Part 7: In the Hall of the Mountain Morg
Chapter 6 – In the Hall of the Mountain MorgLast time, we met Kazan, who tasked us with reaching the summit of Mt. Gabel and dying against the Mountain Morg. No, really.

Once we exit the gate, we’re put on the narrow path to facing our death at the hands of the Morg.
But what if we just turn around and go back?

Kazan offers to use his shack as a place to rest and heal. As we can’t actually leave Mt. Gabel until we’re done, this is the only place to do so.

Maya’s inside the shack, doing nothing significant. There’s nothing else to do but rest, so we go back outside…
Now Playing – Already Rented








If it wasn’t obvious from the way he talks, Kenjiro is a travelling merchant. His function here is to let you buy items and combine stuff while you can’t leave the mountain. He will also be a significant character going forward, for more reasons than just showing up to sell things.
Anyway, now that we’ve established our base camp, I think it’s time we actually climb Mt. Gabel.

Spike Lizards are the first enemies in a trend of foes that cause you to miss certain strikes due to their stature. Remember I mentioned that way back in Chapter 1?
These things also introduce the “Venom” status effect. It’s like poison, but apparently you can’t recover HP while it affects a character. I say apparently because these things are too weak to actually warrant healing during their fights and the effect wears off after battle, so I never really knew it was a thing.

It’s incredibly easy to miss, but if you stand on a wee bit of land in this lake, you get to stare up at the summit of Mt. Gabel.
If you squint, you can make out our quarry, waving at us (no, it’s not actually waving).

This is a palette swap of the Flytrap enemies from Hunter’s Wood. At least it’s a little longer ago than the Baki.

This is the entrance to the Mountain Morg’s Cave.

And this is the inside of the Mountain Morg’s Cave. The Japanese comes out as “Yama no Shu no Dokutsu”, or “Mountain Lord’s Cave”. I guess Mountain Lord is a bit nondescript, but what the heck is a Morg anyway?

We get a sense of how big it is from here. There’s no way it fit in that tiny cave. Did it drop in from above?

They say you are what you eat, and the Morg is an example of this.

If you hadn’t been playing a Cocky Lang so far, you’d get a different piece of dialogue here. No “Morgie” and more “GULP THIS SURE IS INTIMIDATING BUT I GOTTA DIE!”


Maybe we can take this thing. The game let us win a technical victory against Elliott and Marienne, remember?

Or it’s a repeat of Gold Eyes and you literally can’t hurt it.

Lang, Kazan made this very clear. You’re here to get beaten nearly to death.

The Morg has a handful of generic attacks that do a bit of damage, but nothing life threatening.

It’s when he does this that the end is nigh.


Not even guarding can save you from this wiping Lang out.














Our Origin has awoken.
We now have access to the “Origin” slot in our action menu.




It’s entirely possible to lose here. Morg won’t go down in a single Origin attack. When I was a kid, I think I severely underleveled for this segment, and couldn’t kill Morg with the amount of Origin attacks you can make here (2).
But in this playthrough, 2 is enough to win.
Click below to watch Lang awaken his Stand and defeat the Morg.


Now Playing – Going to My Hometown




Note Kazan has a sword on his belt.









Kazan finally joins our party.
The two others walk out of the cave ahead of Lang.





He means Kazan, of course.

Kazan joins at level 25 and is far stronger than Lang. He will make battles a lot easier from here on out.
And speaking of battles….

We’re immediately ambushed outside the cave.
Despite coming with a sword, Kazan fights with fist and foot. This means he never actually needs a weapon, so we don’t have to spend money and resources to improve his combat ability (outside of accessories and other items).
Kazan comes with his own slew of Arts to perform. You know what that means!
Click here to watch Kazan’s Art exhibition.
Of course we now also have the ability to use Origin attacks with every party member. We could have used Maya’s this whole time, but I figured I’d save it until we had the whole gang.
Click here for an exhibition of our first Origin attacks.
(The reason why some of it is from different areas is because I needed to re-record for it. It also gives you a sneak peek of how the Forest Maze will go)
In any case, the battle against these Stone Beasts is easily won, especially with Kazan in the group.
Click below for to hear Kazan explain why he doesn’t use his sword.







Golly, I wonder if Rauss is ever going to be important to the game?
The scene ends, and we begin our descent down Mt. Gabel.
But halfway back to Kazan’s shack, he stops us.









Deva boosts us up to the entrance.



Once again alone, on our way into a new cave.
Now Playing – Training Cave
We don’t get far into the cave before we’re stopped.


The game now tells us we can use our Origin with a touch of the square button.

Galea breaks the boulder with one punch.






With Maya in the party, we can now cycle between characters to use different on-field Origin abilities. We can also run around in dungeon areas as other characters if we feel like it.

The Japanese means “Training Cave”, like the name of the song playing. I guess they felt it was a bit on the nose for English?
The Cave of Trials is basically a big tutorial on how puzzles work in Legaia 2. Oh yes, we’re getting puzzles from here on out. They all involve using the various Origin powers at your disposal to get past obstacles and find optional treasures.
We know Galea is used to break boulders and stuff, but Rivas has uses here too…

Rivas makes plants grow, for one. This lets us make a vine ladder to reach that chest up there.
You can also see an odd patch of dirt. That one requires Deva, Kazan’s Origin. Yes, that means if we want to see where that leads, we need to come back here with him. There’s a lot of things in dungeons you need later characters to get to.

These are the enemies we fought in the last update, back at Kazan’s shack. They’re no more fearsome here than there. They can cause “Blindness”, a status effect that causes some attacks to “miss”. They don’t miss the way some directional attacks do and instead just cause no damage.

Dino Gol’s are the worst enemy here. They don’t do too much damage, but they can cause the “Beserk” status. In Legaia 2, that means your characters will attack randomly. Not only does this mean they probably won’t execute Arts, or will attack only once, they can also target allies, and here Lang can easily kill Maya.
As for the puzzles, here’s a few of them…

Here all you have to do is break the rocks to step on a switch.

Here you just have to light a torch, then step on a switch.

Here, the tablet in the corner says “There is only one truth”. So I light one torch and the doors open.
The Cave of Trials is a pretty banal dungeon overall. The puzzles aren’t even complex. All you have to do is use your Origin on a painfully obvious prompt and you will get through. I don’t think even children would struggle with these.

Once you get through all the puzzles, you get the scroll Kazan mentioned. This scroll teaches you a Hyper Art, which we first saw during Elliott and Marienne’s battle.
Lang also got 5 Art Blocks as I traversed this cave. Time for another exhibition!
Click here for Lang’s 5 Block Art Exhibition and his new Hyper Art.
Hyper Arts are unlike other Arts because rather than performing a succession of strikes building up to one Art attack, they perform a predetermined attack in one go. Raging Fang takes up 3 Art Blocks, but does not perform two regular attacks and then another, but instead performs its own attack sequence. Fortunately, this is far more powerful than regular Art use, so the attacks aren’t wasted.
As you can see in that video, Hyper Arts don’t have to be used alone. You can chain them with other Arts. All Arts can be chained together with the right sequence. Here, the sequence for Raging Fang is [up, down, up]. The sequence for Thunderflash is [down, up, up, up]. The first two parts of Thunderflash are contained in the last two parts of Raging Fang. Thus, by entering just two more [up]s, we perform both Raging Fang and Thunderflash.
Hyper Arts take more AP than Super Arts to pull off, so chaining them with a regular Art helps offset the cost.
Anyway, we’re quite done with the Cave of Trials.



Kazan says this because we actually checked the scroll before leaving the cave. Although he acts like he’s admonishing us, nothing bad comes of this.





And so we head back to the house.








Funny that Rivas says “I” when it was more Maya that was captured. I guess Rivas was stuck too, but does it count when you can just vanish into some spiritual void?


















But Kenjiro runs off before Kazan can finish.




This is plot relevant.
But with Kenjiro pillaging Kazan’s shack, we are free to leave Mt. Gabel.

Oh whoops, we’re not actually done with the tutorials. Silly me.



Now Playing – Paying the Worthless War
(This is by far the goofiest name for a song that mostly plays around a campfire)
Introducing the Camping/Cooking system. As it says, you can make camp at certain points, both in dungeons and on the world map. On the camping screen, you can access various functions, such as saving, combining items, and of course cooking.
Cooking is as you would expect: you make dishes that are available to the party using the ingredients you need and have on hand. These dishes boost stats in different ways. You will learn a variety of different dishes through the game, and they all do different things. I must admit, however, that you’ll only find so many of them genuinely useful.
Our only option in the tutorial is to make Kazan’s signature curry.









This is what Kazan Curry does to a person. Despite Lang and Maya hating it, this dish is very useful, and we’ll get a lot of mileage out of it.
The final function of the campsites is to let you have the characters talk to each other. You typically get a few good conversations out of every new site you find.
Here’s a selection of the ones we hear here:
Kazan’s Past










Kazan reminds me of someone. Can you guess who before I spell it out for you?
Practice

This chat offers a choice of response. We can either say we don’t know what he means, tell him we use it in battle, or that we want to learn something new.
We choose battle.



Spicy Cooking




Can you guess between Kazan’s voice acting and his spicy cooking what Tanza is based on?
The Importance of Hygiene







Origin Talk







Mystic Hunting











We know what he’s talking about. End of Chapter 1, remember?






Lang and Maya’s Relationship

We get a choice. Unlike with Nancy, we can’t straight up claim to have an intimate relationship, only “mess with his head”. But we have no interest in playing weird games with our “relationship” with Maya.



Lecturing


We get another choice. Be sleepy, actually listen, or say we’d rather train. We choose to have listened.



And with that, we’re finally done with the side conversations. I do enjoy a bit of character building, but it’s a lot of text to dump on players the first time it’s available.
But we’re not completely done. Exiting the menu gives us a cut scene…










Kazan says no more, so Lang decides to sleep.

We awake the next day with the ingredients to make multiple Kazan Currys. This will be very helpful in the next segment.
But that will have to wait for next chapter.
Join me next time, where we experience the dreaded SEWER LEVEL.