Logo by HollowPharaoh (t∣b∣c)
Crestseeker is a 3D action-adventure game developed by Pyro Enterprises as a launch title for the Onyx. Developed as a spiritual successor to the beloved Legend of Zelda series, it takes inspiration from series Twilight Princess and Skyward Sword while implementing new concepts and design elements of its own.
Gameplay[]
Much like traditional Zelda titles, Crestseeker is played from an over-the-shoulder third-person perspective, with the player being able to control the camera freely. Players control Bynde in order to help navigate her through the environments and puzzles which the game places in her path, as well as dealing with various enemies which she must combat. Bynde's standard non-combat abilities are a simple jump and a sprint; while sprinting can be performed infinitely, she cannot draw her weapons or use items while doing so. Bynde can also block attacks if she happens to have a shield equipped.
Combat controls are simplified and hearken back to both Twilight Princess and Breath of the Wild, with a focus on timing counterattacks rather than specific coordinated blow directions such as in Skyward Sword. Bow combat is also a primary focus of Crestseeker's combat loop, being able to temporarily enter bullet time while Bynde draws her bow. Due to this, sword combat is often used to either outright damage enemies or open up their weakpoints, enabling precise strikes with the bow. An emphasis is also placed around the use of the game's myriad items to open alternate methods of combat, with various items having different effects on enemies that can be exploited to gain an advantage.
Many of Bynde's abilities are governed by a blue crescent-shaped meter next to her health called the Mana Meter. Using most items, as well as the bullet time feature on Bynde's bow and some advanced sword techniques, drains the meter, which automatically fills over time. In contrast, there are no resources such as arrows that are required to use items; all resource management is relegated to using the Mana Meter effectively.
Bynde can also carry multiple objects in her Pouch in order to aid her in the field. Pouch items range from Flasks, which can be used to store objects, Shields, which she can equip at any given time and are used to block incoming attacks, and passive effect-sharing Charms, which can influence her skills slightly. Only a limited amount of Pouch slots are available, meaning inventory management becomes important, though Bynde also has an infinite inventory for small collectible objects.
Controls[]
- Left Stick- Move
- Right Stick- Rotate Camera
- L- Lock-On/Re-center Camera
- X- Attack/Interact
- B- Jump
- Y/A- Use equipped Item
- ZL- Bow
- ZR- Shield (if equipped)
- D-Pad- Item Quick Switch
- Start- Pull up Menu
Story[]
The game's story begins with an odd dream sequence. Bynde is shown walking in a black void, frightened and confused, as a flash of lightning in the distance garners her attention. She watches in fear as a massive electrified mass of darkness, accompanied by some sort of flaming entity, rush towards her in a malicious manner. At the last second, she raises her arms to shield herself from the enroaching darkness, only to have the entire void suddenly burst with golden light, which dissipates the threat entirely. Bynde looks up to the sky and sees a strange symbol resembling a five-pointed star, one point glowing brighter than the others. The dream fades entirely to white, and Bynde promptly crashes out of her bed, startling a younger girl tuning a sitar next to her.
Bynde rubs her head to try easing the pain while the other girl grabs her a bag of ice, being introduced to the player as Tai. Tai expresses concern that Bynde has been repeatedly having these dreams as of late, and she's worried that her sister might be coming down with some form of illness. Bynde simply brushes this off, with a still concerned Tai stating that the two need to get started on farm work for the day anyways. Player control of Bynde is granted for the first time as they venture from outside of the sister's home into Lumin Town, a seemingly-mostly abandoned location on the Moon.
The player is then given a list of pseudo-tutorial events, which they can participate in to learn about crucial gameplay skills:
- One of the cows has run off from the herd, and Bynde is sent to chase it down, acting as a tutorial for Bynde's movement controls and acrobatic capabilities.
- Tai has set up a small practice range for the two sisters to practice archery, which can be used to hone the player's bow skills before the main game.
- The fields nearby the ranch have been infested with some small Lunefilth enemies, which are eating away at the crops. Bynde must venture out into the fields in a form of mini-dungeon in order to clear the enemies away.
Once every task for the day has been completed, Tai runs up to Bynde carrying a parcel of food and a flask of Lunar Milk, granting the player their first Flask and providing a short tutorial on the Pouch mechanic. The two decide to retire to the house early, and climb up to the house's roof to look out at the planet over the horizon. Bynde sighs sadly when looking at the far-off blue sphere, with Tai patting her on the back affectionately. Tai then expresses a desire to someday travel to the planet, knowing that Bynde has always wanted to go leave Lumin Town but has stayed out of a sense of duty. Bynde hugs her sister as they leave the roof, returning to the fields to continue their work.
After wandering around Lumin Town for a time, Bynde returns home to Tai having made lunch for the two. The two sit around the table for a time as Tai plays on her sitar, stating that the heirloom is the only thing the sisters have left to remember their parents by. Eventually, Tai manages to hit a strange note with the instrument, which sends a strange pain throughout Bynde's body. She grabs her head and begins blacking out as Tai jolts to her feet and tries carrying her back into bed. Bynde begins to rest once more as Tai examines her sitar, then back to her sister, wondering what exactly has been happening recently to mess with her head so much. A strange chiming sound echoes in the distance as Tai turns to the window, a bright red light shining on the planet for a short time before vanishing. Confused, she turns back to watch over Bynde.
Bynde eventually reawakens, seeking out Tai in order to check and see if she is alright. Exiting the house and looking out over Lumin Town, she senses that something is off, with a striking level of silence echoing through the town even more so than usual. Even Tai seems to be missing, with even the sound of her sitar inaudible. Eventually, she notices some strange ruby glow away from the town, emanating from some form of naturally-formed cave. Grabbing her sword and bow, Bynde heads in to investigate.
Fighting her way to the end of the cavern, Bynde comes across a wide clearing looking over the planet. On the clearing's edge, she sees Tai alongside a strange woman in odd black clothing that she had never seen before. The woman was talking to Tai about something or other, and she could tell from afar that her sister was feeling uncomfortable with the situation. Bynde waled over to figure out exactly what was going on, and the strange woman perked up almost immediately, greeting her and saying that she was simply talking with the young girl about her "wonderful music". Tai almost immediately cried out for Bynde's help, saying that the woman was harassing her over something that she couldn't understand. Bynde drew her sword to defend Tai, but the woman's hand reached out in a split second and grabbed her neck, her armored fingers growing red hot as Bynde struggled to break free. Tai ran up behind the woman, striking feebly at her back with a small rock, only to be knocked aside as she threw Bynde down to the ground. Clutching at her neck, Bynde attempts to reach for Tai, only to have her be torn away at the last minute by their assailant. Tai screams out to her sister for help, vanishing in a burst of ruby fire alongside her kidnapper and leaving nothing but a strange rune on the ground. In a fit of desperation and rage, Bynde rushes to the rune on the ground and stabs it with her sword, and in another burst of flames, she is whisked away as well.
Bynde eventually wakes in a strange landscape, with dense fog and towering, unfamiliar plants. Unsure of where she is, but still deadset on finding Tai and her captor, she rushes into the new land with sword in hand, carving her way through overgrown plantlife and strange, shadowy-looking creatures wielding primitive weapons. Eventually, Bynde makes her way to a clearing, where a large carcass of some great beast has been left with strange arrows stuck in its side. Bynde reaches out to investigate the corpse, only to be interrupted by a group of men in silver armor, aiming long weapons at her. As she draws her blade to defend herself, the armored men are interrupted by a young man in regal clothing, who calls them off in order to talk to the "strange lady".
The man asks Bynde for her name; Bynde attempts to answer, but cannot, instead attempting to use sign language. The man, seemingly being unable to read her hand gestures, understands that Bynde may be mute due to her demeanor; as such, he asks if he can call her "Moonstone", simply based on the earrings she is wearing. Seeing no other choice, Bynde nods in acceptance. The man, satisfied with her compliance in the face of potential danger, introduces himself as Logos, prince of Kalidia. Noticing Bynde's even more confused expression, Logos deduces that Bynde is not from Kalidia, seemingly having no idea what the nation is. Ordering his men to put away their weapons, he offers to escort Bynde to his palace in order to help her calm down and refresh her mind.
Eventually, Bynde arrives with Logos at Kalidia Castle Town, a bustling marketplace far busier and louder than anything she'd ever experienced. Staying close to Logos out of confusion for her surroundings, she follows him into the castle proper, being lead into a massive throne room with an elderly king on the throne. Logos introduces Bynde to his father, King Patheus, and explains to the old man that "Moonstone" seems to be unsure of exactly where she is or what exactly is going on. Patheus remains motionless a few seconds, but then suddenly has a jolt of realization, and asks Bynde to come close to him. He reaches out to examine Bynde's unnaturally white hair, reaching a conclusion that she is "one of those moon people". Confused, Logos asks what exactly his father means; Patheus simply states that something he's been fearing for a long time has begun to resurface, and that "Moonstone" should venture into Stalma Forest and seek the counsel of someone he calls "The Sage", who will guide her towards the one she seeks. Logos instinctively reaches for his left hand, which Bynde notices for the first time is scarred and burnt horribly.
As Bynde is sent from the palace with a map which leads to Stalma Forest, she is intercepted in the castle courtyard by Logos. The prince states that while he has no clue who she is, he will do anything in his power to assist her in her journey. He takes off a small earring and hands it to her, informing her that the gem is a magical artifact known as the Kingsbead and will enable him to talk to her from far off distances if need be. With a short hug and a blessing of luck on her journey, Bynde sets off to find Stalma Forest, hoping that the Sage will help her find Tai and her kidnapper.
Stalma Forest[]
Following the map given to her by King Patheus, Bynde ventures from Kalidia Castle into a deep evergreen forest to the north, civilization giving way to wild grassy frontiers and bright plains. It's certainly a different feeling from the emptiness Bynde has spent on the moon all her life, and along the trail, she decides to stretch out and soak up some of the sunlight. This is swiftly interrupted by a cry for help nearby, and Bynde rushes over to the source of the screams to find a creature resembling a cross between an insect and a flower shielding herself from attacks by more of the primitive creatures from the Foglands. Blade drawn, Bynde fends the attackers off, helping the insectoid woman out.
Fully calmed down, the young woman began thanking Bynde for her rescue, crying amber-colored tears of joy. When she noticed Bynde's confused expression, she introduced herself as Atra, a member of the Fleurde tribe residing deep in the forest. Atra sees the map in Bynde's hands and understands that she must be looking for the Fleurde Sage; by coincidence, her mother, and someone she was in search of assistance for. Atra explains that the Sage had been stolen away from her village by a great beast of some kind, and dragged into the abandoned temple nearby. Since then, the Mirekin that had just been attacking her had been pouring out of the temple non-stop, and as pacifists, they had no training by which to attempt a rescue. Her sense of duty prevailing, Bynde offered to help rescue the Sage; perhaps the kidnapper would be the same woman who took Tai.
Atra eventually leads Bynde to Lotus Village, the dwelling place of the Fleurde. The charming stained glass architecture and beautiful floral decorations around the village repeatedly begin catching Bynde's eye, leading to her attempting to wander off across the new locale, but Atra quickly catches her arm, explaining that there's no time to waste in rescuing the Sage. Bynde is lead by Atra towards a large stone building in the distance, overgrown with moss and decay. A large crowd of other Fleurde is waiting at the entrance, as if unsure what to do; Atra then announces to the crowd that she has arrived with a skilled swordswoman willing to help rescue the Sage. With the cheering of the crowd at her back, Bynde enters the Seer's Catacombs, blade in hand.
Venturing deep into the musty, glass-filled catacombs, Bynde begins fending off massive spiders and other overgrown platlife that has taken the location over. Along the way, she encounters a sealed chest that seems to magically open on contact with her hand; inside is some strange ring-like bladed weapon. Though she has never seen this object before, Bynde seems to recognize it as something called a "Windcutter", and decides to take it under the belief that it will act as a useful tool. Eventually, Bynde comes to a massive empty room resembling some form of worship hall, with a massive statue placed in the middle. As she walks further into the room, massive vines emerge from the statue, animating it and revealing an eye-like flower in the center. The statue roars to life and attacks Bynde, forcing her to take it down.
With the beast slain, Bynde approaches a frail pink and white person dropped by the golem, determining that it seems to be an elderly Fleurde; perhaps this could be the Sage she was told about? The Sage slowly stirs back to conciousness before thanking her savior for rescuing her from the clutches of the terrifying beast. Bynde picks her up and begins carrying her back to the catacomb entrance, only to be interrupted by Atra, who managed to make her way through safely due to Bynde clearing out the monsters. Atra and the Sage greet each other warmly as the former explains the situation; after realizing Bynde was sent by Patheus, the Sage begins to recieve a vision.
As if caught in a trance, the Sage speaks to Bynde- with her true name, most jarringly- about the woman who stole Tai from her, stating that as Bynde is now, she will not be able to pursue her quarry. However, the "maiden of flame" could have her location pinpointed with the help of an ancient relic known as the Dark Eye. The Dark Eye had been shattered in two centuries ago by an unknown force, and each half had been entombed in a different part of Kalidia for safekeeping. One half resided in "the ruin of flame", while the other resided in "the tomb of the sea". Bynde was filled with joy- she could find Tai using the Dark Eye! Before the Sage came back to reality, however, she made one more statement; the maiden of flame was merely the herald for another force, something much fiercer and more powerful than the one Bynde sought. With that, the Sage fell asleep, snoring loudly and peacefully. Bynde and Atra picked the old woman and began carrying her out of the catacombs, the latter once again crying tears of joy at Bynde helping her and her people so selflessly.
Cinis Wastes[]
Guided by the Sage's words, Bynde set off with directions from Atra and Logos towards the Cinis Wastes, supposedly one of the two burial sites of the pieces of the Dark Eye. According to Logos, the wastes were a vast arid landscape due to some strange event that had happened years before Patheus's time, where something fell from the heavens and turned the area into an almost lifeless wasteland. Bynde had to agree; aside from a few creatures scuttling about the red sandy canyons, almost nothing here could be considered alive by any means.
Eventually, Bynde and Atra come across a large sinkhole, with what appears to be faint noises coming from it. Despite Atra's urging, Bynde slides down into the sinkhole, falling for a bit until eventually arriving in what appears to be an underground city held up by a massive metal cage, landing on a large bag of ruby-colored dust. She gets up off the bag to see two small furry creatures with incredibly large ears, glaring at her angrily and yelling at her for ruining their product. Atra soon falls from the ceiling as well, landing in Bynde's lap; the Fleurde looks around and determines that the two must be in the city of Cineris, the underground home of the Effec people.
Wandering Cineris for a short while, the two eventually come across a smaller Effec with a nervous disposition about him, seemingly unaware of his surroundings as he walks right into Bynde's leg. Startled, the Effec screams for his life, and Atra only barely succeeds in calming him down before he breaks down into tears. When asked what exactly is wrong, the Effec introduces himself as Laiman, and he was the most recent in a member of guardians tasked with guarding a relic of his people known as the Aqua Stone. Unfortunately, someone managed to trick him into giving up the stone, and now both his own life and that of his people were in danger. Realizing she needed to help the Effec and Laiman out, Bynde looked for a method to return to the surface, setting out to look for the Aqua Stone.
After some exploration on the surface of the wastes, Bynde and her friends eventually come across a small encampment of strange people; they seem to resemble the Kalidians, but with much darker skin, and strange clothing that seems to be made out of golden bones of some kind. Laiman shudders and confirms that these "Mariders" are in fact the people who stole the Aqua Stone, pointing out a muscular man in the middle holding up a small blue gemstone in his hands and tossing it around carelessly while his comrades drank some strange amber-colored liquid. Determined not to simply rush in, as that could simply lead to conflict that they didn't need, Atra suggested the three sneak around the camp in order to retrieve the Aqua Stone.
Bynde circles the camp, waiting for the man with the stone to enter his small tent and seperate himself off from the other warriors. Giving a signal to her friends to alert them that the time was right, the three snuck in behind the man, with Bynde drawing her sword and pointing it at his back. The man yelped as he dropped the stone, which Laiman swiftly ran over and picked up. Laiman taunted the man, laughing that nobody would be able to keep ahold of the sacred relic of the Effec for as long as he was around; in response to this, the man, introducing himself as Mack, complained that Laiman had given the stone to him, and that he had no right to try hiring assassins like this to come after him. Confused, Atra asks what exactly is going on, and while Laiman sweats nervously, Mack explains that he had been gambling with the Effec a few days prior, and after running out of money, he had decided to put up the gemstone as a bargaining chip. Laiman lost, and Mack got the stone and the money, the latter of which he had used to buy both alcohol and important supplies that his tribe needed to return back home.
Atra slapped Laiman on the back of the head, ashamed of him for trying to use the ancient relic as nothing more than a gambling tool. Laiman apologized for his actions, but refused to return the stone to Mack due to a need to return it to its rightful place. Mack eventually asked why the Effec even needed the stone, seeing as Laiman had never told him it was anything more than a standard jewel; Laiman explained that the Aqua Stone was the effective key to some dungeon the Effec didn't want people entering, being the only thing capable of cooling off the lava sealing the entrance. With this, Bynde realized he must have been referring to the location where part of the Dark Eye was being kept, and she now knew that she'd need the Aqua Stone to get in. Attempting to express her situation with hand gestures, she once again couldn't get her message across without Atra as an interpreter explaining her need to get into that dungeon. Laiman didn't want to hand over the Aqua Stone for fear of losing it yet again, but with pressure from Mack, he eventually handed it over to Bynde.
After some time wandering, Laiman lead Bynde to what looked like a massive spout of lava bursting from the side of a mountain. The Effec instructed her to hold the Aqua Stone aloft, and after following his directions, a spout of water emerged from thin air to harden the lava, revealing the entrance to some temple buried in the mountain. With Atra unable to enter due to her plant-like body and fear of entering the lava-filled temple and Laiman deciding to keep watch over her, Bynde ventured into the foreboding location alone. Using the power of the Aqua Stone, she was able to redirect the constantly flowing streams of lava until eventually reaching a chamber of what appeared to be a giant demonic skeleton. Bynde, spurred on by a mysterious voice in the back of her mind, snapped off the skeleton's horn, which somehow burst into golden flames on contact with her skin; instead of hurting, however, the flames filled her with a sense of power and strength. Venturing onward with this newfound surge of energy, she made her way into a large central chamber filled with flames. Threatened by a massive demon made of stone and lava, Bynde nevertheless battled her way to victory, entering a small corridor on the other side of the room and obtaining a strange golden artifact dotted with purple crystal.
One piece down, one to go... and then she could find Tai.
Asyla Drifts[]
With one half of the Dark Eye obtained, Bynde merely needed to determine the location of the artifact's other half. However, neither Atra or Laiman seemed to have any concept of where this "tomb of the sea" could be; desperately, she turned to Mack, who may have had the answers she sought. Mack did seem to recall something about a tomb from his more learned sister, Marnetta, which could potentially be the location Bynde was looking for. With tentative looks from Laiman, the three decided to follow Mack and his crew back to their base of operations, where Marnetta could potentially fill the group in on the location of the Dark Eye piece.
Mack took the group to a small coastal town on the edge of a white, sandy beach, where people from all over the kingdom were relaxing and talking with each other. Bynde noticed a fair amount of women acting as merchants, who seemed to be wearing similar clothing to that of Mack; perhaps they were of the same tribe? At either rate, her guide was beckoning the trio to join him on a small wooden craft of some kind, saying that he'd take them over to a small building suspended on stilts in the water where Marnetta would be hanging out. Not used to the sort of craft Mack was piloting, Bynde held on for dear life during the trip, fearful to fall into the water as the others reassured her it was alright.
After the short ride over to the building, Bynde and crew left their vehicle and entered the building that Mack had taken them to. Inside, standing at a large table with a map on it, was a muscular woman who looked similar to Mack, a massive hammer at her side. Mack gave her a short greeting and the woman, presumably Marnetta, shifted from a serious expression to a more excited and sincere one, with the two siblings shaking hands in an exceedingly masculine gesture. Marnetta asked who exactly her brother had dragged in, and Mack explained the situation; when asked about the "tomb of the sea", Marnetta seemed to have some idea of what exactly the Sage meant.
Marnetta explained to Bynde that off the coast of Kalidia lay an oceanic citadel known as the Tomb of Remembrance, where the Marider had buried their dead for decades to honor the fallen. Recently, however, some foul tempest had taken over the tomb, infesting the dead and turning them into cursed beings they had recently dubbed Sea Wraiths. Bynde seemed to believe that the Dark Eye piece would be lurking inside the tomb, but when the question was brought up by Atra, Marnetta stated that outsiders were not permitted to enter the tomb out of respect for the dead. However, Mack brought up a suggestion; Bynde and company could assist Marnetta in clearing out the infestation of Mirekin that had been attacking the town in exchange for entry. Marnetta seemed to object at first, but eventually agreed, giving Bynde a hearty handshake to seal the deal.
After clearing out the Mirekin, Bynde returned to the Marider settlement, where Marnetta was beaming with pride at her accomplishments. Honoring her bravery and skill in combat, she placed her hand on Bynde's shoulder and gave her a blessing of sorts, stating that she was now considered an honorary member of the Marider tribe and could now enter the Tomb of Remembrance. She also handed her a small necklace made of silver scales; Marnetta titled it the Siren Necklace, a tool that would help her travel through the waters on the way to the tomb and enter without hassle. With approval garnered, Bynde asked Mack to sail her out into the Tomb of Remembrance, eager to get her hands on the Dark Eye piece.
Upon arrival to the tomb, Bynde immediately sensed something wasn't right. The air was immensely forboding, with the breeze feeling almost alive, and all around the area were the crumbling and broken husks of fallen warriors, glowing with a sickly green smoke. She cut her way through the area until coming across the fully intact remains of what looked like a knight, his blade swirling with wind. After defeating the knight, his body crumbled into ash, with the wind from his sword swirling into her body instead. At this point, Bynde had to wonder; why was she such a master with using and controlling the powers and items that she had found in all these ancient ruins? These were foreign objects, being wielded by a girl from the Moon, and yet she was using them as if she had known them all her life. It almost felt like these objects were seeking her out... She pushed the thought out of her head. She had to focus on obtaining the Dark Eye piece. As she ascended to the top floor of the tomb, she watched as the foul wind permeating the building fused into a massive creature, eager to fight her. Using the new wind powers she had obtained from the knight, Bynde beat the creature and walked into the next room to obtain her prize... the second half of the Dark Eye.
Now to find Tai and her kidnapper and make things right.
The Encounter[]
With both pieces of the Dark Eye assembled, Bynde received an urgent message through the Kingsbead. After responding, she discovered that it wasn't Logos like usual, but instead King Patheus, who was ordering she return to the castle with the two pieces of the Dark Eye; the Sage would be waiting there with him, and she would help them assemble and use the artifact. Concerned with the unusual coherence of the king, Bynde left the tomb and returned to the others in the village. Atra seemed to know something was up, and decided that the full group should accompany her to the castle. Laiman and Mack gleefully agreed to tag along, while Marnetta sighed to herself and reluctantly decided to ensure that Mack stayed out of trouble. With her friends backing her, Bynde began her trek back to the castle... With a mysterious figure watching in the distance.
Bynde and company soon returned to Kalidia Castle where they were greeted by Logos, Patheus, and the Sage. Though the mood among Bynde's friends was easygoing and excited- they were about to complete her task and save her sister- both the Sage and Patheus seemed much more somber about the events to soon transpire. The Sage asked to see both halves of the Dark Eye, and Bynde obliged; the elder Fleurde spoke some form of ancient language as the two halves of the purple crystal reformed into one, gold wires sprouting from thin air to entwine the two. With the artifact restored, Patheus asked Bynde to place her hand on the glowing jewel. Doing as instructed, Bynde felt herself getting lighter as her vision was engulfed in purple light.
Bynde found herself inside what appeared to be an eerie palace carved from bone and purple rock, standing in the middle of a garden filled with red flowers. Standing in the middle of the garden was none other than Tai, who Bynde could tell from a distance had burn marks on her arm. Sisterly instinct kicking in, she rushed over to the younger Lumina in order to check and see if she was okay. Tai turned around, her melancholy expression turning into a shocked and happy one upon seeing her older sister again. Confused and bewildered that Bynde had braved her fears and somehow managed to find her way to the planet below, Tai explained that she had no clue why the woman had taken her, but it had something to do with "unlocking her potential". Tai gave away her location- Darkiris Stronghold in the Foglands- and told Bynde to stay strong and keep fighting. Bynde felt her connection flicker away as a strange electric mist began filling the air, and she gasped for air as she felt herself return to the castle.
After Logos and Atra helped bring Bynde back to consciousness, Patheus asked her what exactly she had seen through the lens of the Dark Eye. The Sage seems to have a recollection of sorts when the name of Darkiris Stronghold is brought up, and the two elders in the room explain that the stronghold was a long-forgotten keep built by an order called the Stargazers... Though the Stargazers had since died out, the sealed keep was home to untold secrets that no Kalidian, not even Patheus, had seen before. The Dark Eye, being a supposed relic of the Stargazers, should allow Bynde access to the stronghold. The group set off to find Darkiris Stronghold, but were stopped by Patheus; he believed that, if his predictions were true, only Bynde herself would be worthy to enter the belly of the beast. Nervous, Bynde accepted, and ventured off alone to save Tai.
Bynde returned to the foggy forest where she had first arrived on the planet, and by following Patheus and the Sage's directions via the Kingsbead, she soon came across a vast fortress made of the same purple stone she had seen in her vision. Holding out the Dark Eye to the locked gate, she soon found the doors opening for her, as if welcoming a guest into its labyrinthine corridors. Plenty of Mirekin and other foes were waiting for her within the stronghold proper, but Bynde found herself more scared of the runes carved on the walls; aside from depictions of bloodshed and violence, she found some depicting a woman that felt familiar to her for some reason, deeply unnerving her. Nevertheless, she pushed onward, finally coming across the red garden she had seen in her vision. Tai was there... and so was the woman who had taken her, crouching in front of her and talking with her.
The woman finally turns, noticing Bynde behind her with her blade drawn. She doesn't seem frightened at all, rather turning to Bynde and introducing herself as Kathia. Tai rushed over to her sister's side, hiding behind her for protection and thanking her for coming all the way to help save her, but Kathia simply chuckled to herself as she drew out a flaming blade of her own from thin air; both sisters being here apparently only meant that she would be able to carve out both "Shards" with little to no effort. Both sisters were confused, but Kathia continued her speech, saying that with time and training, she'd be able to teach Tai how to "use her powers right". Calling out Bynde by name, however, Kathia claimed that the elder sister would need to have her Shard torn out of her body instead. Clashing swords, the duel between Bynde and Kathia began in earnest.
Finally triumphing over Kathia, Bynde ran over to Tai, who had been hiding off in a corner to avoid the fight. The two sisters hugged tightly, both crying tears of joy that the nightmarish ordeal was over. Kathia moaned as she tried to get up off the floor, charging a fireball in her hand before collapsing again. For some reason, Tai looked over to the mysterious woman and left Bynde's side for a second, kneeling down in front of her and chanting some mysterious language that Bynde couldn't understand. Kathia's wounds seemed to be healing as a strange gold light ran down her body; when Tai stopped singing, Kathia slowly got up and massaged her shoulder. Bynde's expression turned confused and bewildered as she wondered why Tai suddenly had healing powers, and why she would use them on her kidnapper and presumed torturer. Tai explained to her sister not to worry; Kathia had shown her how to use something she called the "Shard of the Crest", and it would be the wrong thing to just leave her for dead. Before Tai could explain any further, a bolt of lightning shot through the garden, cutting off Bynde from her sister. A powerful-looking man, wielding a spear and wreathed in electricity, emerged from a side door, glaring at Bynde with a gaze that felt both sorrowful and threatening.
As Bynde drew her sword in self-defense, Kathia bowed down in front of the man, greeting him as Lord Noske. Tai began backing off as the man walked in front of her, but instead of striking her as Bynde was expecting, he simply knelt down and held out his hand to the young girl, as if to comfort her. Bynde was even more confused as to what was going on, but Noske turned his head towards her and pointed his weapon directly at her, before berating Kathia about trying to kill somehow who was clearly strong enough to break all the way into their stronghold. The fiery woman began explaining that Bynde had followed her after she had located and taken the "Crest" away from the Moon, which only raised his suspicions even more. Noske gave Bynde a look-over quickly before thrusting his weapon directly at her. Caught off guard, Bynde raised her arms to block the attack, only to be thrown off by a blue light that seemed to be coming from her hand.
The spear hovering inches from her face, Bynde looked at her hand; somehow, a strange diamond-shaped symbol had burnt itself on the back of it, with strange runs and gear-like symbols floating around it. Noske put down his spear as a smile creeped across his face; he remarked that after decades of searching, the Seeker had finally arrived. Confused as to what exactly was going on, Bynde raised her sword once more, only for Noske to offer to explain the situation. Putting his hand on Tai's head, Noske stated that the gathering of all four of them was proof of the "cycle of reincarnation" beginning once more.
Noske explained that the world of Kalidia had always been subject to the whims and wishes of a quintet of creator deities; having accomplished the creation of what they saw as their perfect world, they instead focused their efforts on a second world, which became Kalidia's moon. Once life began developing on the moon, the gods decided to have a bit of fun with the race that would one day become the Lumina. Imbuing chosen individuals with great power and strength, they forced them to play out a little game that they had enacted, and once the game was done, the gods kept reincarnating the chosen players over and over, eager to see who would come on top. The eras changed, the world changed, and cultures changed, but the spirits and powers tied to this endless cycle would always remain constant. Noske shocked Bynde even further by stating that he too was a Lumina; having been cast down from the Moon by force centuries ago just for being born as the so-called "Dark Lord" that this endless cycle had forced him to be.
Noske took Tai's hand and walked her back over to her older sister. The man told Bynde to leave with her sister as Kathia looked confused behind him; with Bynde now unable to avoid her destiny as a Seeker, she would be unable to return home until her task in Kalidia was done. Following this statement, Noske told the two sisters to spend what time they could together and be happy, for it was only a matter of time before he and Kathia would have to fulfill their own destiny and slaughter Bynde. A heavy feeling weighing down in their hearts, the two sisters left Darkiris Stronghold.
Upon returning to the castle, the two sisters were greeted by Logos, who asked Bynde if everything was alright. Looking down to see Tai, he concluded that Bynde had succeeded in saving her sister, and welcomed the younger sibling to Kalidia Castle where she could rest. Tai was concerned, however, and asked Logos if he was aware of anyone named Noske. Logos denied this, sweating, while King Patheus slowly emerged from the other end of the corridor, a somber and serious look on his face. Knowing Bynde had faced the dark lord Noske, he determined that there were some things he would need to tell her.
Tai's initial reaction to Patheus was to ask whether or not Noske's speech was true; were she and Bynde really part of some cycle of reincarnation? Patheus confirmed this to be the case, as this cycle had been a part of Kalidian history for thousands of years, and that Patheus himself had actually known the previous incarnations of what he called the Crest and the Seeker long ago. Egged on to explain what that meant, the elderly king explained that the titles referred to the roles each spirit played. The Crest was a person or object of immense power, taken by the Lord and his disciple, the Obsessed, to attain some dark goal. The Seeker would be the one sent to retrieve or save the Crest, guided by the final reincarnated spirit known as the Guide. Bynde felt strange inside after hearing this; everything so far had happened exactly as Patheus described. Looking around, she realized that Logos seemed to be feeling off as well, as he kept fiddling with his left arm... which she only now realized was charred black, as if it had been violently burned and charred.
Patheus finally reiterated what Bynde had been dreading; with the cycle of reincarnation fully initiated, the two sisters were locked inside a battle that could not be avoided. While Bynde would be able to return to the Moon whenever she desired, Tai would be unable to leave the planet as she was now unable to escape the wrath of the Lord. If Bynde wanted to return home with her sister, she would have to slay Noske, killing him to ensure the end of the cycle once again. Suddenly, the Sage appeared from behind a corner, looking somber as well. The Sage explained that in order to prepare herself for the inevitable battle with Noske, Bynde would have to attain blessings from five shrines located across Kalidia, strengthening herself to be on par with the man she would need to kill. Bynde thought to herself about the situation; Noske seemed just as hesitant to fight as she was, and he even seemed to be encouraging her not to fight despite the inevitability. Could he really be as heartless and evil as Patheus was making him out to be? Regardless, Bynde accepted. Killing Noske would be the only way she could return home with Tai and finally bring an end to all this. Logos told Bynde that he would take care of and watch over Tai for her while she sought out the shrines, just to ease her worry. With everything prepared and a guide to the shrines prepared by the Sage, Bynde set out to prepare for her final battle. Just before she left, though, Tai handed her the sitar she had spent so much time practicing; Tai said it could help her on her journey more than it would sitting in the castle. With one final hug, Bynde set off.
Steelheart Sanctuary[]
Map in hand, Bynde set out back into Deepsky Woods, where she had been told one of the five Divine Springs had been built. Following Atra's guidance, she wound up arriving in a vast crack in the landscape, stretching down into the crust of the planet so far that Bynde could not see the bottom. Atra explained that these cracks had been appearing across Kalidia for a long time; with the evidence now presented to her, she believed it could be tied to the dark power of Noske, as monsters had been known to emerge from the abyss below from time to time. Using the power of the Gale Bombs to hop across to the other side of the gap, the two kept walking through the dense trees and winding paths until they came across a sunny, mossy clearing in front of a vast lake, pristine clear water glistening in the light.
Despite the idyllic landscape, Bynde couldn't find a single sign of life anywhere in the lake, and it was even devoid of the dark forces that she had come to expect around the entire land by this point. The only evidence that anybody had ever come to the late before were a multitude of spears and swords embedded in the ground, which seemed completely new; there wasn't so much as a single stain on their bright silver blades. After a short time looking around and traversing the area, Bynde came across something truly unsettling: what looked to be a massive face built into the side of a nearby cliffside, carved from the same silver metal as the swords.
Examining the face over a period of several minutes, Bynde eventually found a multitude of switches hidden around the lake, and after triggering them all, the jaw of the face opened to reveal some form of dark catacomb made of the same silver metal. Bynde looked around for Atra, but to no avail; she was nowhere to be seen. Drawing her blade and preparing for combat, she entered the gaping maw, finding herself in a shadowy tomb of iron and silver lit up by nothing more than what seemed like floating spheres of energy. Inside the dungeon were no signs of organic life, only strange silver metal beings who fought like humans. Just what was this place?
Upon approaching a glass case with a strange armbrace inside, Bynde's questions were answered. On a strange pad lining the wall seemed to be a journal entry from an unknown entity, calling themselves Steelheart Eldric. Eldric's log stated that despite their efforts, the Steelheart Clan had failed; despite their success in harnessing the power of electricity to counteract the Dark Lord's power, they had been unable to fulfill the queen's wishes and harness the power of the divine spring to cure her. With all hope being lost, Eldric would now seal away the Steelheart's creations within the sanctuary, preventing the divine spring from being defiled by dark individuals. Bynde, unaware of what any of this meant, simply took the armbrace and went on her way, eventually coming across a massive metallic monster and slaying it where it stood.
No obstacle left in her path, Bynde approached a vast room filled with water, a strange statue depicting an ethereal form jutting out of the middle. The warrior hesitantly dipped a finger in the water; despite the cold, lifeless air in the sanctuary, the spring's water was warm and relaxing. Placing her equipment by the water's edge, she slipped in, and the water began glowing alongside the eyes of the statue. A bright light emerged from the bottom of the spring as Bynde shut her eyes; when she awoke, she was standing in a vast otherworldly plane of almost blinding white flames. In the place of the statue was a strange individual wearing thick robes and a mask resembling a flame, who bowed to Bynde and welcomed her as the "new Seeker". The being introduced themselves a Herald of Flame, one of the five servants to the creators of Kalidia. As the Herald reached their hand out, Bynde took their flaming-hot grasp and felt energy surge within her. When she awoke back in the spring, Bynde felt a pulsing mark on the back of her hand again, revealing the same diamond-shaped mark as when she had tried to fight Noske before. Filled with power, Bynde grabbed her gear and prepared for her next target.
Vault of Sin[]
Bynde's next destination was marked as somewhere in the Cinis Wastes, so she decided to plot a course for Cineris; perhaps Laiman would be able to provide some assistance in locating the divine spring. On her path to the city, however, she came across the Effec digging around in a vast pile of rubbish, pulling out rope and some strange hooks. Upon seeing Bynde, Laiman told her that he was going to attempt something no Effec had done in centuries; infiltrate Vuljan City. When Bynde reacted with a confused expression, Laiman explained that Vuljan had been the former capital of the Effec people until some weird calamity had driven them out. There was no telling what riches would be left behind, however, and so Laiman had decided he'd loot the place and get rich- or, at the very least, pay off his debts for trading off the Aqua Stone. Knowing he'd get in trouble, Bynde volunteered to join him on his expedition to Vuljan City.
After descending down even further into the Underground than before, Bynde and Laiman arrived at a massive cavern filled with a strange black and red smoke. Laiman shouted for joy as he confirmed this was the remains of Vuljan City, the abandoned buildings remaining fully intact since the time period of the ancient Effec. Exploring around the city for a while, Laiman began to ask himself questions; why would the Effec abandon all this perfectly good gold? Bynde eventually found what might be the reason: a strange pit dug in the ground, which exposed a strange gold and red gateway of some sort lying parallel to the ground. Though sealed tight with a glowing gold wire, it was leaking the same smoke that misted through the air in the city, making it the likely source of the miasma. Slicing through the wire, Bynde hopped into the gate, hoping to find something on the other side.
The inside of the gate held something Bynde was not expecting: a vast golden palace, shining as though the sun was just overhead and glittering with glass and jewels. Something was certainly off, however, as this illustrious paradise seemed to be filled with the strange smoke-like miasma that permeated the city above her. Her suspicions were strengthened after witnessing the inhabitants of this strange place, which took on the form of Kalidians, Effec, and Fleurde with strange gold smothering their bodies. Fearful of why exactly this wonderful-looking place seemed so hostile and depressing, Bynde kept wandering, eventually coming across a strange old man in blue robes.
Kneeling down to examine the old man, Bynde seemed to snap him out of some sort of unconciousness, and he begged to know why exactly anyone was down in the Vault of Sin. Unable to answer, Bynde simply tried helping the old man to his feet, and was startled when he yelled in pain at getting up. He grumbled at someone new being in the vault, realizing that it meant that someone had entered it after he had sealed it up to prevent more people from falling into its master's clutches. The man began coughing as he began pulling something out of his pocket- then he stopped. He turned to Bynde with a terrifying expression, claiming that if she had come down here of her own volition, then she was just as bad as the other sinners wandering the cursed vault. In an instant, he faded away, dropping what looked like a fusion between a dagger and a glowing spool of thread: the very same that had sealed the entrance to the vault. Knowing what she had to do, Bynde grabbed the item, planning to seal whatever evil was behind this place once and for all.
Venturing down into the depths of the vault, Bynde eventually came across what appeared to be one of the divine springs; instead of having clear, warm water, though, the water had turned murky and bone-chillingly metallic, and massive piles of gold jutted out of the walls. Most horrifyingly, a massive gold and black mound of darkness and flesh sat in the middle of the spring, spewing dark miasma. Pulling out the sealing wire, Bynde challenged the golden fiend to a battle, and after much hardship, the demon was finally slain for good, its power sealed within the Holy Wire obtained from the eerie old man. With the monster gone, the gold vanished, and the water of the spring cleaned out instantly into its normal pristine state. Relaxing in the warm water, Bynde was once again whisked away to the realm of the Herald; awakening from the encounter, she felt stronger once more.
Sand Goddess's Temple[]
In looking across her map for the location of the next divine spring, Bynde found herself back in the Marider village, where Marnetta found her and asked to know how she was doing after the whole Dark Eye incident. Looking at the map she held in her hand, Marnetta immediately grew defensive for some reason, asking why Bynde had a map marked with the official Kalidian imperial seal. Unable to speak and explain, Bynde pointed to one of the three remaining spring locations on the map, an intent expression on her face. Marnetta began trying to explain that as the queen of the Marider tribe, she realistically shouldn't be working for someone who was, in essence, being aided by their rival, but after looking at Bynde's desperation, she dropped the act. Looking over the map, Marnetta determined one of the locations that Bynde was so determined to get to was located in Helkore Desert, a strange lifeless waste in the fringes of Kalidia that hadn't seen civilization for centuries; if it was for someone like Bynde who had proved her worth, however, Marnetta would do anything in her power to help her reach it. The Marider scuffed up Bynde's hair affectionately and told her to pack things up, as the two would be heading out into the desert as soon as possible.
After a long trip, Bynde and Marnetta made their way into Helkore Desert. The region was just as Marnetta had described, being a sandy waste with the ruins of buildings emerging from the ground, dusted brown with age and erosion. Her guide pointed off into the distance, towards what seemed to be a darker patch of desert; Marnetta called it the Great Sinkhole, a vast pit of quicksand that had appeared many years ago and seemed to be the location pinpointed on Bynde's map. With some initial confusion as to how the sand pit could be in the same location as the divine spring, Bynde headed off towards the sinkhole, slowly approaching the strange building in the dead center of it.
Eventually, Bynde and Marnetta arrived at the building in the Great Sinkhole, a statue of a four-limbed woman with a masked face guarding the entrance. Upon seeing the statue, Marnetta hesitated and backed down; as Bynde looked at her with a quizzical expression, the Marider explained that this was sacred Kalidian ground... The temple of the Sand Goddess. No Marider was allowed to trespass on her ground through threat of death, and not from simple religious warriors either. Their people had been cast out by divine right ever since the Kalidian king had barred them from the kingdom proper, and now they could not set foot in the goddess's domain without having their bodies crumble and minds fade to dust. As much as she wanted to help Bynde, this would be the end of the road; Bynde gave Marnetta a smile and a retaliatory hair scuff before entering the temple on her own.
The Sand Goddess's Temple was certainly a fitting description, as Bynde found massive piles and pits of sand scattered across the brown and white stone building. Even the air was full of a strange powdery dust, which she assumed was extremely fine sand, and strange devices hovered in the air with streams of sand flowing in between them. Though visibility was low and strange creatures lurked in every corner, Bynde trekked onward, carving her way through the temple's traps and puzzles as fast as she could. Eventually, she came across a large statue of the woman depicted in the front of the temple, presumably another figure of the Sand Goddess. This statue, however, pulsed with a strange green light that ran down its body in strange patterns, all converging onto the statue's fingertip. Standing underneath it, she was shocked to see the green light fall out in a form almost like a raindrop, landing square in the middle of her palm; when she looked down in her hand, the drop had morphed into a strange stone ring with the same runes as the statue. A soft female voice echoed through her mind, sounding both familiar and foreign to her at the same time... It was the voice of the Sand Goddess, telling her that she had given Bynde her blessing and aide in saving both Kalidia and her sister from the fates that would befall them. With the goddess's blessing in her heart, Bynde explored further through the temple, magic ring in hand.
Eventually, Bynde arrived near the top of the temple, being trapped in a strange platform suspended in midair. Expecting the divine spring to be nearby, all she had for response was a strange armored warrior waiting for her, sand leaking from their joints. The mysterious figure raised a pair of large curved blades, pointing one at Bynde as if to challenge her to a duel; Bynde drew her blade in acceptance, and the two fought until the defender collapsed, a strange smile of approval crossing its face as it dissolved entirely into sand. Progressing further upwards, Bynde reached the divine spring, resting on the roof of the temple and having what appeared to be stone umbrellas placed within as a form of shade. Despite being in the desert, the hot water was just as soothing as it had been for the other two springs, and as Bynde entered the water and re-entered the Herald's realm, she felt herself growing even more powerful... and even more prepared to face Noske.
Mistic Isles[]
Upon returning from the Helkore Desert, Bynde made her way back to Asyli Town to thank Marnetta for her assistance in travelling there. Instead of finding the queen, Bynde managed to run into Mack, who was preparing for yet another voyage on the town's shoreline. Seeing yet another opportunity, Bynde ran up to Mack and showed him her map, to which he responded with eager bravado after pointing out a shrine located off the coast on a small island. Knowing that Bynde was eager to access whatever was on said island, he agreed to take her, though he did state that said island had been prone to disappearances from time to time. With an uplifting feeling in her heart, Bynde set off with Mack to the so-called Mistic Island.
The voyage had been far longer than Mack believed it would be, and night soon fell as Bynde drifted off to sleep, the stars being swallowed up by a sea of calming fog. When Bynde finally awoke, she rubbed her eyes to attempt to remove the strange drowsiness that had settled on her for some reason; as she looked around for Mack, she was shocked to discover that he wasn't anywhere on the boat, which was now slowly drifting on a calm, black sea dotted with multicolored stars. It was beautiful... but it wasn't reflecting the sky, which had been swallowed in so much dense mist that all she could see was a strange island, which she was slowly approaching. Something was extremely off, and Bynde reached for her sword as she drifted towards the island.
The island was seemingly uninhabited, though it was dotted with the shadowy forces of Noske who had commandeered some ruins as a form of habitat. While exploring, Bynde found not a single sign to the whereabouts of Mack or what exactly had happened to the area, leaving her majorly concerned as to what exactly was going on. Eventually, she came across a strange shrine on a beach with a crystal scepter embedded in a stone plinth- she grabbed it, feeling a sense of calm and ease wash through her body. Multiple beacons of light shot out from the ground as strange marble figures crawled from the earth, wielding massive sabers of divine energy. Sensing an intense danger from these stalwart entities, Bynde went on the hunt for what exactly was behind this mysterious island.
After scavenging the island for some time, avoiding the saber-wielding guardians and clutching the staff tightly, Bynde eventually managed to come across a massive sealed door built into the side of a cliff. Placing some strange stone tablets that she had previously found within slots on the door, she stood in awe as the monolithic gateway opened, releasing even more of the strange mist into the air. Inside the door was a staircase that lead to the heart of the island; at the bottom of the stairs, Bynde came across a massive gear-like construct that was leaking the mist from an empty eye-like orifice. At the sight of an intruder, the construct unfurled a pair of arms wielding massive blades, seemingly challenging Bynde to a battle.
Upon the defeat of the strange entity, the mist cleared from the room as Bynde felt her energy and stamina return to her. Wiping her eyes, she was shocked to see the wreckage of the monster she had just defeated entirely vanished, and the wall had opened to reveal another staircase downwards. Following the new stairs, Bynde came across the fourth divine spring; bathing in its warmth and power, she felt even stronger as she was whisked away to another Herald of Flame. After leaving, she was shocked to see that the mist had entirely cleared from around the island, and Mack was standing on the shoreline, completely unharmed. As Bynde excitedly ran up to him, Mack questioned why exactly she was so eager to see him; after all, she had only been on the island for two minutes. The two sailed back to the mainland, with Bynde being confused as to what exactly had happened.
Taikora Tower[]
Bynde returned to Kalidia Castle, emotions spiraling in tons of directions. She had only one more divine spring remaining until her power would equal that of Noske, enabling her to confront the dark lord and enable Tai to return home with her safely. However, deep down, she was secretly worried about the encounter. Noske didn't seem like he really wanted to be involved in any of this, either; would she have to fight him merely due to some divine cycle that she still wasn't fully confident existed? She shook the thought out of her head. This was for Tai, and for ensuring her safety. If Noske could be reasoned with, she would do it.
With only a single divine spring remaining, Bynde sought out the aid of Logos in order to gain knowledge and assistance in finding out its location. King Patheus, however, swiftly refused his son to accompany Bynde on her mission. When asked to explain himself, Patheus explained that the final divine spring was located within Taikora Tower, a location set in the treacherous Malestra Mountains; as the tower was a sacred place destined for only the Seeker themselves to enter, Logos would not be allowed to accompany her on this final stage of the journey. Bynde would have to finish her quest alone. Logos apologized for his father's actions, but Bynde simply nodded grimly and began packing to leave. Tai, entering the room after hearing the commotion, gave Bynde a thick cloak that she had made alongside the Sage in hopes that it would protect her from the blistering cold. Giving her sister a hug goodbye, Bynde set off to ascend to her ultimate form... She would become the Seeker.
Some time later, Bynde found herself in the snowy summits of Malestra, holding her cloak's hood to keep the snow out of her eyes. After a long time spent wandering with nary a soul to help guide her, she came to the base of a massive tower constructed from steel, half-buried in sharp icicles that gave off a threatening and malicious tone. According to the map, this was Taikora Tower, the location where the final divine spring had been sealed away for her alone. The very thought that such a structure had been built specifically for her felt unnerving, but Bynde pressed on, shoving open the worn door and entering the tower's cold depths.
It felt like ages as Bynde traversed the icy halls of the tower, slowly ascending to the top as she smashed through ice, forged frozen paths with the Aqua Stone, and activated ancient mechanisms to build her way forward. After much trial and error, however, she found what she believed to be the very top of the tower, a massive domed room sheltered from the cold. The final piece of the key to Tai's freedom- the final spring- was sitting right in front of her. As she stepped in, however, the warm water turned bright white and chilly to the touch as a strange watery being emerged in front of her. It took the shape of a woman; upon further inspection, it almost looked like Bynde, with some strange clothing and a few facial features mixed around. Her identity was clear to Bynde almost instantly, however, and as the spirit of the last Seeker drew her strange ivory blade, she knew that she would have to prove to her predecessor that she had what it took to succeed her in this strange, neverending cycle.
Upon defeating the spirit of the Seeker, Bynde dropped her sword in exhaustion and relief. She had won; the final spring was hers to claim. As she knelt down on the ground, panting in the cold, the Seeker, walked over to her and put her hand on Bynde's shoulder, giving her a smile of approval before she melted away. The spring turned from frigid to comfortably warm as Bynde faded back into the realm of the Herald of Flame. The essence of light and power filling her, Bynde awoke to see the diamond-shaped sign of the Seeker burnt into her hand... and a blade sticking out of the ground before her. Taking it and plucking it from the stone, Bynde knew that she had become the ultimate warrior.
Now, it was time to end this once and for all.
Climax[]
Bynde began her trek back to Kalidia Castle in a mixture of high and low spirits. Her body felt infused with power, power strong enough to defeat Noske and return home with Tai. At the same time, however, there was nothing delaying the inevitable battle now, meaning that said encounter was growing closer by the second. Her spirits grew even lower upon returning to the castle town; it was ablaze, with buildings smashed and great plumes of smoke ascending into the heavens. Extremely worried about Tai's safety, Bynde rushed towards the castle.
Upon her arrival to the castle, Bynde found Logos crouched over his father, who was lying on the floor. Logos saw Bynde and ran towards her, tears streaming down his face; he explained that as Bynde was off discovering the final divine spring, the fire-spewing servant of Noske had arrived in the town, seizing an opportunity to wreak havoc and capture Tai. He and his father had tried their best to defend her, but Logos had been knocked unconscious and Patheus had been slain, his body left to soak in a pool of his own blood. Incredibly distraught, Bynde began panicking and punching the wall, but Logos managed to calm her down with a piece of information that Kathia had left him. If Bynde wanted to see "the Crest" ever again, she would come to the Almier Foglands to where everything had started and finish the job. Nodding grimly, the Seeker set off to accomplish her mission.
Bynde made her way to the initial impact site where she had come to Kalidia, with the runes on the ground having expanded into a massive pit with strange gold and ivory rings around the edge. At the bottom of the pit was Tai, chained up in what appeared to be rings of flame- Kathia and Noske were here, and their confrontation was inevitable. Enraged, Bynde leapt down the pit with her blade drawn, prepared to kill both her adversaries in order to save her sister. As if summoned through thought alone, Kathia appeared, clapping sarcastically and congratulating her on making it this far only to fail. Rushing towards Kathia, the two dueled until Bynde came out the victor.
Upon turning around to free Tai, however, Bynde was found face to face with Noske, who was holding her sister in one hand as his other rested over her heart, as if he were going to tear it out. Bynde raised her sword once more, but Noske stopped her by saying that he didn't want to do this either. It was his fate as a reincarnation of the Lord to seek out the Crest's power by any means necessary, but he was willing to end this peacefully and without harm to anyone if Bynde agreed to aid him. Pointing at the runic circle on the ground, Noske spoke of an ancient temple on the Moon designed as transport between it and the surface of the planet. As the Lord, Noske was forbidden from returning to his home much like Tai was as the Crest... but Bynde would be able to leave for the Moon freely, being able to enter the temple and activate the transporter. If she did so and enabled him to return home peacefully, he would gladly end this pointless feud and leave both Bynde and Tai in peace; the only other option would be for the two to fight each other to the death. Bynde reluctantly agreed; it was the only way to let her sister go free.
Returning to the moon after so long was surreal to Bynde, with Lumin Town seeming even more barren than it did before after experiencing the populated lands of Kalidia. Still, she had no time to waste, and she made her way towards a strange shrine on the outskirts of town. Though this shrine had long since been abandoned for as long as Bynde could recall, something about it called to her now, and as she placed her hand atop the pedestal within, she felt a rumble shake across the town as if the ground was tearing itself asunder. Exiting the shrine, she found a vast citadel emerge from the ground near Lumin Town, with glowing runes carved across the walls. Believing this to be the temple that Noske spoke up, Bynde gathered her courage and entered the building's vast gateway.
The interior of the temple was one of the toughest challenges that Bynde had ever faced, constantly shifting between other locations that she had come across on her adventures and testing her skills with every tool she had ever obtained. At the end of the disorienting dungeon rested a vast room dotted with scripture and a strange device resembling a focusing lens; upon reading the strange glowing text, which appeared to be ancient Luminian, Bynde discovered that the Moon had not always been the vast barren wasteland that it had once been, and that prior to an event the text only described as "The Decay", it had been a thriving and varied ecosystem. Bynde had no interest in this, however, and she instead turned to the lens in the center of the room. Placing her hand in a nearby slot, she concentrated as she poured her energy into the lens, until a massive beam of light fired from the objects and off towards the planet's surface. No doubt this was the portal back that Noske was so eager to obtain... Shuddering with anticipation, Bynde returned to the planet's surface through this new portal.
Arriving with no difficulties, Bynde returned to the impact site where Noske and Tai remained. Bynde reached for her sword, but Noske held his hand upwards in a gesture of peace; snapping his fingers, he released the flaming bonds that Tai was captured in, handing the child over to her sister as carefully as he could. As Tai slowly regained consciousness, Noske thanked Bynde for agreeing to end this conflict peacefully; he now had no more reason to harm the girls anymore, and could simply return to the moon in peace. As Logos and all of Bynde's other allies rushed onto the scene, prepared for a potential battle, Noske simply stepped into the portal and was whisked away into the stars, presumably returning to the moon. Logos ran over to Bynde, happy to see that both girls were alive and unharmed, with Atra asking what exactly Noske's goal was. Tai slowly stirred herself awake, mumbling something along the lines "can't escape the cycle"... Concerned for what could happen, Bynde waved her friends goodbye (giving a kiss to her romantic partner if one has been married) and stepped in the portal herself, hoping to encounter Noske.
Final Conflict: Seeker[]
With the Seeker's Blade in hand, Bynde made her way to where she in her heart knew Noske would be heading- the World's Eye, the same flat location where this entire adventure to Kalidia had begun. Making her way through the familiar yet now foreign Lunar Caverns, she came across the man, sitting on the ground and staring up at the planet on the horizon. Bynde slowly approached Noske, who, upon noticing Bynde, thanked her for letting him return home after what felt like centuries. Finally, the curse of the endless cycle of rebirth would no longer have any pull on him... he could rest easy from now on. Noticing Bynde's blade and expression, however, his expression immediately became more sorrowful, lamenting that even now the cycle haunted him through her. Acknowledging that neither of them were truly able to change their fates after all, Noske drew his weapon in what both knew would be the final battle.
After what felt like an eternity of battle, Bynde slashed Noske across the chest in a finishing blow, causing him to drop his weapon. In his dying breath, the Dark Lord thanked Bynde for finally freeing him once and for all, telling her to apologize to Kathia for not coming back and expressing his sorrow that the two had to meet in circumstances beyond their control. Noske faded into nothingness before Bynde's very eyes, scattering into stardust as the golden shard burned onto his back floated in the air- then shattered like glass. Noske was slain. Her battle was over.
Returning to the surface of Kalidia, Bynde was immediately rushed by her sister, who embraced her with tears of joy. As the two sisters reunited at last, free of any more conflict and strife, Logos thanked Bynde for ridding their land of the foul essence of the Dark Lord; perhaps the dark spawn he created would fade from the land with his passing. The group gave thanks to Bynde for her aid in saving Kalidia, Logos saying that if she desired to remain on the planet with her new allies, they'd do everything they could to repay her for her brave deeds.
Seeker Endings[]
Bynde and Tai ultimately decided to return home to the Moon; saying their final goodbyes to the friends they had made across this new and wondrous journey, they departed back home to Lumin Town, saying goodbye to Kalidia as a whole. Though nothing ever truly compared to the wondrous adventure that the two shared, the sisters were happy to just return to life as normal, spending their days as simple farmers once again. Over time, knowledge of the civilization on the Moon faded from Kalidian memory, and the bloodline of the Seeker stayed distant from the land. However, it was only a matter of time before the world would need a Seeker again...
Ending A: HomewArd BoundBynde decided to remain in Kalidia with Logos; after all, living in the castle would probably be a much better place to live with her sister than in the near-abandoned Lumin Town. Logos and Bynde soon consummated their marriage, becoming king and queen of Kalidia following the passing of Patheus. Bynde became beloved by the people, a kind and loving queen who became a lasting footnote in the annals of history, though her exploits as the Seeker were lost to time. Tai, inspired by her big sister, left the palace and the life of a princess behind in her teenage years to become an adventurer, and left for distant lands. Bynde was done adventuring herself; spending time with Logos and helping to aid Kalidia in other ways was all that she needed.
Ending B: Side By Side Under The CrownBynde settled down with Atra in her village, deciding to simply live a quiet life with the one she loved more than anything. Putting her hero days aside, she joined Atra in working at her potion business, helping to gather ingredients and take care of the store. Though it was perhaps not the glamorous life that one would expect of a hero, the Fleurde adored her company and she quickly became accepted as one of their own. Tai, raised in this environment, quickly gained a knack for singing as well as her skills on the sitar, and as she grew, she came to be revered as a famed singer dubbed "The Starlight Songstress", who passed into legend while Bynde herself was forgotten in the annals of time.
Ending C: La Performance Du Dieu CommenceDeciding to stay in Kalidia with Mack, Bynde found herself having the time of her life with the man she loved. Becoming almost like a father to Tai herself, Mack devoted himself completely to trying to make the two girls happy. Eventually, however, Mack decided that spending his life in the Marider village wasn't good enough; before them lay an infinite ocean full of vast possibilities, and he wanted to share them all with his bride. Setting out on a large ship, Bynde, Tai, and Mack set sail from the village to explore the ocean, eventually discovering a new land to the far west. Though this land was devoid of civilization, their efforts to colonize it and make a new home for themselves would lead to grand events in the future...
Ending D: Adrift In A New WorlDBecoming the new co-queen of the Marider tribe, Bynde spent every waking moment aiding Marnetta in keeping the tribe intact and thriving. Marnetta did her best to insure that her identity as the Seeker who helped save the world was carved into stone, and the tribe came to revere Bynde as a powerful warrior who only grew in power as Marnetta taught her everything the Mariders knew about their culture and combat. The peace was not to last, as an incursion of strangely-garbed people who sailed onto the shore lead to a full-scale invasion of a tribe unknown to Kalidia. Though the invaders were driven off, Bynde was slain by a dagger to the heart, and Marnetta vowed revenge, beginning to train for a war with these invaders. Bynde, the Martyr Queen, was immortalized in history, and her bloodline had passed down to a noble tribe of warriors ready to face against any threat.
Ending E: RightEous MartyrdomThis ending is unlocked by having obtained any Fatebreaker ending, then obtaining any Seeker ending. 100% completion must be achieved in order to access this ending.
Bynde decides that before she makes any decisions about whether she wants to return to the Moon or not, she wants to spend more time with her friends in Kalidia. Logos decrees a celebration, and the group returns to the castle with Bynde and Tai in tow. Though the feast goes well for a while, Bynde cannot help but wander the castle halls, eventually coming across a strange hexagonal gem floating in the air with a strange aura around it. Reaching out, she feels a voice in her head different from that of the Heralds- the voice declares her someone with a true heroic heart and the determination to set things right where they go wrong, and that she has the potential to aid the known universe in what could be the greatest conflict it had ever faced. Though she hesitated for a moment, Bynde silently agreed, and she was whisked away in a brilliant flash of light...
Ending Z: A Hero Joins The Battle
Final Conflict: Fatebreaker[]
With Fatebreaker in hand, Bynde made her way to where she in her heart knew Noske would be heading- the World's Eye, the same flat location where this entire adventure to Kalidia had begun. Making her way through the familiar yet now foreign Lunar Caverns, she came across the man, sitting on the ground and staring up at the planet on the horizon. Bynde slowly approached Noske, who, upon noticing Bynde, thanked her for letting him return home after what felt like centuries. Upon noticing the blade in her hand, however, Noske came to a swift realization; Bynde was going to attempt to kill him here and now, in spite of everything. Questioning why she had become a slave to the cycle in spite of actively trying to avoid conflict like him, Noske realized that her aggression had nothing to do with her fate; Bynde simply wanted him dead for being responsible for the kidnapping of her sister. Bynde rushed in at this realization, slashing him across the chest. To her surprise, it hardly did any damage to Noske, who claimed that anything more than divine providence would no longer let him die. Seeing the cycle as truly broken, Noske drew his blade in self-defense, stating he would no longer hold back.
Eventually, through sheer desire to prove Noske and everyone else wrong, Bynde succeeded in slaying her opponent, slashing him through the chest. The man was stunned, and he fell to his knees before Bynde as he dropped his weapon. While initially panicked, Noske's expression turned peaceful as he asked his opponent if she was aware of what she had done, before reassuring to himself that it could be for the best. With Bynde unable to speak, she couldn't ask him what he meant before he faded into nothingness, scattering into stardust as the golden shard burned onto his back floated in the air- then shattered like glass. A light feeling spread through Bynde's arm as she saw the shard on her hand shatter as well... It was over. No longer would she have to carry this burden. Tai, Logos, everyone was safe at last.
Returning to the surface of Kalidia, Bynde was immediately rushed by her sister, who embraced her with tears of joy. As the two sisters reunited at last, free of any more conflict and strife, Logos thanked Bynde for ridding their land of the foul essence of the Dark Lord; perhaps the dark spawn he created would fade from the land with his passing. The group gave thanks to Bynde for her aid in saving Kalidia, Logos saying that if she desired to remain on the planet with her new allies, they'd do everything they could to repay her for her brave deeds. Bynde gestured that she and Tai would want to return home before they made a decision, and everyone understood. Tai stepped through the portal home, and Bynde would follow- but a searing heat shot through her body as time seemed to stop all around her.
Struggling to get off the ground, Bynde looked around to see that she was back in the spiritual realm in which the Heralds resided, and the five Heralds themselves were floating around her, slashed, torn apart, and wounded from her attempts to kill them and end the cycle outright. The five discussed what they should do with her, as her selfish actions in the name of helping her sister could very well have torn the desires of their creators apart. Eventually coming to an unnamed conclusion, the five Heralds glowed with vibrant energy as they raised their arms, and Bynde's back burned with an intense pain as a strange circular insignia was branded on her back. As Bynde's sight cleared, the Heralds were gone... but so was the portal home. As she desperately tore at the ground, tears streaking down her face, she came to the revelation that she had been cut off from Tai forever. Everything had been in vain.
Fatebreaker Endings[]
Though her friends tried to comfort her, Bynde was distraught over the loss of Tai and the burning of this strange rune on her back. Overcome with emotion, she ran off into the Foglands as she could, eventually curling up in a dark abandoned corner next to a massive dead tree. Crying for some time, Bynde was eventually discovered by an injured Kathia, who seemed concerned for her. Bynde reached for her weapon in self-defense, but Kathia simply yelped and exclaimed she wasn't there to hurt Bynde; the shattering of her Shard must have caused her to come to her senses. Realizing Bynde was distraught, Kathia moved closer in an attempt to comfort her, which seemed to work. It was only a matter of time before Bynde accepted Kathia's offer to follow her back towards shelter...
Unlike other branch endings, this one is followed by a short cutscene in which a far older Logos, now with visible beard, breaks into what looks like a refurbished Darkiris Stronghold's throne room. On the throne on the other end of the room is Kathia, sitting in the lap of a mysterious woman garbed in black and silver armor. As Logos approaches, the woman gets off the throne, Kathia at her side, and draws her blade- Fatebreaker.
Ending F: A Grand and Final MeetingThough Bynde became betrothed to Logos, becoming the queen of Kalidia, her somber nature and seclusion within the castle out of sorrow led to some referring to her as the Silent Monarch. Unable to shake her depression for the longest child, Bynde's life seemed to return upon the birth of her first child, whom she named after her sister. Though her life was uneventful afterwards, Queen Bynde was just happy to have someone to remind her of the one she had lost long ago, and she spent her days helping her daughter become the best woman she possibly could. A strong dynasty was forged, and Kalidia would never be the same again...
Ending G: The Great Conquest BeginsBynde and Atra tried their best to live a simple life in the Fleurde village, but the shock of being branded with what the Sage repeatedly referred to as a demonic mark and the effective loss of her sister couldn't make Bynde feel happy, even around the woman she loved so dearly. Everything came to a head with the Sage's constant concern over the mark, which convinced Bynde that in order to make everything right, she would need to undergo penance- chaining herself up inside the Sage's Catacombs, Bynde spent the rest of her days in solace, being visited only by her wife, who replaced her grandmother as the new Sage. Though times were hard, Bynde felt that for what she had done to the gods, this would ultimately be the best solution to her punishment. Perhaps, one day, her descendants would not have to suffer this curse.
Ending H: A Holy Penance for The UnwittingMack decided to take Bynde in after the tragic events that occurred following Noske's demise, and decided that the only way to make her feel better emotionally would be to find some way to either remove the brand she was cursed with or find some alternative method of transport to the moon. The two spent years researching a method of removing the brand, and while their love grew ever stronger across the years, it would be almost a decade before any hint of a solution would be found. Bynde and Mack set sail towards the only clue they had towards removing the brand, and while they were never seen in Kalidia, perhaps their fates would change somewhere across the seas...
Ending I: In Search of InnocenceBynde and Marnetta married happily despite the chaos and massive upheaval in the former's life; Marnetta did everything she could to make sure her co-queen was as happy and comfortable in her new life, eventually succeeding in returning her optimism and happiness. Bynde wore her brand like a badge of pride, as in spite of all the hardships the gods had brought upon her, she was powerful enough to break the eternal cycle that had haunted Kalidia since the creation of the universe. Though many across the nation applauded this- with some even suggesting that the Marider be allowed to roam the kingdom once more- some devout faithful decreed Bynde a blasphemer, ordering her death. As war broke out, Bynde, Marnetta, and Logos united to drive these naysayers out of Kalidia- the conflict was bloody and killed many a Marider and Kalidian, but when the dust settled, the oceanic tribe had come out on top. Bynde had changed fate once again...
Ending J: The Advent of JoyCharacters[]
Romancing[]
After clearing Darkiris Stronghold, Bynde becomes able to form a romantic bond with one of four characters: Logos, Atra, Mack, or Marnetta. Romancing a character involves undertaking four sidequests with them before entering an difficult optional dungeon known as the Diamond Cavern. At the end of this dungeon lies a unique item known as the Matrimonial Diamond, which can be made into a ring in Cineris and used to propose to the character of your choice. All romancing sidequests can be done in one save file, but as only one diamond exists, only one proposal can be made per save.
Successfully proposing to a character alters the ending of the game subtly, showcasing Bynde marrying the character the player proposed to. In addition, this also unlocks a unique upgrade or ability tied to the character, each of which is incredibly powerful yet mutually exclusive due to how the marriage system is implemented.
Logos[]
Quest 1 | Logos's first quest can be initiated by simply travelling to Kalidia Castle Town, where Logos can be found consorting with the locals and expressing interest in the new stalls opening up. The quest simply involves helping him choose a gift for Tai, something he believes will help her relax in the potentially unnerving environment. Bynde can pick up a multitude of objects in the town, from instruments to books and even some small training weapons, and the player simply has to choose one they think Tai would appreciate. |
Quest 2 | In an attempt to help Bynde get stronger for her inevitable fight against Noske, he volunteers to assist her in a sparring match in Aysli Town's Colosseum. The player must challenge the prince, who uses a fighting style akin to a Wraith Knight, but faster and exchanging wind-based attacks for various lunges and water projectiles. Upon defeating Logos, he applauds Bynde's skills, stating his admiration and desire to learn from her technique. |
Quest 3 | Having garnered respect for Bynde and seeing her as a swordswoman on equal terms with him, Logos invites Bynde on a hunt for wild creatures in Almier Foglands, near her initial landing sight. This sidequest begins as a simple hunt for Mirekin, which the player must aide Logos in defeating, but eventually, a massive enemy known as a Deathhound appears, which the player must also defeat. Logos is injured in combat, revealing his left arm to be entirely burnt, and he thanks Bynde greatly for saving him before being taken back to the castle by his guards, giving her a hug to thank her for her support. |
Quest 4 | Logos's final quest is a simple chat located in the hot spring in the bottom of Kalidia Castle, where he is recovering from his wounds. Bynde is able to enter and rest alongside him, triggering a conversation that has Logos explain much more of his background; he reveals himself to be the reincarnation of the Guide, perhaps why he feels such a special bond with Bynde and has been so willing to guide her. He then reveals that his burned arm has remained that way since childhood, as when the rune showcasing himself as the Guide first appeared on his hand, Patheus and his mother- who he believed to be a Marider, breaking who knew how many Kalidian laws- took his arm and burned it in an attempt to "drive the power out" and delay the cycle. Clearly, if Bynde was any indication, it hadn't worked, making the trauma all for naught. Eventually, Logos confesses that ever since Bynde had beaten him in combat, he had held some unknown feeling in his heart that had been kept him up at night ever since... He then stops, deciding to not bother her with simple thoughts. |
Proposal | After clearing all quests, Bynde is able to propose to Logos in the main hall of Kalidia Castle. When given the Diamond Ring by Bynde, he appears flustered for a second, seemingly having prepared a speech for the occasion but having forgotten it in the heat of the moment. Logos then confesses that the feelings he had brought up were certainly romantic in origin; he simply felt awed by her presence, charm, and skill, and he didn't have the right words to express how wonderful it had been to be in her company over the past few days. Getting down on one knee, Logos thanks Bynde for caring about him as much as he did for her, and vows to make her the happiest queen in Kalidian history as the two embrace. |
Matrimonial Gift | Royal Bow A legendary bow passed down generation to generation through the Kalidian royal family; as that now includes Bynde, it is hers to use by right. The Royal Bow acts as a permanent 2x attack multiplier to the standard bow, but also enables Bynde to charge her arrows by holding down both triggers at once. This powers up the devastating attack known as Divine Arrow, a laser bolt capable of piercing through armor and dealing immense damage, but exhausts all of Bynde's Mana to use. |
Atra[]
Quest 1 | Atra's first quest begins in Fleurde Village, where Atra can be found attempting to brew some form of potion. She asks Bynde to deliver some ingredients to her, as the recipe requires constant stirring to get right. After returning with the ingredients, Atra thanks the player for assisting her, and explains that she has always desired to be a potion maker despite the Sage pushing her to become her successor. Bynde's body language seems to encourage Atra to follow her dream job, and the Fleurde thanks her for her support. |
Quest 2 | The second Atra quest can be activated by finding her in Kalidia Castle, in which she is wrapped in an intense conversation with the Sage and King Patheus. After the conversation picks up, Atra seems worried, and tells Bynde that she and the king have run out of an important herb that only grows in Deepsky Woods. Spurred on by this need, Bynde is tasked with retrieving a sample of the plant from a deep grove in the woods. Upon return, Atra expresses immense gratitude, before explaining that the herb is for the Sage; as her body ages, she needs the life-giving essence from the herb in order to support herself, lest she die and Atra be thrust into the role of Sage herself. She hugs Bynde and thanks her yet again for being so supportive. |
Quest 3 | Quest 3 can be triggered by entering Atra's house post-Quest 2, in which Bynde finds a note from Atra stating that after spending time around Bynde, she wants to learn to defend herself and prove she can be a warrior on par with "the one she admires". Concerned, Bynde is tasked with re-entering the Seer's Catacombs, entering a new side area only accessible through use of the Ancient's Horn. Eventually, Bynde encounters Atra attempting to fend off multiple Nocturnians and losing, with the player being tasked with defeating them in order to rescue her. After the Nocturnians have been defeated, Atra thanks Bynde for helping her once again, commenting that it's almost like how the two met in the first place. She smiles before a sudden expressional shift, stating that she has to go suddenly before running off. |
Quest 4 | Atra's final romance quest takes place on a hilltop nearby Fleurde Village, where she is simply resting and looking up at the sky. When Bynde arrives, she invites her to sit by her, expressing interest in exactly what life is like on the Moon. The player is able to answer the questions however they wish, and once all the questions are complete, Atra expresses her admiration for what life must be like; after all, it seems to have produced a kind and caring woman who put herself in harm's way regularly just to help others. Atra claims that she has to go, but gives Bynde a final hug, saying that she's glad to have been Bynde's interpreter. |
Proposal | After clearing all of Atra's quests, the player is able to propose to her on the same hill that Quest 4 took place on. After being given the Diamond Ring, Atra becomes emotional and bursts into tears of joy. She tells Bynde that after all the time they had spent together- and how often Bynde had risked her life and gone out of her way to help her- she had grown to have feelings for such a strong and heroic woman. Bynde offering to marry her and protect her even more had become the greatest moment in her life; she would be honored to spend her life with such a beautiful and selfless person. The two kiss as Atra vows to make Bynde as happy as she has made her. |
Matrimonial Gift | Everlasting Bloom A special flower bred by Atra, grown on her special blend of potions to make it incredibly beautiful and vibrant. After receiving this gift, the flower acts as a passive upgrade remaining on Bynde's person at all times. Everlasting Bloom essentially acts as an extra life, reviving Bynde with full HP upon death and granting her infinite Mana for a short time. The flower will only reblossom if Bynde sleeps somewhere, and will not reblossom if the player quits and reloads. |
Mack[]
Quest 1 | Mack's first quest begins in Asyli Town, where Mack can be found attempting to repair a boat on the beach. When approached by Bynde, he explains that he had crashed it on the shore attempting to explore the nearby reef and that he didn't want Marnetta to be disappointed in him; he asks Bynde to help him retrieve the materials that he needs to fix it. After the player obtains the necessary parts, he thanks Bynde for helping him out once again, complimenting her on being such a helpful and kind person even when he was somebody who had previously exploited the person trying to help her. |
Quest 2 | Mack's second quest occurs on the same beach a few days later, with the boat having been fully repaired. Mack offers to take Bynde on a short joyride in order to thank her for her assistance, and she accepts. The player is able to explore the Vast Ocean on Mack's boat for some time, but eventually they come across a massive octopus-like enemy in the middle of the sea known as a Ceptacrux. The pair is tasked with defeating the Ceptacrux, and after doing so, Mack apologizes for a trip gone wrong but expresses gratitude for Bynde being there, taking her back to Asyli Town and offering her a fruit he had managed to catch earlier. |
Quest 3 | Mack has moved on over to Cineris, aiming to make up to Laiman and the Effec people for stealing the Aqua Stone. Though tensions are defused quickly between the two thanks to Bynde's intervention, Laiman still demands a rematch in order to ensure that Mack was not cheating initially. Bynde is tasked with being the referee and keeping an eye on both players, who will periodically attempt to cheat throughout the game. Eventually, the game ends in a draw, with Mack conceding what he considers a loss and laughing it off. He reaches in to give Bynde a hug while thanking her for helping out, but his expression changes as the two back off awkwardly, blushing. |
Quest 4 | Returning to Asyli Town, Mack has prepared his boat once more, asking Bynde if she'd be able to join him on another short voyage. When Marnetta overhears the exchange and slyly asks what exactly he's doing, Mack stammers and explains that it's a secret; Bynde ultimately volunteers to go anyway, eager to help a friend out. The pair eventually arrive on a small island, where Mack states that he needs to enter a nearby cave while Bynde keeps watch. Though she is tempted to follow him in after some time, a group of powerful enemies arrives swiftly, forcing Bynde to dispatch them. After doing so, Mack emerges from the cave, something in his pocket. Realizing that she had just been in a fight, he thanked her once again for helping him out and protecting other people. The two head back to Asyli Town, with Mack not disclosing the contents of what he had taken from the cave. |
Proposal | After clearing all quests, Bynde is able to propose to Mack on the beach, this time on sunset or sunrise specifically. Upon Bynde's proposal, Mack begins to blush and back off; when he sees her confused expression, Mack explains that he was planning to propose to her as well, and pulls out a small ring made from pieces of gemstone and coral, presumably something he made or found the pieces for inside the cave earlier. Mack goes on to explain that he had always found Bynde kind of pretty, and he admired the way she tried to defend and take care of everyone she could... He didn't know when exactly it started, but he had fallen hopelessly in love with her and had constantly been worried that he was so much of a hapless screwup that any attempt he made to express that feeling was ruined by things like the Ceptacrux and his own social awkwardness. Mack apologizes for the whole situation, stating that Bynde is free to give the ring to someone else if she so desires; in contrast, Bynde simply takes Mack's homemade ring from his hand and slips it on her finger. Mack's expression turns from shock to joy as Bynde hugs him tight, and the two share a quick laugh before heading back to town to celebrate. |
Matrimonial Gift | Coral Shield Mack made this shield by hand out of beautiful multi-colored coral, creating a dazzling and colorful display. It's not just ornamental, though, as the Coral Shield is the only completely indestructible shield in the entire game, being immune to all elements and having infinite durability. It's amazing what a little hand-crafted love and care can do in the long run! |
Marnetta[]
Quest 1 | Marnetta's first quest begins in the Sandforest, in the same initial clearing that she asks Bynde to clear out earlier in the game. The area has been repopulated with enemies since that time, and though Marnetta intends to clear the area out again, Bynde is able to jump in and assist her with the task. Upon completion, Marnetta thanks Bynde for her help once more, scuffing up her hair as a friendly gesture before walking off. |
Quest 2 | Upon arrival to the Asyli Colosseum, a new battle opens up against Marnetta, labelled "Royale Class". The player is tasked with besting Marnetta in combat, who uses an exclusive fighting style based around hammer swings and shockwaves. Royale Class rules also forbid the use of any items other than Bynde's sword and shield, making the battle a classic sword duel. Upon defeat, Marnetta acts flustered, quickly congratulating Bynde on her victory before running off. |
Quest 3 | The third of Marnetta's quests begins in her home, where Mack explains that his sister has not emerged from her room for a long time and he is concerned for her well-being. Under the impression that she's sick and she could use some hot food in order to feel better, Bynde is tasked with retrieving some rare seaweed from the ocean for use as an ingredient while Mack makes a hot broth to improve her health. Upon Bynde's return, the broth is completed and the two enter Marnetta's room, Mack offering his sister the warm food to make her feel better. Marnetta addresses the two sharply, stating that she was not sick at all but rather grappling with emotional issues that she didn't want anyone else to be privy to; upon glancing at Bynde, the queen turns away and storms out of her room. |
Quest 4 | Marnetta can be found standing on a sandbar in the middle of the ocean for her fourth quest, seemingly stressed out and needing to deal with her own emotions. When Bynde interacts with her, she seems to have calmed down from her angry state from her third quest, instead being overly calm and quiet. Marnetta lets Bynde sit by her on the sandbar as she explains that she had been feeling strange recently; feelings had been pulsing through her body that she didn't know what to make of, and she was concerned that those feelings and her seeming lack of an ability to control them made her unworthy to be the Marider queen. Marnetta begins tearing up, asking how she would be able to command a tribe if she couldn't command her own emotions. Bynde reaches out and put her hand on Marnetta's shoulder, smiling in order to ease the tension. Marnetta can't help but smile, and thanks Bynde for attempting to make her feel better; ultimately, Marnetta decides to return back to town. |
Proposal | After clearing all quests, Bynde is able to propose to Marnetta on the same sandbar as Quest 4, this time on sunset or sunrise much like her brother. Before the player is able to properly propose to her, Marnetta decides to further explain why exactly she hadn't been feeling well recently as thanks for being there for her, and begins explaining that the feelings she had been so concerned about were romantic in nature; she had fallen in love with a woman. Though she had grown admiration for this woman over time- describing them as a powerful warrior with a kind heart- the fact that she had genuinely gained a deep love for her was tearing her apart on the inside and she didn't know how to handle it- what if they didn't love her back? Marnetta almost reaches her emotionally-fuelled rage again before Bynde comes over to her and attempts to calm her down, pulling out the Matrimonial Ring and giving an official proposal. Marnetta is stunned as Bynde gives her a small kiss on the cheek and a cheerful copy of her hair scuff, but her expression changes to a happy one as she states that she's glad that she doesn't have to hide who exactly she was in love with anymore. The Marider sweeps Bynde off her feet, holding her close and telling her that she'd always do her best to make her feel as wonderful as she had made Marnetta feel. |
Matrimonial Gift | Seisma The sister weapon to Marnetta's signature warhammer, intended for the the king and queen of the Marider tribe... Of course, looks like there are two queens now. Seisma is a mighty weapon that can be equipped in place of Bynde's sword, and requires two hands to wield, rendering her unable to use shields. Though it attacks a bit slower, Seisma deals double the damage that Bynde is able to with her sword- in fact, the damage scales as her weapon improves. Attacking in the air causes an AoE shockwave slam attack which is perfect for crowd control. |
Map[]
TBA
Locations[]
Lumin Town The Moon |
Bynde and Tai's home, a small town built by the Lumina on the moon. It's since been largely abandoned, and despite the size of the town, only a couple of civilians actually reside here. This town also houses the ranch where Bynde and Tai work, so there's plenty of wide expanse to explore. |
Lunar Caverns The Moon |
Some natural caverns carved into the lunar surface. These caverns are a small tutorial dungeon, and basically consist of a straight path with some small side rooms. The end of the cavern leads to World's Eye, a massive flat clearing which ultimately leads to Bynde's quest. |
Impact Ruins Almier Foglands |
A foggy ruin in a decaying forest, this location is where Bynde first enters the land of Kalidia. The only path that Bynde has to return to the Moon is in this location, and it's also where she meets Logos for the first time. |
Cursed Forest Almier Foglands |
The deepest part of the Almier Foglands, and the most exposed to the foul magic of the Dark Lord Noske. Though treacherous, the Cursed Forest is nothing but the warmup to Darkiris Stronghold, and acts as a test to see if players are brave and skilled enough to enter the keep. |
Kalidia Castle Heart of Kalidia |
The great castle made from silver and ivory stone built at the center of Kalidia. A towering monument for all to see in order to show who the presumed ruler of the land is, it is in truth only the home of King Patheus and his son Logos, a decrepid ruler long past his time clinging on to life to ensure what little peace he can. Kalidia Castle is an ideal place to rest and train Bynde's combat skills, as well as use the castle's hot spring as a place to bring friends for bonding. |
Kalidia Castle Town Heart of Kalidia |
The town built around Kalidia Castle, acting as a hub of commerce all across the kingdom. The castle town is an easy place to stock up on potions, equipment, and other supplies, as well as a good central place to get your bearings. It's also full of people who'll take you up on sidequests! |
Deepsky Woods Stalma Forest |
An evergreen forest to the north of Kalidia Castle. Bright and sunny, though plenty of shade is formed due to the thick tree growth. There are some signs of Fleurde settlement here, but it's ultimately very peaceful. |
Fleurde Village Stalma Forest |
The forest village in which the Fleurde dwell. A charming little town specializing in selling floral Components as well as brewing more complex Potions than other towns may offer. Atra's residence is here, as well as the Sage. |
Steelheart Lake Stalma Forest |
A clear pristine lake in the middle of the woods. Once home to the proud Steelheart Clan, a Kalidian family who were masters of iron and silver, their presence in the area has crumbled away, leaving naught but their polished weapons sticking out from the ground. Perhaps the remnants of their technology remain somewhere in the lake... Exploring the undersea tunnels may lead you to other interesting places as well! |
Firestone Canyon Cinis Wastes |
A vast arid canyon rendered near-lifeless by a cataclysmic event that occured a long time ago. It's a bit of an unfriendly landscape to travelers, even discounting the monsters and lava flows that occur in the region. Popular haven for Mariders, however, and small settlements have popped up and been abandoned with regular frequency. |
Underground Cinis Wastes |
The underground tunnels crafted by the Effec before their city truly blossomed. The Underground can be a bit tricky and spooky to navigate, but it might be a necessity early on, as the canyon above can be tough to traverse without this shortcut. |
Cineris Cinis Wastes |
The grand capital city of the Effec, and the ultimate evolution of their tunneling skills. Cineris is one of the largest cities in Kalidia, home to the Effec industries of metalworking and gambling. Aside from the obvious games of chance Bynde can take advantage of, the Effec here can also upgrade Bynde's items through the use of various materials she collects. |
Vuljan City Cinis Wastes |
Deep underground lies the former city of the Effec, now abandoned and left to rot after an ancient evil seems to have been unearthed. This hasn't stopped adventurers from trying to pillage the remains of the decaying city, but seeing as none of them have ever returned... |
The Sandforest Asyla Drifts |
The Sandforest is a strange biome that leads from the center of Kalidia to the Asyla Drifts proper, being filled with trees and flora of all shapes and sizes while having a layer of white sand carried all the way from the shoreline to the forest itself. Home to small settlements of Mirekin; be wary on your journey. |
Asyli Town Asyla Drifts |
A coastal town inhabited by the Marider tribe; as the tribe is not allowed to live on Kalidian soil proper, the village is suspended on stilts in the water, while a small marketplace sits on the sand. Mack and Marnetta's residences are here, and alongside some stores that sell standard items, Bynde can challenge herself in the Colosseum for the chance at rewards. |
Vast Ocean Asyla Drifts |
The vast western ocean bordering Kalidia, dotted with a multitude of tiny islands with various ruins and people residing on them. It's only truly explorable with the aid of Mack and his boat to help guide the player, but if one so desires, they can take a dive in shallower areas to find sunken treasure... or perhaps hidden caverns. |
The Farsea Asyla Drifts |
A more tropical coastline far from the mainland of Kalidia, dotted with a small archipelago of small islands. It's largely uninhabited, but there are rumors of mysterious ruins among the islands of the Farsea, as well as a strange "love resort" for those who dare venture so far out into the sea. |
Helkore Helkore Desert |
A vast sandy desert, the life driven from it and siphoned away by the influence of a Dark Lord thousands of years ago. While some settlers have taken advantage of the free space and set up shop, these flat sands have not recovered from the past, and the ruins of the tall monoliths that once existed here can still be found across the desert. |
The Great Sinkhole Helkore Desert |
A massive sinkhole surrounding an ancient building known only as the Sand Goddess's Temple, the former site of worship for an ancient religion. The platforming is treacherous in this area; one wrong move and Bynde will slip off the edge into the sand pit. If only she had a way to traverse the sands without harm... |
Malis Malestra Mountains |
Malis is the vast uninhabited region in which the Malestra Mountains are located, a snowy and treacherous landscape in which none can survive without protection. Bynde won't be able to make it far without Tai's Cloak, protecting her from the blistering cold, but even with this protection, the climb to the mountain's peak is treacherous and risky. |
Ember Village Malestra Mountains |
An abandoned village halfway up the Malestra Mountains, whose denizens have all left aside from one kind old woman and her cats. Not much is left here, though the old woman is happy to let Bynde rest and help herself to what little remains in the village. Perhaps she'd appreciate being taken somewhere new before she passes on... |
Dungeons[]
Seer's Catacombs Stalma Forest |
The first dungeon Bynde comes across on her journey, the Seer's Catacombs are a Fleurde religious site home to the Sage, an elderly woman with the power to see the fate of those who bid her question. Now, however, the catacombs have been taken over by a massive plant-like daemon, whose vines stretch all across the area. As a starting dungeon, it's more linear than most, effectively being a simple line of rooms with puzzles or combat challenges to solve. However, the area opens up considerably upon obtaining the dungeon item, the Windcutter, which can be used to slice down obstructing vines and webs in order to open previously inaccessible routes in previous rooms to progress onwards. The boss of this dungeon is Iconavar. |
Flamespeak Dungeon Cinis Wastes |
An ancient temple buried under mounds of magma in an effort to seal away one half of the Dark Eye. Only accessible with the power of the Aqua Stone, the dungeon becomes more open and labyrinthine than the linear Catacombs that predate it. Many of the initial puzzles revolve around the flow of lava, using the Aqua Stone to redirect and block the flow of lava as well as walk atop it. Halfway through the dungeon, Bynde unlocks the destructive power of the Ancient's Horn as well, becoming able to further redirect the lava flow and break through blocked passages. The boss of this dungeon is Enfuega. |
Tomb of Remembrance Asyla Drifts |
A large stone tower in the middle of the Vast Ocean in which the Marider tribe used to bury and honor fallen warriors, now infected by a foul breeze that wakes the dead and curses the ocean. Requiring the Siren's Necklace to enter due to the undersea entrance, the tomb has a large ground floor and a central shaft powered by an elevator, which is typically inactive. After obtaining the Gale Bombs from the Wraith Knight miniboss, the player can use the item as a form of wind propulsion, launching the elevator to higher levels and enabling Bynde to progress further. Many puzzles in the tomb rely on wind, be it from lifting up platforms to spinning windmills and powering mechanical parts. The boss of this dungeon is Dargale. |
Darkiris Stronghold Almier Foglands |
A dark fortress where Tai is being held captive, only accessible through the Dark Eye. It's a more complex dungeon than previous ones, consisting of an upper and lower level that intersect multiple times. Though it has no dungeon item tied to it, it requires expert use of every item Bynde has obtained so far, and also has more combat segments. A classic dungeon through and through. The boss of this dungeon is Kathia. |
Steelheart Sanctuary Steelheart Lake |
An underground fortress crafted from shining silver metal, and former home of the illustrious Steelheart Clan before their undoing. Much of the dungeon is dark, requiring Bynde to mess around with electric currents to not only light up rooms, but also move around connecting doors in order to interlink rooms in new ways. The majority of enemies are also inactive when the electricity is not flowing, allowing Bynde to take advantage of their patterns in this manner. A major mechanic revolves around carrying small spheres which generate electricity; these orbs can also make certain platforms solid via electrical energy, enabling unique platforming segments. After obtaining the Thunder Brace, Bynde can exploit the electricity even more by becoming a permanent source of light and energy, as well as walk on the aforementioned platforms at all times. The boss of this dungeon is Ferrox Rainus. |
Vault of Sin Vuljan City |
A strange location buried under Vuljan City, resembling a temple built from gold and onyx. The dungeon mainly consists of a tall pillar, with a small shaft in the center resembling an elevator. Once the player obtains the Holy Wire from the dungeon, they are able to move the entire central shaft up and down at will, lifting the rooms contained within said shaft and connecting them with the other rooms on the outer edge. Perhaps by getting underneath the shaft, you can explore the real secrets of the Vault of Sin... Be wary, however, as many sections of the dungeon proper have crumbled and worn away by time and corruptive influence. The Holy Wire will be an essential aid for travelling across these broken corridors. The boss of this dungeon is Gyldwyrm. |
Sand Goddess's Temple The Great Sinkhole |
The ancient monolithic temple dedicated to a deity known only as the Sand Goddess, a figure seemingly worshipped as a kind and benevolent ruler to aid the ancient people of Helkore through their troubled times. The temple itself is a rather labyrinthine dungeon, with puzzles revolving around traversal such as travelling down rails and activating switches to change connecting doorways to rooms. After receiving the blessing of the Sand Goddess and attaining the Sand Ring, Bynde gains even more traversal options and is able to manipulate and ride the dungeon's Sand Rails, enabling her to interact with the secret passages of the temple. The boss of this dungeon is Dekaeon. |
Mistic Isles Vast Ocean |
A mysterious island out in the middle of nowhere, surrounded by a dense mist and devoid of any life. This island is surprisingly open, being a little sandbox map of its own with a structure much unlike any other dungeon in the game. To unlock the dungeon's boss, Bynde must locate five tablets scattered around the island and carry them to the large door at the island's peak, which contains the boss. The dungeon is also a form of stealth mission, with the tablets only being accessible after Bynde awakens the Mistic Guardians, powerful enemies capable of pursuing and one-hit-killing her. To avoid them and solve puzzles, Bynde must use the Slumber Staff, an ancient relic allowing Bynde to control the sleep-inducing mists and freeze objects in time... including the Guardians. The boss of this dungeon is Miserpent. |
Taikora Tower Malestra Mountains |
This metallic tower has stood atop Malestra Mountain for as long as anyone in Kalidia can recall, seemingly having been built as the final challenge for a future Seeker by her predecessor. The goal of this dungeon is to ascend to the top, solving puzzles along the way. Many of the puzzles involve the use of ice, though it's also designed to use all of Bynde's previous items and upgrades in various combinations, such as solving weight puzzles by freezing Aqua Stone spheres, using the Ancient's Horn to smash paths through ice, and stopping rotating gears with the Slumber Staff. In many ways, this is the ultimate test of the player's mastery over their arsenal. The boss of this dungeon is Seeker's Soul. |
Diamond Caverns Cinis Wastes |
A deep cavern where gemstones grow with reckless abandoned, forged by the intense heat and pressure found underground. The Diamond Caverns are an optional dungeon primarily focused around combat with various enemies from around Kalidia, though as Bynde collects items from other dungeons, she is able to take more and more shortcuts and avoid combat. The Gale Bombs are required to access the dungeon. There is no boss within the caverns, only a battle with a Deathhound- beating this miniboss rewards Bynde with the Matrimonial Diamond. |
Timesgate Citadel The Moon |
A mysterious underground citadel located nearby Lumin Town, which Bynde is tasked with entering in order to open the portal from Kalidia to the Moon for Noske to return home in. Timesgate Citadel is one of the most unorthodox dungeons in the entire game, as it consists entirely of fragmented pieces that in and of themselves act as mini-dungeons, each themed after a previous dungeon and featuring puzzles expanding on said dungeon's concepts. By pulling up the map, Bynde is able to rearrange the layout of the rooms at will, blocking off and linking connections between them. The ultimate goal is to obtain a Spirit Sphere in each room and carry it back to the central hub, which unlocks the final gateway. The dungeon has no boss, but will immediately activate the events that unlock the final boss, Noske. |
Items[]
Major[]
Lumina Sword | A single-edged katana-like blade wielded by the people of the Moon, explicitly for self-defense. This is Bynde's simple starting weapon, with not much special about it. Still important to her, though! |
Bow | A handcrafted wooden bow given to Bynde as a gift by Tai. It's not the best, but it's a beloved gift and still completely serviceable for combat. While the bow does have infinite arrows, holding out slowly drains Mana in order for Bynde to use its bullet time properties, letting her get off crucial shots. |
Kingsbead | A glass earring filled with water. Using his magical skills, Logos is able to see and communicate through the Kingsbead in order to guide or inform Bynde. Press down on the D-Pad to analyze something that the player has locked onto. |
Sitar | A wooden sitar belonging to Tai, who gives it to Bynde as a good luck charm. The instrument is infused with Tai's Crest-based powers, and by playing short songs, Bynde can perform magic spells with varying effects. She has to learn the song first, though! |
Windcutter | A three-pronged bladed ring found in the Seer's Catacombs. Using magically empowered wind to guide it, Bynde can throw this ring at a multitude of targets to strike them all rapidly or to cut down rope-like objects. If thrown into a source of elemental attribute, it will retain the element until returning to Bynde's hand. Aiming, much like the bow, is handled in bullet time while slowly draining Mana, and targeting simply works by moving the reticle over the desired targets. Up to 5 targets can be selected at once. |
Aqua Stone | An ancient amulet that's a relic of the Effec people, with a magical ability to control and summon water. When activated, a small reticle is placed on the ground, which Bynde can move by aiming. By using the stone, Bynde expends a big chunk of her mana to summon a floating orb of water at the reticle's position, which then drops down. The water can be used to extinguish flames, act as a conduit for electricity, or form stone platforms on lava; in certain environments, the water can act in alternate ways as well, such as evaporating into steam or turning into a block of ice. |
Ancient's Horn | The horn of an ancient creature that Bynde snaps off in Flamespeak Dungeon. Acting as a passive upgrade, the Ancient's Horn allows her to perform a charged shield bash technique by holding the shield button for a short time, causing her to dart forward with immense amounts of force and enabling her to break both stones and enemy guard. The Ancient's Horn also enables Bynde to perform a ground-pound attack by pressing the shield button in midair, which has similar effects to the bash but direct the impact to the floor. |
Gale Bombs | Manifestations of the evil essence permeating the Tomb of Remembrance, somehow purified by Bynde's touch. the wind now manifests itself in sphere-like form, which Bynde can summon for a large chunk of Mana. These spheres obey physics, and when the button is tapped again, the sphere explodes into a large burst of wind that turns into a small tornado. This can be used to lift objects upward, gain extra height, or when thrown into liquids, create large tornadoes of water or lava. Of course, they're also powerful offensive tools. |
Thunder Brace | A gold and silver armbrace built in the Steelheart Sanctuary alongside other mysterious technology. Another passive upgrade, the Thunder Brace adds a new Charge meter on the rim of Bynde's Mana meter, which builds up as she repeatedly strikes enemies or objects with her sword in a combo attack. Once she builds up max Charge, her blade and body become imbued with electricity, giving her more damage and causing her to interact with specific objects in unique ways. On top of charging objects with her blade, she can fire off electric pulses via a shield bash, and can exhaust her energy and charge objects from a distance by firing an electricity-imbued arrow. |
Holy Wire | A divine tool resembling a cross between a spool of thread and a dagger, the Holy Wire has been used as a weapon to seal away dark forces for centuries. Obtained from a dying monk in the Vault of Sin, the Holy Wire's purpose is twofold. When holding down the button, time slows down as Bynde aims and selects targets. If she only selects one target, she will be dragged to it like a grappling hook; lighter objects are instead pulled to her. If two targets are selected, the Holy Wire instead drags them together, which can be used to bind objects together or to create tightropes. The wire can also be used on pairs of gears to form conveyor belts, allowing them to turn each other from afar. |
Sand Ring | A blessed stone ring that Bynde receives from the Sand Goddess's Temple. The ring enables the wearer to take on the form of living sand whenever they so desire, which is activated by holding down the item button. While in sand form, Bynde is able to move freely through gates, climb up sand-falls, and ride along Sand Rails for traversal. Bynde is also immune to damage while in sand form. Be wary, however, as it costs Mana to remain in sand form. |
Slumber Staff | A staff made from pink and purple crystal, filled with water from the Mistic Isles and emitting a light, soothing fog. The staff harnesses the power of the island's mist itself, covering targets in a dense mist that either puts it to sleep or freezes it in time depending on whether the object is organic or inorganic; the latter can be moved via striking it while frozen, causing the built up momentum to launch it great distances. Bynde can either aim manually or simply press the item button while targeting an enemy or object; be wary of the Mana cost, as using the staff drains a lot of it. |
Minor[]
Heart | A small red heart that can fall out of enemies or pots when broken. Restores 1 heart to Bynde upon pickup. Can also be found growing on Heartflowers in the field itself. |
Moonstone | An semi-rare item that can appear in place of a heart. Upon pickup, instantly refills Bynde's Mana Meter to full. |
Kalo | The currency of Kalidia, a small diamond-shaped gem that is also obtained from defeating enemies and around the environment. They come in a variety of colors, denominating their value at a glance. Red gems are worth 1 Kalo, yellow gems are worth 5, green are worth 10, blue are worth 25, purple are worth 50, and silver are worth 100. |
Flask | A silver container built by the Lumina to store any substance perfectly. Bynde can use these to carry potions or other objects into the field with her. There are four Flasks in the game, and each takes one Pouch slot to use. |
Wooden Shield | A simple wooden shield crafted by the Fleurde tribe. Simple and durable, but crumbles away almost immediately when set ablaze. |
Iron Shield | A simple metallic shield crafted by the Effec tribe. A bit sturdier than the Wooden Shield, but cannot block electric attacks and makes shield bashing take a bit longer. |
Ivory Shield | A simple shield made out of shells, crafted by the Marider tribe. A tad smaller and less durable than other shields, but automatically regenerates its durability and is immune to all forms of attack. |
Heart Shard | A fragment of red crystal. When four are collected, they merge into a Heart Vessel, granting Bynde one extra hitpoint. |
Mana Shard | A fragment of blue crystal. When three are collected, Bynde's Mana expands by one unit, granting her longer use of her abilities. |
Heart Vessel | A heart-shaped red crystal, dropped from fallen bosses. Grants Bynde one additional hitpoint upon obtaining it. |
Siren's Necklace | A special charm worn by Marnetta who gives it to Bynde in order to access the Tomb of Remembrance. Enables one to hold their breath underwater for much longer than normal- or in Bynde's case, at all. |
Dark Eye | This crystalline relic was forged by an ancient cult many decades ago, its purpose lost to time and its form split in two to prevent others from abusing its power. Simply acts as a key enabling access to Darkiris Stronghold. |
Flask Items[]
Heart Potion | A red liquid that, when drunk, restores 8 hearts of health. |
Heart Potion DX | A shimmering red liquid that, when drunk, restores all of Bynde's health. |
Lunar Potion | A blue liquid that, when drunk, restores all of Bynde's Mana. |
Swiftness Potion | A green liquid that, when drunk, grants Bynde double running speed for a short time. |
Shadow Potion | A purple liquid that, when drunk, makes enemies ignore Bynde for a short time unless provoked. |
Firepowder | Black-red powder that can be scooped up in a flask. Pour it out to act as an explosive when exposed to heat. |
Shroom Spores | Spores from a large mushroom. Disorient enemies on contact, but don't do much else. |
Magic Spores | Shimmering mushroom spores randomly dropped from glowing mushrooms. Have a variety of effects, ranging from damaging enemies to upgrading the value of currency that it is sprinkled on. |
Water | Just normal water. Interacts with the environment the same way that the Aqua Stone's water spheres do. |
Spring Water | Water from a divine spring. Heals people when you give it to them. After 3 minutes, it turns to normal water. |
Herald's Blessings[]
Items gained by accepting the blessings of Heralds in the dungeons where they are found. Very useful tools that need to be equipped to use and tend to use up Mana.
Valiant Spin | A secret sword technique perfected by the Steelheart Clan, passed down to Bynde in Steelheart Sanctuary. Simply hold down the attack button to charge energy in your blade, and when the sword glows blue, release to unleash a powerful spin attack that deals damage to everything around Bynde. Expends a fair amount of Mana to use. |
Blessed Barrier | A special magic technique taught to Bynde by the Herald found in the Vault of Sin. When cast, Bynde is surrounded by a hexagonal barrier of pure energy for a short time. This renders her completely immune to damage for a short time, but drains her Mana while it is active. |
Sunglider | A strange apparatus given to Bynde by the Herald found in the Sand Goddess's Temple. The Sunglider allows Bynde to glide after a jump by holding down the button, allowing her to gain extreme horizontal distance especially when paired with a Gale Bomb. However, the device's nature as a solar-powered tool make it less useful at night or in dark indoor areas. |
Mist Earrings | A pair of glass earrings seemingly crafted from solidified mist. When equipped in the menu, the Mist Earrings grant Bynde the ability to float gently when walking off of ledges for a short time, similar to the Hover Boots from Zelda. They do come at the cost of making her control more slippery, however. |
Shard of Starlight | Bynde's full potential awakened, obtained when she ascends to the form of the Seeker in Taikora Tower. This passive upgrade causes time to slow down upon successfully countering an enemy attack, enabling her to retaliate with attacks of her own. |
Seeker's Blade | This beautiful ivory blade is the signature weapon of the Seeker, designed to bring about the end of the Lord and bring the eternal cycle to a close once again. Reward for obtaining all five of the Herald's Blessings, this blade replaces the Lumina Sword and offers double damage to all opponents. |
Herald's Souls[]
Items gained by slaying a Herald instead of accepting their blessing. Act as powerful passive upgrades, making Bynde much stronger than normal.
Almighty Slash | A sword technique driven by divine power, gained by slaying the Herald in Steelheart Sanctuary. While it possesses the same input as the Valiant Spin- simply holding down the attack button until Bynde's sword glows red- but rather than performing a spin attack, Bynde dashes forward, slicing through the enemy she is locked onto and appearing behind them. Much more powerful than the Valiant Spin, but only works on one target at once. |
Blessed Form | A golden light, infused with Bynde's soul after slaying the Herald in the Vault of Sin. Obtaining Blessed Form surrounds Bynde's Hearts with a golden aura, which signifies a far greater level of defense. Blessed Form, in essence, is a defensive upgrade which makes Bynde take half damage from all incoming attacks, though hazards which only deal a quarter-heart of damage will still do the same level of damage. |
Flamedancer | A red fiery energy infused with Bynde's soul after slaying the Herald in the Sand Goddess's Temple. Flamedancer enables Bynde to perform a flaming upwards slash by hitting the jump button twice, effectively granting her a powerful launcher attack as well as a double jump. Useful for combat, sequence breaking, and puzzle solving- the attack's flames can actually interact with objects the same way as standard flames. |
Shadow Hold | A wispy purple energy infused with Bynde's soul after slaying the Herald in Mistic Isles. Shadow Hold grants Bynde the ability to hold onto walls after jumping into them, signified by her hand glowing purple. Shadow Hold allows Bynde to both wall jump and wall run, letting her further sequence break and traverse the environment in new ways. Slowly drains Mana while grabbing onto the wall. |
Soul of Starlight | Vibrant yellow energy torn from the soul of the Herald in Taikora Tower. This passive upgrade modifies the effects of the Shard of Starlight item, causing it to trigger upon landing an arrow attack upon an enemy's weakpoint. A more aggressive take on the time-slowing item. |
Fatebreaker | A black and yellow blade forged from Bynde's own will upon the defeat of the Herald Executioner, showing Bynde's desire to break the divine cycle and save both Tai and Kalidia as a whole from its effects. A reward for obtaining every Herald's Soul in the game, Fatebreaker is incredibly powerful, slaying any opponent in the game with a single hit... All save one. |
Enemies[]
Lunefilth | Strange blue blobs that grow silver crystals from their backs. Simple pests found on the moon, they enjoy each crops and leave the farmers and cattle alone, making them more annoying than anything. Their only attacks are a slow jump strike and a cobra-like rearing strike. Good timing can counter these attacks, though Lunefilth are so weak it may not always be needed; simple spam attacks can be just as effective. |
Mirekin | Strange humanoid monsters with a grey-blue color and glowing yellow eyes, Mirekin have appeared suddenly in the land of Kalidia. Though unintelligent, they are clearly capable of following orders, leading Logos to believe they work for somebody. Standard Mirekin only attack by rushing at Bynde andwinding up with punches, which can be countered fairly easily. |
Mirekin Gladiator | A somewhat smarter Mirekin wielding a shield and spear, jabbing behind cover whenever he can. The shield blocks most incoming strikes, but the gladiator is left wide open when he reaches out to perform a long-ranged stab. Take advantage of this. |
Mirekin Archer | A somewhat smarter Mirekin wielding a bow, launching standard arrows at Bynde whenever possible to attack her. Simply avoid the arrows, negate them with your shield, or retaliate with arrows of your own. |
Red Mirekin | Reddish-colored Mirekin who can use the abilities of normal Mirekin, Gladiators, or Archers. Having been better attuned to the darkness, they have become faster and more durable than the standard Mirekin, making them a direct upgrade. |
Acid Spider | Black and green spiders native to the Foglands, they reside on walls and ceilings waiting for prey to draw near. They can be taken out fairly easily with some sword strikes or an arrow to their exposed stomachs, but this may involve countering their toxic lunging attack to knock them over... or just shoot them off the wall if need be. |
Vanar | A small flower-like entity with an eye within its petals, which grows on walls and closes itself up when approached. Its spiky thorns tend to obscure walls and doors, though the Vanar do not attack directly. Simply shoot it in the eye when you can to remove it. |
Nocturnian | A spindly four-armed being made out of a slimy black tar, seemingly an evolved iteration of the Mirekin. Nocturians wield a large blade in each hand, and are master swordsmen capable of intercepting essentially any attack. Your only hope of getting in strikes is to intercept them as they wind up for attack- or, alternatively, slash in places they aren't blocking. Nocturnians are often fought as minibosses. |
Greatshield Wyrm | A huge centipede-like insect with a massive crest on its skull that's as hard as stone. Generally these creatures tend to reside in caverns, poking their heads out at the nearest sign of trouble. Attacking any part of the body other than the head instantly kills them, but getting there could be tricky. |
Flamewalker | Large creatures whose true appearance is unknown; as they spend their lives under the lava, all that is ever seen is their rockhard shell and small red eyes. Flamewalkers are passive enemies that cannot be killed, but instead act as floating platforms that traverse patches of lava so Bynde can get across. |
Goreal | An armored pangolin-like monster residing in the arid deserts of Cinis Wastes. It attacks by rolling up into its armored shell, charging at Bynde in a wheel-like shape. While it's powerful and renders the Goreal invincible, it has a tendency to run itself off ledges... or it can be blown off them. Its vulnerable spot is on its belly. |
Spryver | A tiny bird that resides in hot areas, known for its red and blue plumage alongside its drill-like beak. Spryvers dive at their prey beak extended, striking swiftly and unpredictably. Dodging their attacks or whacking them back with a sword may deflect them, but they can also be instantly killed with arrows if so desired. |
Magmaiden | Female spirits inhabiting the lava around Cinis Wastes. They attack by spitting globs of fire in an arc towards Bynde, which remain on the ground for a short time. Using the Aqua Stone on them turns them into stone, making them immobile and vulnerable; however, one can also use the item on the lava globs, using them as stones that can assist in various puzzles. |
Crablok | A crustacean overgrown with stone and barnacles to the point of basically becoming a stone itself. It strafes Bynde when provoked, occasionally swiping at her to attack. It's also capable of spitting out small bursts of water, but this deals no damage and only stuns Bynde. Using an Ancient's Horn attack can shatter their armor. |
Urchion | A creature that resembles a crossbreed between a sea urchin and an antlion. Urchions dangle from ceilings, jaws agape, and latch onto things that pass under them with their fast and sticky tongue. While invincible, they don't discriminate on what they eat, meaning one can use the Urchions as an effective weapon as well as a hazard. |
Aerofish | Strange fish with silver wing-like fins. Aerofish fly about and attack in swarms, leaping from the water to strike at prey. They can be scattered if the larger red Aerofish in the swarm's center is killed, and parrying the swarm's attacks can prove useful to exposing it... Or you could just plink away at it with arrows or the Windcutter. |
Sea Wraith | A cursed Kalidian or Marider infused with some profane aquatic magics, turned into a ghastly revenant infused with the power of water. Despite being essentially zombies, Sea Wraiths are rather agile, and have a feral battle style that can easily overwhelm the players. They tend to both telegraph and overextend their attacks, however, leaving them massively vulnerable. |
Sea Spirit | A Sea Wraith that's become so decayed that its body has broken into bits, consisting of nothing but floating bone and blue essence. They slowly pursue Bynde and curse her on contact, slowly draining her life until she can cure the curse by standing in light. Though immune to all forms of attack, a simple gust of wind, or perhaps a beam of sunlight, may do these specters in. |
Wraith Knight | A Sea Wraith borne of a once-mighty Marider warrior, now entombed in the Tomb of Remembrance. The Wraith Knight harbors much more of its free will than a standard Sea Wraith, and strikes fluently and elegantly with its blade attacks while blocking strikes with the bracer on its arm. Harnessing the power of the Gale, it is able to fire blade beams which damage and curse Bynde; use the windup for this attack to whack it in the head with an arrow or two! |
Scrantha | A multi-headed golem made from stone and bone, flailing about spiked tentacles to attack Bynde. Its weak points are the heads, but if all are not killed within a short time span, they will regenerate. Best to use the Windcutter to take them out, or arrow shots if your aim is precise and quick enough. |
Ambion | Cycloptic suits of red armor which pretend to be inanimate, and then proceed to strike Bynde from behind after she walks past them. They are near invulnerable, but arrow shots to the eye can stun them for a while, and they can be killed by pushing them into environmental hazards. |
Ice Slug | A blob-like creature made from the sorrow of those who have perished in Darkiris Stronghold. Moves slowly and spews cold breath to attack, often hiding itself in various nooks and crannies where it can become hard to strike. Gale Bombs can often be used to blow them out of cover if your aim is right, making them vulnerable. |
Steelhelm Soldier | An autonomous soldier created by the Steelheart Clan. Made from metal and wielding spiked gauntlets, it rushes up to Bynde with the aim of assaulting her. Immune to all damage aside from the weak spot located on their back. |
Steelhelm Sniper | An autonomous soldier created by the Steelheart Clan. Having their heads replaces with massive cycloptic lenses, Steelhelm Snipers stay in place and use strange weapons to fire beams of light at foes from a distance. Immune to all damage aside from precise strikes to the lens. |
Steelhelm Juggernaut | An autonomous soldier created by the Steelheart Clan. Vastly larger and more armored than normal Steelhelm enemies, they lack any weakspots and can attack with both a massive broadsword and by inhaling to fire out large energy blasts. This ultimately proves to be their downfall, as they can be blown to bits by inhaling a Gale Bomb or electrically-charged water from the Aqua Stone. |
Steelflyer | An autonomous drone created by the Steelheart Clan. Small and agile, it flies at a distance and evades all attacks. Steelflyers attack by launching ring-like projectiles in various angles; the player must match their angle exactly with a sword slash to repel them, lest Bynde be temporarily stunned. |
Sinraph | A strange bird-like woman with four wings, seemingly crafted from a fusion of gold and rose gold. Sinraphs patrol the skies of the Vault of Sin, seemingly being born from the concentrated greed and vice tied to the dungeon. After spotting Bynde, their metal masks unfurl revealing whip-like tendrils as they try to drag the player in. Normally immune to all damage, but the player can grapple onto their plumage with the Holy Wire and ride them around. |
Vicegrafted | Cursed individuals who have fallen victim to the Vault of Sin's accursed miasma, their skin a dark corrupt tone and their bodies crusted over with gold. Vicegrafted take on many body types- Effec, Kalidian, Marider, and Fleurde- but all act the same way, slowly shambling towards Bynde in an attempt to tackle her and bite her. Appear in hordes, so the best way to deal with them is multi-hitting or area of effect attacks. |
Flame Spider | A relative to the Acid Spider that resides in hot areas and spews flame. More or less the same form of enemy, though becomes a tad more durable. Their flame breath may perhaps be used to solve puzzles if you need a source of fire. |
Grisekt | A strange long-limbed insect that dwells in sand pits, firing off shotgun-like bursts of stone at prey. Surprisingly high knockback from this attack makes them risky to battle on thin platforms or near ledges, but they can be stunned with an arrow to their exposed stomach while charging. |
Sand Devout | A faithful of the Sand Goddess, garbed in terracotta armor that obscure their body. Sand Devouts attack with sword slashes which can easily be parried, but their body typically renders them immune to damage. They can be opened up to damage by using the Holy Wire to rip off pieces of their body armor or by stunning them with the Aqua Stone. |
Mistic Sentinel | A massive armored warrior clad in white and wielding a blade of light, mist fuming from their eye holes. Sentinels basically remain in a specific radius until they manage to spot Bynde; they will continue to follow her until she leaves their line of sight. Sentinels are immune to almost all damage and are able to kill Bynde instantly with a single slash, so avoid them at all costs. If need be, they can be frozen with the power of the Slumber Staff, letting her slip past with ease. If you can manage to do so, a Sentinel may also be killed via being crushed. |
Volfis | A canine creature resembling a cross between a fox and a wolf. Volfis travel in packs and tend to encircle their prey before jumping at them, waiting for them to make a move. Though dangerous in numbers, they can be picked off fairly easily, and arrows are able to deal with them rather effectively. |
Frigit | A small insect made from pure ice, Frigits don't do a whole lot other than sit around and act as hazards. They're also entirely invincible, sliding around when struck with blade or arrow and bouncing off walls. Though they can be killed with fire, knocking them around is often key to solving puzzles. |
Big Frigit | A fully grown Frigit, which dangles from the ceiling on a chain of icy diamonds. Just as lazy as their young incarnations, though the adults tend to be more active and may occasionally swing back and forth on the chain to act as a hazard. Is once again only harmed by fire, with arrows and slashes merely knocking them around. |
Deathhound | Hideous quadruped monsters that roam the land of Kalidia, resembling massive dogs with large portions of their skin burnt off. Deathhounds are incredibly dangerous, and one resides in each major area of the map, ready and waiting to strike at night. They attack by breathing fire, shooting sharp crystal spines from their back, and lunging at Bynde with teeth and claws; while they have tons of health, throwing Gale Bombs into their gaping maw is able to stun them and temporarily reduce their defenses. If you manage to defeat every Deathhound in Kalidia, consider yourself a master fighter! |
Bosses[]
Iconavar Parasitic Divine Blossom |
Iconavar is a small, flower-like daemon set loose on the Seer's Catacombs in an effort to take the Sage hostage for some unknown reason. Threading its parasitic tendrils across the site, it eventually battles Bynde in a stone golem formed from an ancient statue. Normally, this beast is invulnerable due to its thick stone armor, and it is capable of attacks consisting of tendril strikes from the ground, AoE tendril spikes, and charged extendable punches using the golem's fists. However, while punching, Bynde can use the Windcutter item to sever the vines attaching the fist to the golem itself. This temporarily leaves the boss's core open as it tries to retrieve the fist, enabling a quick arrow strike the ability to stun the boss and leave the core open for a multitude of sword blows. Eventually, Iconavar will wise up and generate thicker limbs for the punches, preventing them from easily being sliced open. This means that in order to sever the fist, players must throw the Windcutter into a nearby torch and use the imbued flame to burn off the vines, requiring more precise timing than before. Following up with the same bow and sword strategy will eventually lead to the boss's defeat. |
Enfuega Pyroclastic Guardian |
A massive being of earth and flames crafted as a guardian to protect one half of the Dark Eye, sealed away in Flamespeak Dungeon. It is battled in a large circular arena with a pit in the middle, which eventually fills up with lava and reducing Bynde's usable area. Enfuega attacks by breathing fire, launching fireballs from its back in an arc, performing various punches and arm slams, and exposing its chest to suck in energy before launching a powerful fire stream. Enfuega is only harmable in certain areas on its lava-like body, which are typically covered by rock. Due to this, the player must use the Ancient's Horn bashing techniques whenever possible to break Enfuega's rock covering, exposing the vulnerable blue bits. In some instances, Bynde can instead use her bow to strike tiny yellow dots on the rock armor, which also shatters it, but one must be very precise with this method. The Aqua Stone may be used to harden Enfuega's body and create platforms on the lava, enabling Bynde to safely traverse the arena. After taking enough damage to its various weakspots, Enfuega is defeated. |
Dargale Embodiment of Cursed Wind |
A jellyfish-like creature made out of the foul wind infesting the Tomb of Remembrance, and implied to be a corrupted deity worshipped by the Marider tribe. Its weak spot- the internal core- is typically protected by a large transparent aura surrounding it, and its many tentacles strike at Bynde from every angle to attack her. In addition, the core itself can fire laser beams and spew cursed wind, requiring Bynde to play defensively and hide or climb the many pillars dotted around the room. The tentacles can be temporarily sliced off via sword or Windcutter, but they will eventually regenerate, and in order to deal damage to the core, one must throw a Gale Bomb underneath it and trigger it at the right time; the updraft will lift the veil surrounding the core, enabling Bynde to strike it with a couple of arrows. After taking enough damage, Dargale will stop using its tentacles to attack and instead begin sucking up air from the area underneath it, using that force to spew more cursed wind as well as exploding projectiles. The boss will also suck up Gale Bombs that have been placed underneath it and attempt to use them against Bynde; this is now an opportunity to detonate the bomb, which breaks the veil entirely and forces toe core to drop to the ground. After a good amount of hits, Dargale is slain. |
Kathia Servant of Darkness |
The woman who stole Tai away from you and effectively trapped you on this planet. Serving under a mysterious force who seems to be the cause of all the shadowy monsters around Kalidia, Kathia finally challenges Bynde to a duel in Darkiris Stronghold. Kathia's battle has two phases, the first of which is battled with only her red-hot claws. This phase relies on using the bow in tandem with the items that Bynde has collected so far; Kathia's agile rush attacks leave her open to be staggered with a bash attack from the Ancient's Horn, her guard can be broken with a perfectly timed Windcutter strike to the back of her head, the Aqua Stone can be used to block the flamethrowers she fires and dodge to the side, and Gale Bombs can drive her away from you. When vulnerable, her aura of fire vanishes, letting you stun her with an arrow to the head and attack with Bynde's sword. Phase 2 is more focused on sword combat, with Kathia generating a blade of fire to combat you. This phase is comparable to Ghirahim battles from Skyward Sword, with Kathia attempting to remain a decent distance from the player and blocking at specific angles in order to counter with a strike. She can also perform thrusts, sideswipes, and ranged sword beams that resemble large flame wheels and roll at Bynde. In order to open up Kathia for attack, one must either parry her attacks with expert timing or swing her sword perfectly in order to strike her unprotected areas. After plenty of hits, Kathia surrenders. |
Ferrox Rainus Sacred Steelheart Guardian |
Ferrox Rainus is the might four-limbed war machine guarding the Divine Spring in Steelheart Sanctuary, and acts as the ultimate weapon of the Steelheart Clan. Surrounded by an impenetrable metal shell, the boss is normally immune to any and all forms of damage, and it primarily attacks Bynde with simple arm slams, eye lasers, and large electrical impulses that strike the area around the boss as it slowly walks towards Bynde. The only way to damage the boss is to build up a charge by repeatedly slashing back its wrecking ball-like punches, empowering the Thunder Brace, and then firing an electrified arrow directly into the head. This will stun Ferrox Rainus and open its core, enabling Bynde to attack it. In Phase 2, the boss's legs and head will detach, and it will open a massive mouth on its chest and begin crawling on its four arms. This phase drops the punch and eye beam attacks, but the boss instead gains the ability to call down lightning strikes, charged forward at Bynde, climb onto the ceiling to drop rocks and fire a large laser, and inhale to attempt to suck in Bynde to damage her. This inhale move is the best opportunity to damage the boss; Bynde can either throw a Gale Bomb into its throat to stun it or alternatively summon a water bubble with the Aqua Stone and then electrocute it with a Thunder-infused attack; the latter option will cause the bubble to be sucked up, dealing massive damage. In addition, Bynde is able to parry the incoming charge with multiple precisely timed blade strikes, which builds up Thunder Brace charge. After a multitude of strikes, Ferrox Rainus is defeated. |
Gyldwyrm Sinful Infestation |
Gyldwyrm is a tumorous blight growing out of the Cinis Divine Spring, an icon of greed and vice festering and corrupting the palace built above it with its dark miasma. The fight has two phases, the first of which simply involves it sitting in the center of the spring holding a golden sphere within its jaws. In this phase, Gyldwyrm only attacks via golden tentacles that emerge from the water, which track down and attempt to slam onto Bynde to damage her. It is also able to summon Vicegrafted as additional hazards in the fight. To damage the boss proper, Bynde must use the Holy Wire on individual teeth in order to loosen the boss's grip on the golden sphere, eventually prying its mouth open and leaving the sphere open for damage. Once the jaw is ripped open, however, the sphere unfolds small wings and reveals a face, and it flies about as it fires lasers at Bynde and spews miasma. Only the face takes damage, meaning the player can either attack directly with arrows or use the Holy Wire to drag it in closer. After the sphere is destroyed, Phase 2 begins, as the blight growing from the ground emerges as a vast snake-like demon who flies around the arena, lasers firing from eyes dotted across the body. To damage Gyldwyrm's true form, Bynde must use a variety of targets on pillars throughout the arena in order to take to the air and strike the massive yellow eye with attacks. While attacking the smaller eyes does not deal direct damage, it can deactivate them temporarily. After a multitude of hits, Gyldwyrm is slain. |
Dekaeion Faithful Servant of Sand |
Dekaeion is a massive female warrior in heavy stone armor and robes, wielding a pair of massive hooked blades. Her body crumbled away into sand, her spirit remains in her goddess's temple as a stalwart solder, defending the Divine Spring with her life from those who would attempt to usurp it. Dekaeion's battle is fought on a large suspended platform, which tilts based on the position of the boss and Bynde; if the balance is shifted too much, the platform falls into the void, damaging Bynde heavily. While Dekaeion normally remains tied to the platform by stone build around her feet, Bynde's only method of damaging her is to knock her off a total of five times, with her movements becoming faster and more agile every time. Though the fight acts as a standard sword duel, Bynde may use her items to get ahead, such as using the Sand Ring to quickly relocate herself and appear behind the boss or using the Thunder Brace to increase the impact of Bynde's blows. |
Miserpent Illusory Mystic Machine |
Miserpent is a massive gear-like construct who slumbers in the center of Mistic Isles, presumably acting as both the guardian of the divine spring and the source of the island's sleep-inducing mist. The boss's pattern primarily involves rolling around a set of tracks built into its chamber's floor and walls, taking the form of a pair of X's with a circle on the floor and on the wall. It will damage Bynde by rolling along specific paths on the track, as well as using its blades to swing at her with large sweeping motions. The boss also periodically attacks through the use of sword beams, fired from stationary positions, and by launching a spiked ball-and-chain from its central core. The boss can only be damaged by striking the multitude of glowing pink cores on the rim of Miserpent's body, though it often moves too fast to hit with an arrow under normal circumstances. While possible to strike it in Bynde's bullet time, it is recommended to use the Slumber Staff on it, which slows it down considerably. The player can also use the staff on the ball and chain to freeze it, and use the momentum to launch it back at Miserpent to stun it. Every time a core breaks, the boss gets faster; after all 12 cores are broken, the boss is slain. |
Seeker's Soul Trial from the Past |
The spirit of the last incarnation of the Seeker before Bynde, ready to test the worthiness of her successor. The Seeker's Soul spends most of the first half of the fight copying all of Bynde's movements, countering them in turn. As such, getting hits in revolves around desyncing her animations from Bynde's own, leaving openings to strike; this can be accomplished by freezing walls in place with the Aqua Stone, using the Windcutter to strike her from behind, luring her into a Gale Bomb and launching her into the air, or dodging her attacks and retaliating with the use of a Slumber Staff to stun her. After many strikes, the boss showcases her true potential and summons a multitude of floating blades to her side. No longer copying Bynde's movements, she showcases the use of incredibly powerful variants on Bynde's items, such as a giant Gale Bomb infused with blue flame or massive electric blades formed from an upgraded Thunder Brace; along side these attacks, the floating swords are consistently diving at Bynde, who must parry or dodge them to avoid taking damage. The Seeker's Soul has no vulnerable state, and is consistently damageable, leaving it up to the player to decide the best time to strike and the best time to evade. Eventually, the Seeker's Soul will pass on, granting the player the Seeker's Soul if they obtain all 5 Blessings. |
Herald Executioner Last Bastion of The Cycle |
If Bynde has slain all four of the previous Heralds, then the final Herald in Taikora Tower will be replaced with the Executioner, who seeks to end her life before she is able to irreparably damage the cycle of reincarnation. A difficult bonus boss, the Herald Executioner, fights Bynde with rapid blade attacks that require precision timing to dodge or parry, and perform long combo chains to make it even harder. After a combo is completed, the player only has a short time to attack with a blade or arrow strike before the Herald teleports away, and striking them leaves them open for a few more attacks before they escape the combo. The Executioner also enjoys striking from range with large sword beams, charging up incredibly fast thunderbolts which must be perfectly dodged and firing a slow-moving fireball; despite resembling similar moves from the Zelda franchise, it is encouraged to not strike this fireball with Bynde's sword, as it simply causes a massive explosion, though it also splits into multiple homing projectiles on contact with the ground. At low health, the arena becomes engulfed in flame, causing a constant damage-over-time effect to the player as the Executioner's movements become more erratic. After a significant amount of hits, the Executioner is slain, vowing that Bynde will regret her actions as it fades into her body. After defeating the boss, the player gains access to the Fatebreaker weapon. |
Kathia (II) Servant of Darkness |
The second battle with Kathia in a desperate attempt to protect Tai from her. Cutting right to the chase, she begins the fight with a faster and more agile reprise of her sword-wielding second form from Darkiris Stronghold, using the same attacks at a faster rate. The same tactics still apply here; time Bynde's swings perfectly in order to strike at angles which she is not blocking, opening her up for further damage. After taking enough damage, Kathia will up the ante and summon a second blade; while this makes her swings slightly easier to dodge, it further limits the space in which she can be hit, multiplying the chance that she will be able to parry your attacks. This second phase also grants her the ability to generate meteor attacks and large AoE bursts of flame around her alongside creating the large flaming wheels. Though the challenge ramps up in this phase, things remain about the same until Kathia takes significantly more damage, in which she abandons the swords entirely and transforms into a monstrous, flame-haired form. This form attacks purely with her claws and fiery breath, constantly lunging at Bynde without any strategy other than blind fury. Though normally to fast to effectively strike, Kathia can now be stunned by firing an arrow directly into the shining stone in her forehead, cooling her off with the Aqua Stone, or by using the time-slowing effects of the Shard/Soul of Starlight to counter her physical attacks. After racking up even more damage, Kathia finally falls for good. |
Noske Dark Lord |
The incarnation of the Lord whom Bynde is forced to battle in their final encounter. No normal opponent, Noske is enhanced by divine energy and is on par with Bynde in terms of raw strength; notably, this means he is immune to time-slowing effects such as the Shard of Starlight or bullet time unless stunned by an attack. Noske primarily attacks with his weapon, which shifts between sword and spear forms for both swift close-up strikes and wider sweeping ones. Range can also be an issue, as Noske is able to cast magic which causes homing lightning strikes to converge on her position, as well as generating shockwaves. Noske blocks most melee attacks, meaning that to damage him with a blade, Bynde must parry his attempted counterattack and strike back. After taking sufficient damage, Noske reveals the full extent of his powers as his free arm becomes engulfed in electricity and dark energy. As well as becoming faster overall, Noske is now able to charge and fire a powerful beam of lightning at Bynde; this attack can be parried if shield bashed at the right time, but deals immense damage if she mistimes it. The faster-paced battle is accompanied by other hazards, such as a slowly-crumbling battleground. The tactics remain the same, however, and Noske will eventually fall for good if he takes sufficient damage. |
Noske (Fatebreaker) Dark Lord |
If the player wields Fatebreaker into the final battle, Noske's determination to not die lead him to showcase the upper limits of his strength. He begins the battle in his second phase, without the crumbling arena, and due to his immunity to Fatebreaker's one-hit-kill ability, he has effective increased HP when compared to his standard fight. After taking enough damage, Noske decides to take things up a notch, with massive electric wings sprouting from the Shard of Eclipse on his back. Now able to take flight, Noske gains a multitude of new sword and spear-based attacks and the ability to quickly teleport short distances to fake out Bynde. His lightning magic skill has been vastly upgraded as well, having him teleport far off into the distance to enable him to charge massive electric beams which fire at the arena; alongside this is a new move in which he launches multiple spears into the arena, which shortly explode. He can still be damaged via parry, but the timing window becomes harder with his faster slashes; he can also be countered in attacks in which he dives downward, and countering these attacks will stun him and leave him open to more damage. After he has been attacked enough, Noske falls for good. |
Trivia[]
- Much like SHIFT, Crestseeker began as a different project before switching over to an original IP- in this case, a Zelda title named The Legend of Zelda: The Cursed Crest. The project was retooled due to a desire to break free of series constraints as well as to tell a more original story, though elements of the original do remain.