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Part XVII: The Continuation of a Road



And we return once again, with a new wind seraph in the saddle. Now that Zaveid has joined the party, our party largely resembles what it will until the very end of the game. For all intents and purposes, Zaveid fills Dezel's shoes entirely; he joins at the same level, has the same artes (except his Mystic Arte, but there's no functional difference there), he has the same Support Talents, his titles are named something different but I think they have the same effects, and I think he has the same equipment Dezel did when he left the party. That's not to say everything is the same, though. Zaveid has alternate versions of scenes and skits that could also be seen as Dezel. Like, do you remember that skit where Dezel talked about the delinquent kids in Ladylake after we wrapped up that sidequest? The name of the skit we saw was "For the Children (Dezel)", which is why I cut the skit name out, because it would have given away there was an alternate version of it that didn't have Dezel in it, and Zaveid was the most obvious answer, indicating he was going to take Dezel's place at one point, since you don't need *two* wind seraphim. I think that's also why, in a number of sidequest cutscene content, Dezel didn't really speak much, just so the writers could have minimal impact on the direction of a scene depending on when you did it. Just my personal speculation. Oh, and Zaveid taking up Dezel's hat is also why I needed to be circumspect about his avatar in Berseria and this game, since his taking possession of it would definitely give you the idea that something happened to Dezel.



All that is, however, not to say Zaveid does not have a *lot* of exclusive content related to him, of course. Not only counting sidequests that don't appear until after Dezel dies or whatever happens to seraphim when they go to the Great Beyond, he has lots of skits where the discussion is predicated on him being in the party. For example, in this skit, he says that although Dezel was the one who actually received the spiritual power of wind, it's fine with him, as well, since the Shepherd is the actual host for those. In the next, he wants to break the ice with everyone by learning everyone's weakness, and he says he can get cold when it's...cold, and that answers my "Can seraphim even feel temperature?" question, but for all I know, he's joking.

The whole thing with exclusive skits also goes for Dezel, since even many non-story related skits are reliant on Dezel being in the party to trigger. Like Rose making a Butter Cookie? That's why I had to get that skit at the start of the previous update, since it would no longer be available once Dezel was gone. There's no equivalent skit for Zaveid.




Even after 1000 years, you gotta keep your promises. I'd actually be really interested to know how different the resolution of Eizen's sidequest is if you have Dezel in tow when it happens, since, again, it's not like it's literally impossible to beat him before Zaveid joins. That, hmm...might be worth looking into myself, actually. We'll see. We'll see. Nevertheless, the game very much expects you to beat him after Zaveid joins.

The old boy has a lot more on his mind, with two more skits, about the cost of this journey on humans from the perspective of the seraphim, and more of Professor Edna's lessons to Mikleo. He'll never learn if someone doesn't tell him. And of course, there skits gained from resting, like why Zaveid does what he does and his own brand of fortune telling.




Do not question Lailah's papercraft skills. In the next, Zaveid also tries to tempt Sorey down a dark path, but the kid didn't come this far to fail now. And finally, a discussion about seraphim oaths. Edna, at least, doesn't seem the type to joke about matters relating to her brother, so she probably is keeping him there somehow, but as Lailah says, explicitly talking about the terms of the oath is also verboten in the seraphim world. The very final one for this large batch of skits is special. You need to order Pendrago's Gilione Inn's famous...Chilled Tofu. Doesn't seem like my kinda thing, and neither is it anyone else's here...except Lailah's. But when it comes to upsetting Lailah...tread lightly.



Oh, and even more Drago Waymarker lore, since I was sorely missing new ones. It is otherwise known as the Seafall Phantom's Eye.



So, where to now? Well, Glaivend Basin is the obvious answer, since that's where the plot wants us to go, but we need to make a brief little pit stop here in Pearlots.



Ah yes, and titles. Titles are a bit weird in this game in that they can level up, even outside of that Proficiency bar there. I'm not quite sure what makes them level up every now and then, aside from plot moments, but it does happen. A title with a gold icon next to it is at its highest level.



Yes, it's Mikleo's turn in the spotlight. Kalasutra is the naraka for those who kill brahmin (Hindu priests, basically), and for those who do not show proper respect toward those who deserve respect. This is an insanely hot naraka where the sinner is constantly roasting from both above and below, no matter where you may run.



I don't know what it was, but I found this one incredibly easy. Basically never came close to losing. Because I'm in the Leon costume, the song playing over this fight is Bare its Fangs from Tales of Destiny 1. In the resulting skit, we learn that, in spite of his triumph, Meebo is so utterly Feebo. For shame, but a Noble Quantum will be his consolation prize.



Our other pit stop is wrapping up Lailah's Malevolent Crucible, the third one we actually came across. Samghata is the naraka for endless crushing. Basically, imagine Sisyphus but 1000x times worse. Rocks pulverize the sinner into tiny pieces, then the rocks retract, somehow restoring the victim to life. But then the rocks will come crush you, repeat ad infinitum. Or at least until the victim's sins have been paid for.



In contrast to Feebo's attempt, I found this one quite hard, actually. Mostly it's due to a specific wave of enemies.



This one. Hate these guys. All of these wolves are very quick, and there are a lot of them. Lailah's normal attacks are pretty slow, so you'll pretty much need seraphic artes to get anything going, it's just they're usually fast enough to interrupt those...yeah, not fun. One kinda okay way to do it is run around, learn to dodge the wolves' attacks by purposefully getting into their attack range, baiting out an attack, then running away, and wait until your BG fills up on its own back up to three, then launch a Mystic Arte when possible to do a good chunk of damage. This is the last wave, so don't hold back against these idiots. I was also lucky enough to get Miki's quote for this win.



The resulting skit is also my first intentional Zaveid Variant skit. Notice how Zaveid only has one line in it, lending credence to my above theory. This line does set up one of Lailah's great puns, so I think we won out overall today. The reward is a Grimgerde, another tiara named for a valkyrie.



I also got a nice little curio on the way out. See that chest? Try and open it.





Very rarely, when you try to open a treasure chest, you'll get a Mimic x enemy, which is an enemy posing as a treasure chest. Normally, these enemies would be a novelty only, but see how it tried to escape? Defeating Mimics is the best way to legit grind money in this game, since in later areas where Mimics can appear, they can absolutely disgorge gald. This one was good only for 1551 gald, but I do remember these guys are integral for money grinding.



But that's really all for our extracurricular activities for now. Now what indeed, now that we're here? Well, going to the exact spot where we found Heldalf would be a start. He's not there now, but Zaveid mentions he ran into a large amount of malevolence shortly after fighting us at Guinevere. They say "southwest of Pendrago", but what they really mean is "Aifread's Hunting Grounds", which we...probably should have seen coming, actually.



Still nothing but a view around here.



Indeed...





Yes, thank you for demonstrating that, you two.



It's the star of the hour... Encounter with Fate


This won't go like last time!
I certainly hope that it won't.
What do you mean?
Do you think it's coincidence that you've encountered hellions' domains at every turn?
So, what? This was all your doing? Is that what you wanna say?
*smirks*
Is this your idea of being merciful?
You know he used to be a general. There's no telling what he's really plotting!
Is he trying to negotiate?!
Be on your guard, Sorey.
Yeah. He's capable of anything.
So... How are we supposed to find out if this guy really did bind with Maotelus?
We'll just have to fight him head-on!
You got a death wish?
If not that, then what?
...Tell me something, Heldalf! Are you...
*laughs heartily*
What's so damn funny?
You talk far too much!
...!
I am the Lord of Calamity! And thou art the Shepherd. The meeting of the two is, by definition, conflict. Do you not agree?
...!
Sorey!
Here he comes, everyone!



Heldalf is fairly slow here and mostly sticks to simple physical attacks and counterattacking stances. Is this really the extent of his ability? Probably...not, and Lailah doesn't seem thrilled about this whole situation, anyway. After doing about...10% of his max HP in damage...


Ya like that?!
Are you happy?
Huh?
Keep fighting like this, and you'll strike me down. Can't you feel it? Is that not what you truly wish inside?
Wh-What are you saying?!
You yearn for it. You crave it. Heh-heh-heh-heh... Would you drown in this fountain of ecstasy you have created?
Lailah! It's time to settle this!
*no response*
What's wrong?

That's right. Did we really come all this way just to smack ol' kittybeard around, or was there something else?
As you know, to quell the Lord of Calamity is the duty of the Shepherd. That is not incorrect.
Is he challenging us? Do it if we can?
No.
The bastard's up to something.
Symonne!

Yes.
Dispose of them.

An illusory arte!
Look out, everyone!






My my, you're finally putting some effort into it. How long do you think your malevolence can isolate him?
For one of his strength, probably only about ten minutes. I apologize.
Hmm... It will do.
*turns and bows, teleports away*
What have you done, Heldalf?!
*roars*
Get ready!


Same attack patterns, but only half the party strength. Pretty sure this section is just timed. After a second round of dialogue...


Fethmus Mioma!

*jumps out*
Lailah! Heldalf is trying to manipulate me while I'm still missing the full picture... Is that what you're trying to say? At this rate, he's just going to keep needling me. I'm a plaything to him.
Sorey! I understand!
You've got to help every--
You're not getting away.


I was actually able to manage a decent amount of damage, even with just Lailah/Sorey, thanks to Heldalf's vulnerability to Void attacks. Shatterfang is a good arte to start good combos out on, and you can whittle down his HP decently enough. Once again, I think this section is timed, because...





He'll use his Mystic Arte to finish things, and when he did it, I wasn't attacking at all. Still, as always, fighting a pointless battle is more entertaining than just running around. And, of course, the reason he has True Lion's Howl as a Mystic Arte is because he used to be a general in Rolance's army and must have learned it while he was in the knights.



Sorey!

Do not resist.
No! I will never give up!
Do you not realize how warped it is to struggle so?
What?
Symonne. Release the Squire.
At once.



*lands* Ow!
What on...

N-No...

And that was his fatal mistake. Wasn't it, Lailah.






Fethmus Mioma!





Nice moves. Turned that around quickly.

*picks Symonne up at knife-point* Resist this, dumbass.
Do you really plan to slay her? A seraph?
Killing is my business. Or did you forget?
Symonne.
Very well. As you wish.

What?!

Rose!


*falls unconscious*

Toying with you has lost its charm. Shepherd Sorey. Work under me. Should we not bring this world back to the way it was, together?
What?!
Walking a path alongside the Lord of Calamity can only lead to malevolence! Surely you--
And what is so strange about that? Malevolence will always be with us. It can only be dispelled by the scant few who hold the power of purification. Are you saying that's how things should be?
Hellions only bring pain, to humans and seraphim alike!
And so it is therefore natural to resist malevolence? Absurd. Shepherd Sorey. I repeat once more: Join me. For too long have the seraphim been forced to fight the malevolence. Too long have they been chained, toiling away at their "blessings"... Let us restore them to their rightful form as hellions!
*stands up* I refuse!
Then let us finish our battle once and for all.
I refuse that as well. This is not the time.

Quite a set on Sorey, but if you think about it, Heldalf right now is not fighting from a position of overwhelming advantage. We could easily disengage if he continues pressing the issue, since Sorey and Lailah definitely are getting cold feet about cutting him down right now.

*smirks* So you say. *turns around* But one day you will discover it for yourself. The true nature of humans and seraphim in this world!



When we were trapped by his malevolence, I felt a presence.
But there wasn't even a trace of Maotelus back then!
Think about it. What if you were convinced you couldn't see something... But it was right under your nose?
Something we see all the time and yet never notice...
*looks at the ground* This?
The ground?!
You mean the hellion could be using the continent of Glenwood itself as a vessel?
Right. There's only one guy out there who'd be capable of pulling it off.
But if that's the case...
Even if all this is true, is it possible to purify the land itself? If Heldalf were the vessel, it would make a lot more sense... But if the earth is the vessel, why would Maotelus also be connected to Heldalf?
*ponders* Let's find Maotelus. If it's true that Heldalf is connected to Maotelus, who's become a hellion using the earth as a vessel...then so long as don't purify Maotelus, we'll never be able to quell Heldalf!
But even with all the legends of Maotelus we've collected, there hasn't been a single clue as to his whereabouts.
We should search for Mayvin.
Old man Mayvin?
*knowing look*
That's right... He was journeying to study the legends surrounding Maotelus as well.
We don't have a clue... But he just might! *nods to Mikleo*
Yeah, but... How are we supposed to find him?
I have an inkling. let's go meet with the ones who protect the ruin of Lohgrin and see what they think.
*takes out the Celestial Record* Lohgrin? That's the ruin in Zaphgott Moor, right?
Yes.

All right, all right! Just stop that. *everyone leaves except Lailah and Zaveid*
*nods*

Hey. Are you okay with this?
I trust him. Though it is a gamble. *walks off*
... *teleports out*


Well, at least these guys waited until we were done talking. So Sorey and Lailah were dropping place names as if we know them, but we've covered nearly everything in Hyland and Rolance and have seen neither hide nor hair of this "Zaphgott Moor" or "Lohgrin". Well, remember my couple mentions of the Great Camelot Bridge? That's the last exit to Pearlots Pasture we haven't really touched on and the malevolent domain over the bridge has long since vanished. In fact, it vanished even before Dezel's final scene, so we could have very easily gone over there and done some minor sidequesting over in that direction while he was with us. But, as I mentioned at the time, the far side is mostly third act business. And we, uh, ARE in the third act, so I think it's now time.

But before we head out to lands unknown, once last thread to wrap up here.




Yes, it's the last powerful hellion we can face before heading to the Bridge. Duhvision shall be our foe now.



Duhvision's most powerful attack is Atomic Ray, where it'll shoot a bunch of lasers in front of it for a lot of damage, blocking or not. This is fairly easy to sidestep as long as you're in a good spot, but failing to do, and you'll get cut to shreds in a moment.



On my victorious run, I got a really sweet combo on him, part of which shown here, that nearly took him down. Two more BG with Sorey and I would have. After breaking out of this combo, it unleashed a powerful seraphic arte called Lightning Blast, which covers a wide radius in front of it and is, as with Ray, very much best avoided. You can block seraphic artes while armatized but yeah, not recommended against this guy.



He already fits in with this bunch so well, doesn't he?



To parts unknown...



Well, "Great" is right. So the name "Camelot" is, of course, very well-known as the capital of Arthur's kingdom (should be noted, though, that Arthur's court was traditionally located at the Welsh Caerleon, and sometimes Camelot and Caerleon are used alongside each other), where in some tellings, he ruled a kingdom stretching from Iceland to Norway and Gaul. Despite it just generally being accepted as being somewhere in Great Britain, speculation is really only our good guide as to where its inspiration lay. It's been described succinctly as everywhere and nowhere on the island, with numerous places claiming to be the inspiration. One interesting theory is that, in the lawless and warring centuries following Rome's evacuation of the island in the early 5th century, Roman Britain was generally seen as a golden age of stability and prosperity. Consequently, it's been theorized that the first capital of Roman Britain, Camulodunum (Colchester today), might have been the "real" Camelot. The first writer to actually *use* the name was the French author Chrétien de Troyes, but given Troyes' additions to the lore, such as Lancelot's and Guinevere's affair, that were apparently entirely his invention, he could have just been pulling names out of a hat. The whole truth, as it usually is, is lost in the mists of time.


The sylphid is a heinous wind arte user.
They can warp, too. Don't take your eyes off them!
Leave it to me!

Well, I've had my moments. As for these guys, though, as usual the biggest advantage fairy-type enemies have is narrow spaces where you don't have much room to dodge spells. On a fairly wide open space like this, though, this advantage is much mitigated.



Oh hey, blueberry cobbler. Haven't seen this since the Galahad Ruins, and it still hasn't gotten any more mindbending than just "Burn it away with Lailah's map action".


Well make sure you don't get kidnapped in broad daylight.
Uhhm...

If you do insist on grinding Great Camelot Bridge enemies, I would strongly recommend the Black Birds. Very simple enemies. Darken Eyes from Lefay also show up here, but I think we've had enough fun with evil eyeballs today. Octoberts make a cameo appearance, as well.


So, uh, which side is the front?
Zaveid...are you asking me out?
I kinda like your interpretation.


Zaveid's womanizing aside, there are some minor treasures located on either side of the main path, but nothing really worth mentioning. Mentionable things begin to show up when you get to this marketplace in the middle of the bridge. Our first new normin in a while, is well-hidden in an open crate in front of that second stall on the left. Took me a bit to find it, but there's not many places to look. The guy with a purple star over his head will direct you to a small town called Horsa, located in Zaphgott, wherein may be found an iris gem. Well, we were headed that way anyway.



In the next area, go down the stairs to the left and follow the path to find our latest new adversary. They're small, but do not underestimate these..."crabs". Hellions come in all different guises these days.

Crabs on the Bridge posted:

Crabs that have managed to clib up onto the towering, gigantic continental bridge. A startling sight for those who have never even seen the sea before.



Speaking of terrors of the sea...




I'd say more about the Kraken, but that would require it last for more than 30 seconds. I was actually quite discombobulated that I destroyed it *that* fast, but I would be very surprised if I ever get more Grade from a single battle than this.



And with that Black Bird's failed chase over, time to get a good look at a new land...



It's actually a pretty cool location, with the wasteland environment and all. This is a huge map, leading to several different areas. While nominally we're headed to Lohgrin, which judging by the mini-map is to the northwest, we've got a lot to check out while we're here.



The Elephants in this game are still cool, no matter if they're aqua or not.



And what would a desert be without scorpions, anyway?

Even a scorpion can prove a dangerous hellion!
If only I could tell which ones were male or female...

I don't think that would help, but you do you.



Told ya it a was big map. Horsa, where we'll be finishing this update, is that walled area to our far northwest.



Too bad Zaveid's the only one excited to see this.

Oasis of the Wilds posted:

A spring found in the arid wilds, and a blessed font for many. People say that the oasis was once a much bigger spring.

You wanna know what spring that might have been? Probably that big waterfall landmark in the Burnack Plateau from Berseria. Zaphgott Moor is what became of it, hence this place's proximity to Lohgrin, which of course was formerly Lothringen.



Yep, there's the final Malevolent Crucible...well, not really. Not at all, actually. I had to look up how many crucibles there were because I clearly underestimated the actual number, and in, fact, this is probably the game's longest sidequest in terms of when you can initiate it versus when you can actually finish it. You will certainly see. Following the wall here will eventually lead you to Horsa. For our final member of (new) aggrieved wildlife in the Moor...

(Blade Beak) They can't fly, but their beak is something to watch out for.
Is there a problem if it can't fly?


Looks like that bad feeling came true in more ways than one. The second sister


We need to watch her petrifying attacks, right?
There are limited ways to prevent petrification!
If you aren't wearing preventive equipment, just try guarding.

Or dodging, that works too. Our next gorgon adversary is Stheno, the eldest of the three gorgon sisters (herself, Euryale, and Medusa), and was apparently the most ferocious and deadly of the three. They were all changed into their hideous forms by Athena as retribution for Medusa being raped by Poseidon in a temple dedicated to her, and eventually came to live on an island far from civilization, practically daring foolhardy adventurers to come and try to slay them. All failed until Perseus came about, using a variety of god-granted tools to defeat the three sisters.

As for Stheno here, unlike Medusa she'll use Gorgon's Eye from the start of the fight, which can make her a lot tricker than her younger sister. Dezel's immunity to Petrification was exclusively a gimmick related to him, so Zaveid has no such innate resistance. Once she falls below 50%, Stheno will throw in Screw Driver, where she rears back and flies through the air in front of her, doing quite a bit of damage to anything in her way.




Low on health, it'll also add in Gorgon's Frenzy and Lightning Blast. Frenzy is something Medusa didn't have, and it seems to be a slightly more wide-ranging Petrification ability. Just stay away from her face and you'll be fine.




This was a really weird moment. Stheno didn't stagger from Tower of Blood, then just flopped over trying to use Frenzy? Very odd...


So much malevolence!
I believed in you... I threw everything away for you... Why... Whyyy...
Sorey, purify her!
How could you... How could you choose HER over meeeee?!

Oh, shoot!
If you're not confident, don't go after her. You'll just get yourself killed.

Again, the speaker not even on-screen. Couldn't be more obvious this can be done with either wind seraph.

*sighs*
Sorey...
What's done is done. Let's go investigate the village.
Yes. There may be survivors that need our help.

Well, I can already save you time and say there aren't any survivors, but there is an Earthen Historia.






Hmm, looks like Heldalf again, as a human, whose entire family was wiped out in rapid succession. Couldn't have done wonders for his mental state, but speculation will not get us anywhere at this point.



Too easy, Mikleo. Too easy. Finishing this sidequest will also get you Elf Ears, but our journey in this unknown land has just begun.