. He can kinda throw you off, but good way to tell is that if it's not raising its club, it's not a threat.



I think we did a lot more than "survive" here.



Past a Spectral Cloak door, we can easily find this area's sole normin, as well as a little treasure trove. There are two sets of three chests here, and of the chests you can open, you can find a Homely Hairband, 9800 gald, Sharp-edged Paper, and 5700 gald. Pretty good haul.



One thing I haven't mentioned till now is that this game's bestiary has additional commentary on all the enemies, including bosses. Not sure how I'll handle this one, but I probably will at some point, is the thing. I actually was just looking here for listing of what enemies drop what, but sadly, it doesn't tell you that. But the Luring menu *will* tell you what enemies drop what, but usually, not specifically. It'll say something like "drops Ritual Swords" or "drops Daggers".



Back on B3 (there's nothing of relevance on that little isolated branch of B4), see that black smudge on that torch? Yeah, that's your next landmark. This one is super easy to miss if you're not paying close attention, I must say. I actually found this one by accident on my first recording.



Ew, rats. Well, regardless of their potential nutritional value, as Sorey seems excited about talking about here, I'll uh...let him try it first, in case of a ruins cave-in.

Ruin Rats posted:

A gigantic species of rats that inhabit the ruins. Probably best enjoyed roasted whole. Just make sure they're well-done; surely the pestilence they carry can't survive that. Right?

Hey, I wouldn't touch one if I could help it. From the Rat Room, you can open a Spectral Cloak door back out to the main part of B3, and from there, just a bit of travel until you can reach the exit. I think we learned a lot here.



Getting back to the main path of Westronbolt, you certainly can't not notice these curious cairns (thank you Uncharted 4, for the technical term) stacked on the edge of the path. I find this skit oddly amusing by the fact the discussion about human sacrifice was prompted by Sorey just speculating about the practice of human sacrifice. He was just guessing, but it started a whole discussion, so I guess it's fine it let everyone air their thoughts on the matter.

Stone Memorial Pillars posted:

Memorial pillars made of piles of stone, dedicated to those who lost their lives in the crevasse. Was it an accident? Or did they...?



A little up the path from those pillars you can find another landmark. Pretty sure these are the closest two landmarks in the game. These birds are the gentle sylpheagle.



They certainly put Dezel and Lailah into a wistful mood. Good to take a break every now and then.

Sylpheagle posted:

A type of eagle that sternly guards its cliffside nest from predators. They are on the small side as far as eagles go, though they have mature dispositions.



Up and around from the sylpheagle, you can find our next normin friend along this path, as well as Noise-Canceling Headphones in that little alcove I was just coming from. It's a little disguised past a Giant's Strength boulder, but you can handle that without me, right?



The terminus of this path is Maharaurava, Edna's turn to fight by herself. Maharaurava is the Naraka of those who "indulged" at the expense of others, which I guess means taking advantage of the misery of another, or something? Regardless of the specifics of one's actions to end up in this place, your reward for coming here is a bunch of flesh-eaters constantly devouring the flesh of the sinner. Yum-my.




Edna's Crucible has some difficult enemy formations, necessitating you several Panacea Bottles on-hand, in case you get hit with Slow, which is a very nasty status effect that drastically lowers movement speed and disables quick-stepping. Your go-to spell here will be Air Pressure, which has a nice AOE, casts quickly, and staggers almost every enemy here. It's also advisable to make good use of Mystic Artes to quickly clear out troublesome hordes. But do note I said "good use".



These slimes have a fun attack that, if you sidestep, the individual attacks come out so quickly that one sidestep will actually count for like, 4 or 5, so you can gain nearly an entire BG with one skillful move. Just a kicky little thing. The hardest wave will probably be the Boar and the boar man swinging a sword around, since they like to stagger each other's attacks out and not leave you a lot of openings. If there's one wave to save a Mystic Arte for, it's this one. The final wave, by comparison, is quite simple. It's just one giant rock man who has no better strategy than to try and slowly walk up and smack you with its fists or stomp you.



Sound advice, young lady. This wraps up all our business in Westronbolt Gorge. Except for, ya know, actually going to where we were going. Edna's reward is an Aphroditian Band.



You'll know you're near where we're supposed to be going because there's a save point right nearby. Also, a Rolance border patrol, which are those green dots near the exit. Let's see what this "Guinevere" is all about...



It's so weird to see the PS5 interface when I go to save a game. My PS4 certainly did its duty for a bit north of 7 years. I didn't even upgrade because the PS4 was broken or anything. It's just...it was time. Well, it was "time" in the sense that "I finally figured out waiting on Amazon to invite me to buy one was a sucker's game, and Sony wouldn't be selling their own product at absurd prices on their website".



We actually have seen this tower before. Remember Aifread's Hunting Grounds, on the way to Morgause? There was a tower in the far distance, over the bay, that I didn't comment on. This is that. A man with the wind

Whooooa! Check out how high that tower goes!
It's quite old, even for a ruin. I'd wager it's from before the Era of Asgard.
Figures. This is where the trial of wind is located. The wind definitely feels different here.
Yeah... *looks up at the tower* Hm?


Huh?!
That's a person! Lukeim Yurlin!




*grabs him* Whew!
Don't let your guard down! Something's coming!
Huh? *looks up*


And he's not alone.
That's...



Man, what is with this tower today? Did we come at a bad time, is that it? Mind if we just let everyone come down the tower before we return?





Planning to kill again, are you?
Naturally. Didn't I tell ya? My way is to put the hellions back in hell.
What was that?

*Dullahan gets back up*

Now get out of my way.
I'm not moving. I won't let you do it!
Sorey, the hellion!


Ngh!
Hold it. How do you intend to kill the hellions?

Introduce me to your pretty young lady-friends and maybe I'll tell you!
Don't screw with me! *retracts his pendulum*
Well well, mister Shepherd, looks like you've had a nice influx of eye candy! Your "pure and virtuous" act even charmed our feisty Edna!
I'll make YOUR eye into candy. This guy's a seraph?
You certainly haven't changed.
Ha ha ha! If that's the case... Then you know what I'm about to do next, don't you, Edna? *takes out Siegfried*

Wait, what?!
You're going to fight us? What's the point?!
I don't need you lot butting in every single time. I don't waste my bullets. Time for Professor Zaveid to give you a lesson in ass-whupping!
We can quell the hellions without you having to kill them! Please, listen!
That ain't the point, Sorey. If someone gets in the way of me doing my thing... *shoots self*

...I use this to solve the problem! That's how I roll!

There's an awkward pause after he says that line, because this among the very few times this game will transition directly from a cutscene to a battle. But here we go, Zaveid wants another round. We'll just have to give him one.



Zaveid here is both an easy and difficult enemy. He's easy in the sense that he doesn't have much killing power with his standard attacks and doesn't have much HP, but difficult in the sense he has lots of powerful AOE seraphic artes and quick melee attacks, which necessitates the use of careful sidestepping and attacking. He can also use his Mystic Arte if you leave him too low on health and he's feeling feisty. Or feisty-er.



If you can manage to Stun him, and you have the BG to do it, quickly wrecking him with Divine Phoenix Blade (he's strong against Wind and Earth) will melt his HP quick. It's not just one Banish Blast per Stun, either. As long as the enemy is Stunned, you can get those insta-fire Banish Blasts, but you can't combo them and you have to wait until Sorey / Rose recovers before you can use a second one.



Not the smoothest I've been beaten him here, but not the worst, either.


He's not moving.
Maybe we overdid it? But it's not like he gave us a choice...
Can't listen to any more of this. *jumps up* All this talk makes me sound like I lost this one.

*everyone gets into a stance*

Sheesh, settle down. I don't plan on wasting any more energy. *turns to leave*
Hey, didn't you say you have a hellion you wanted to kill?
If you guys can't quell it, then yeah.
Thanks.
Wait! How are you able to kill hellions without the help of the armatus? *walks up*
*points Siegfried at him* Hey, you became Lailah's Sub Lord, right? Shouldn't that make it so you don't have to kill anyone? Making 'em disappear should be plenty for you.
I don't need your lectures!
Whoa, easy. This is a tool that fires energy. This thing gives me the power to stand against malevolence... *puts it away* ...at the cost of my regular self.
...
Zaveid, what are you--
Can we talk about this some other time, your Shepherdness? If we do it now, I suspect we'll just wind up locking horns again. *takes off*
When are we ever going to have a chance to talk?
I don't think I'll ever get that guy.
He's a pretty complicated guy, all right, but I don't think I quite hate him.
He's certainly fascinating.
But hey, Dezel, what were you so mad about?
Dunno.

Gah! Cut it out!
All right. Let's do what we came here to do.
Yeah. I'm definitely concerned about the person who fell, and that hellion that ran up the tower.


Glad those two had a little fun together.



Do seraphim even feel natural conditions like that? I don't recall a single instance of a malak or seraph complaining about the climate. Anyway, let's check out that guy. Still seems out of it.


This guy...threw himself off?
*looks up* There's a tradition of human sacrifice around here. The tower must be a convenient spot for it.
Ridiculous. What a twisted religion.
*turns to the guy* There's no meaning in self-destruction. The seraphim do not wish for such things.
But I'm absolutely positive that I saw the messenger of the gods! I knew then with great certainty that I was being summoned...
You saw it?
In rare cases, extreme spiritual experiences CAN open one's eyes to the world.
Looks like his are closed back up, though.
What you saw brings only disaster, to humans and seraphim alike.
Right! If we hadn't saved you, never mind salvation, you would've given strength to a great evil!
Who are you?
I'm Sorey.
Say hello to the Shepherd and his posse!
...
Hey, thanks to us, you didn't go splat even a little bit. What more proof do you need?

I think he's still in shock.
Let's just leave him here. He's not related to our goal here.
So what's the plan?


What will we do, indeed...? Personally, I feel talk is cheap here. Time to give this joker something to chew on.

Really?


Really.

*nods* Hephsin Yulind!


Wow, mean. Not that I mind.

Now don't do anything foolish again!
*hurried nod*
Let's go.
The Rolance frontier patrol is just a stone's throw from here. They can guide people back to town. Why not take 'em up on it?


Ah, that was worth it. Talk is indeed very cheap these days.

Approaching the other star...



It's all crumbled.
Not a problem for us.
But it's so high up. If we got up there and then got stuck, getting back down would be even worse!
I'll say!
And if that hellion were to attack us on those skinny steps with no room to maneuver...
You just want to see the tower's inside, you big ruins nerd.
Let's go through the entrance like normal folk.


And, if there are no more interlopers lurking about, the final trial can begin. This one, as named by the save point outside, is...actually, damn, thinking about that save point, I totally forgot a skit that triggers there after the Zaveid fight, but, this is another instance of where my USB save comes in handy. All I needed to do to record this was go reload the save, cross Westronbolt again, then beat Zaveid, again. Not a huge deal, but that's why this skit is at the end of the skit video.

Anyway, as I was saying, this place's name is Guinevere, the queen of Camelot and Arthur's wife. Like with a lot of non-protagonist characters in Arthurian lore, her role beyond that simple description expanded considerably in later tellings of the legend, particularly by French author Chrétien de Troyes, a name we will be hearing again. In most tellings, she is the daughter of King Leodegrance, who was one of Uther's allies whom the old man did *not* betray. Once Arthur was of maturity and ready to officially rule as King of Britain, Leodegrance offered Guinevere's hand in marriage to the young king after Arthur came to his aid, which Arthur's accepted as a way of uniting two kingdoms, against Merlin's advice. As a wedding present, Leodegrance also sent the Round Table itself to Arthur's kingdom, and the rest is history after that. Tales of her demise, or lack thereof, are either from shock at hearing of the death of various named characters (including Arthur), and also, one particularly bizarre telling where, after marrying Arthur's treasonous son Mordred, and the boy is killed, Guinevere and Mordred are buried together, and Mordred eats her flesh before dying himself. There's a reason you don't hear that little yarn much.

The tale I've heard most often, though, is that, after her affair with Lancelot was revealed and he was forced to flee Camelot, he came to her rescue to stave off her execution, and she lived the rest of her days in a nunnery, lamenting her role in the end of Arthur's kingdom. As an interesting final note, her name is rendered into "Jennifer" in Cornish, which is where the modern name of Jennifer comes from. Like Morgan, her name has also been spelled many different ways.




Gargoyles will be my first enemy on this run of Guinevere. Pretty harmless enemies, but they are hardy. I'd highly advise running Lailah and Dezel as your seraphim of choice for this dungeon, because most enemies are weak to Fire or Wind.


Other than its artes, it can produce tornadoes. Be careful!

What's not harmless are these guys, the Wendys. They come in large groups and have powerful seraphic artes, which they use a lot, alongside throwing tornadoes and shooting feathers. They are a rather obnoxious sort, but are weak to Fire. So armatize and carefully choose your openings and destroy them quickly.


What an odd ruin.
Definitely feels like the place for a trial.
This is supposed to be a trial? Pathetic.

Hey, we're just getting started, Dezel. You don't know what's waiting for you. Also, this place has great music, so I can't go without mentioning it. I'm obligated. An elevator with the Wind crest on it will allow you to continue on.



Get used to Wind Rushing around. That enemy in the corner of this coming landmass is...

(Saber-toothed Tiger) A refined martial artist hellion. Watch it carefully.
Kinda hard to dodge when they're so close!

Don't sweat it, Sorey. They're harmless. Lailah pummeling groups of these cats with Burning Strike will make them cake.



Oh hey, I got a rare drop from this fight. Mikleo's "Doctor Mathis". You can tell rare drops from common stuff because there's no material in the item's name.



The item's name is a reference to Tales of Xillia 1 and 2, where one of the protags, Jude, was named "Mathis", as well as his practicing doctor father. Jude was a medical student in the first one, but apparently was a newbie doctor in the sequel.


If we can't beat this, we'll never defeat a real dragon!

Wyverns are very big and very punching bag-y, but they are certainly not to be trifled with.


It's probably the weird majesty of the tower that's made it an object of people's worship.
Mix that with the tradition of sacrifices, and you get folks flinging themselves from the top.
Even though not a soul really wants that for anyone.

That does raise a good question, though. How did that guy get up to the top? I've found it a good rule for cases like that, that not everything the main characters interact with is all there is to see of the world.




These windmills are your switches for this dungeon. Activating those will cause a door to either raise or lower, and you'll need to keep that in mind for later this dungeon.



Spinning a couple windmills on the next floor allows us to proceed on. Edna does have a point here.



Next floor is when the layouts start getting a bit more complicated. Take the path over the right for a curious sight.



A broken windmill, but...some parts of it still work. Fancy.



Such a prickly guy needs to let himself relax every now and then.

Ruined Windmills of Hyanoa posted:

A windmill-shaped item with the crest of Hyanoa, the lord of wind. The broken shards suspended in the air prove their seraphic influence.



Wait, didn't we just hear this one?



Flip enough switches and we'll have access to the elevator taking us even higher. We sure picked the hard way up.


Dezel, you realize she's not going to stop unless you say something else... Right?
Hmph.

A couple windmills on this floor will raise the door, leading to Void Spheres for Sorey and some minor treasures behind a second door, but keep in mind both will raise the door up to the next floor, which results in them blocking paths upstairs. Good rule of thumb is to grab a treasure, then hit the windmill again to make sure it's not blocking another path.



This is a good example of what I mean. On the lower floor, this door was blocking a couple chests with minor treasures in them, but it has to be down to actually proceed into the dungeon.


Whoa! Dezel! You actually put some effort into it! Good job!
Hmph.
Don't think about it too much, just go with the flow!


This switch controls a gate blocking a Labradorite for Dezel, but, again, make sure to activate the switch again to lower it back down. We're nearing the end now.



Before we continue on, go up to this floor (the floor past the Labradorite), and make sure you hit the switch in a far corner of this room, the corner that's closest to that yellow diamond on the map. That's the exit to the roof of the tower, and there's also a nearby save point, so that's how you know you're close. Just make sure you hit that switch and you're done on this floor.



That's the shiny green elevator of freedom (from this dungeon). That'll lead right to that aforementioned door and save point. I actually didn't get all the treasures here, as there are two chests behind that door, but, looking them up, the only "valuable" thing is a third Hushed Sonance, but yeah. I'm good. Time to get some fresh air. Soaring Wind


It has been some time, Shepherd Wardell.
Indeed it has, Lailah.
Is this seraph a Shepherd?
I was. Several hundred years ago.
So just like Ekseo, huh?
*hops out* Enough chitchat. This isn't what we're here for.
I assumed as much. Young seraph of wind...
Dezel.
Dezel. This tower in and of itself constitutes the trial.

The rest...depends on how I feel about you then.
Sounds like there's a catch.
I bet it has something to do with the sacrifices...and the hellion we met at the entrance.
Hm. A sharp observation indeed. Now then, head on up to the platform at the top. There shall I see your mettle for myself, oh young Shepherd and his friends.


But don't go up there pronto, lest you forget Leglis. And we wouldn't want to do that, would we?



Looking back on all of them...yeah, that's a fair point.




(There's a Red Verbena around this corner)




Top of the world... The path to the right, despite seeming expansive, doesn't lead to anything. The left, though...


Where's that headless hellion?
Hang on!
Get away from me!
Why are you looking to make a sacrifice of yourself?
I have to die. There's no other way... I killed someone... The man who was exploiting my family. For that reason, people who didn't even know us would curse at our family... Throw rocks at us... I only did what I did to preserve my family's happiness... But it's brought nothing but more pain. The legends say that if I throw myself from here as a sacrifice to the gods...then I might have a chance of absolving myself, and of restoring my honor. It is my only hope for salvation. If the prospect of life promises nothing but suffering... Then better I die!
Enough. Let her go, Sorey.
What?
She regrets dirtying her hands for the sake of her family? Seeking restoration of her honor? All she wants is someone else's approval. She doesn't even think that she's to blame.
What's gotten into you, Dezel?
Nothing!




Huh?!



*gasps*
Damn!

Dezel!
Rose! Mikleo! Stop that headless bastard!
Okay!
Got it!
*raises hand* So no need for me this time?
Let's leave it to them, Edna.


Dezel?
You want to die! Then why are you hanging on so tight?

Dezel!






Eyes on the prize, you headless freak!
*panting heavily*


There are plenty of times when I've wondered if I truly did the right thing. We all have. That feeling of loneliness... It can drive you crazy. But the idea that sacrificing yourself will erase your sins... It's a fallacy. Killing yourself means nothing to the seraphim.
But I...
You worked so hard to protect your family. Do you want to leave them all alone? For the sake of a sacrifice that has no meaning at all?
*crying* I don't... I don't want to die!
Keep struggling. That's the fate of all with blood on their hands.
I know I sound pretentious, but my friends tell me I need to stop trying to bear everything by myself, too. We all need our families. If you work together, I'm sure you'll find some way out!
I'll try.

But your trial is not over.
That's right! *runs back toward Rose*

We still gotta stop him!


So Dullahan is a very simple boss, but I wanted to do something real special here. To do so, I needed to play as Lailah. As it happens, this enemy is weak to Fire, so it works out for all of us. The first step? Lailah needs at least 4 BG, and...



We need at least a 50-hit combo. Don't try this next one at home, kids.







So, uh...what the hell did I do there? Well, this one's special. Because of my little...scare, with the Legacy costumes / Mystic Artes that I mentioned in the thread, I wanted to show one off finally. There are three of them you get. One for Lailah, Mikleo, and Alisha apiece. These have the harshest activation conditions of any Mystic Arte in the game. As I hinted, you need 4 BG and a 50-hit combo, and you can also only use them once per battle. This Mystic Arte originally belonged to Kongwai Tao from Tales of Innocence R, which was a Vita Tales only released in Japan, originally in 2012. If you can't hear what Lailah says clearly, it's "Here I go! Come, sweet oblivion, and banish the darkness... Silent Apocalypse!"



Aside from that, which was a huge goal of this fight, Dullahan is very simple. Its attacks are very powerful, but as long as you're constantly up in its grill with Fire Form, it'll hardly get a spear in edgewise against you. It is very powerful, but its attacks are also highly predictable. The only real trick it has is the ability to summon Gargoyles or Wendys as allies, up to three allowed to be on the field at one time, I believe, and, to be fair, this fight can easily get out of control if you have a bunch of those wandering about.

Its most deadly arte is a charging attack where it'll gallop forward, swinging the spear around, that can cut through your party quickly. As long as you're aggressive, though, it shouldn't get the chance to use this one.





Hm, yes, lovely.


A warped idol, born of a warped religion...
*returns to the woman* You're gonna be all right. Can you stand up?
*stands up* Um... Are you the... The Shepherd?
*bows* I'm called Sorey.
Then are the gods... I mean, are the seraphim with you?
Yes. A wind seraph accompanying me named Dezel is the one that saved your life.
Hey, keep me out of this!
Oh! Th-Thank you so much, Seraph Dezel! Really, truly! Thank you! Thank you! I...I promise that I will live bravely from now on! I'll look in my soul and find a way to believe in myself!

We still have a bit more business here. Think you can get back down by yourself?

Well, presumably...the safer way of getting back down, he means.

Yes. I'll be fine. I'll have someone from the frontier patrol take me back to town.
Yeah. Good idea.
*nods, walks off*
Somehow, it all worked out.

Of course, believing in anything at all can be tough to begin with.

True enough. Now it's time to fully receive the spiritual power of Wind. And perhaps the last key we'll need to finally challenge the Lord of Calamity.


*hops out* You speak of spirit? Bonds? Hmph.
Surely you have noticed, Dezel? That which is attached to your being at this very moment. It is not something that you should deny. You felt the voice of your companions, and acted of your own will, without any need for words.
Are we done with this yet? Get it over with.
Do you have something against developing true friendships? Why?
There's something very important that I have to do. You should have picked up on that by now.
And it is with true friendship that many obstacles may be surmounted. That you have reached this shrine, overcome the trial, and now stand here at this very altar serves as testament of that fact.
...
Now then. Let us offer a prayer.

What awaits you on the path ahead, none can say. Heartbreak. Redemption. Endless possibilities. Never lose the guiding light that will lead you safely to the end of your journey.
Yes.
Light, huh...

So then, Shepherd Sorey. May the light shine always on your journey.
*un-armatizes* Thank you, Wardell.
How are you feeling? Okay?
Yeah.
Hm?
I just...wanted to thank you. *bows*
Huh?
Dezel, you mustn't push yourself too hard.
...
Hey, at least YOU got to do something out there.
There's no need to stay here. Let's go.
*sighs*
Are you all right? The power isn't affecting you, is it?
I'm fine. But thanks for worrying about me.
We've obtained all four spiritual powers. Think we're ready for Heldalf?
Well...
No way to tell until we try, right?
Yeah. But first, we gotta track him down.
How? He hasn't exactly been mailing us postcards.
We know where he WAS. Why not start there?
The battlefield. Works for me.


There's actually a couple skits that have triggered as a result of reaching this point in the game, but since that would be an anticlimax to end on, this is the final shot of the act. What happens after this...is up to us.