Part 25: So near, yet so far
Chapter 24 So near, yet so farNo more delays, no But first!. Were going straight into the final dungeon.








Now Playing End of the World
Sōzō no Tō. The literal translation would be Tower of Creation. As the Demiurge is the one that created the world in Gnostic belief, its fitting enough. As for why its a tower, your guess is as good as mine. Its clearly more of a sinkhole. Or a crater.
.in fact, you could say Demiurge Tower is a crater in a snowy northern region of the world. A northern crater, if you will.
Anyway, not long after heading inside a nearby cave entrance (hmm, northern cave), we encounter someone






Pick your poison of flimsy JRPG justification. Cocky Lang chooses We wont let you do this!















Velna and Vestra have a special gimmick in this fight. Your first thought might be that eliminating Velna should eliminate Vestra, given what we know about how Origins work, but youd be wrong



Beating up Velna results in her disappearing inside Vestra. You might think the answer is to just kill Vestra then, but theres a snag with that plan

Vestra cannot be harmed by regular attacks and Arts. These are our primary damage dealers that have allowed us to cheese bosses since Bubba. We can only affect Vestra with Special Damage, of which Origins are the most obvious dealers. Our Origins are not nearly as potent as our Arts by this point, so using them to take down Vestra would be something of a slog.
As you might expect, Velna is not gone and forgotten. After a round


At first I thought my emulator was wigging out, but they must have changed the text colour so it could be seen on a white background.


In contrast to Vestra, Velna is immune to special damage. You basically have to pick one to take down each round.
The best practise is to kill Velna and then try to KO Vestra while shes gone. If you leave her around, not only does she get to make attacks, but she can also work with Vestra



This is the set up to an instant kill attack. Thats why its best to make sure Velna isnt around to let these attacks go off. If you kill her before the next round, Vestra cant use the attack.
Velna can also use Kabel magic attacks just like Maya, but we dont let her use any of those.
Now, using Origins to whittle down Vestra is the obvious tactic, but theres one ability that can make this fight so much quicker and easier. You just have to be under the right circumstances to do it.
If a character has under half their health, 100 MP and 100 AP, then they can use

Mystic Arts. These are a characters ultimate attack, doing WELL over what youd get using a Variable Art, and without involving another character. The only problem is you have to be in ridiculously specific circumstances to pull one off, and need to know the combination to use one. That I know of, theres no indication that Mystic Arts even exist in game, let alone what the combinations are for using one.
If you watch the video, youll see me try to use Sharons, but I flub the combination. In the end, we pull off Langs



As you can see, thats 40000 more than we usually get from Variable Arts. As for why they harm Vestra, given they involve Origins in the attack, they count as special damage.
As Ayne has no Origin, Ayne cannot perform a Mystic Art, one of the factors that honestly makes him less useful than Kazan. But weve made our choice, and we dont really need more ways to wreck our enemies.
Hitting Vestra with that Mystic Art alone would have been enough to end the match if we were in a position to use it earlier. Now that we have




Velna collapses to the ground, sobbing, and the fight is over.
Click the image below to see Velna and Vestra die together.





This might be the only real twist in the game. Its obvious Velna has something to do with the Kabel, but Maya can use their magic too, so its not like youd assume Velna was one of the original Kabel. But the possibility was there: Chief West Wind told us the Kabel had mastered life and death, and Vestras ability to revive Velna also raised the possibility.












Remember this line.
Anyway, with Velna having passed into the ether, were free to continue. But before we do, lets step outside Demiurge Tower and have a camp chat .
Hatred








Lets take a moment to talk about Velna, shall we?
From a conceptual point of view, Velna might just be this games most interesting villain. Not only does she possess a slew of almighty Kabel powers but also possesses an Origin that has allowed her to live forever. Thematically speaking, she fits what the game appears to be going for twice over: she survived the purge of the Kabel race at the hands of regular humanity aeons ago, and most likely lived through the stigmatisation of Mystics as well. She has every reason to be angry at the world.
Unlike most other villains, Velna is by far the most prominent. We see her as far back as Langs first stay in Doplin Castle, and she plays a role in both his second visit, Drokonia and Ellsworth. Her coming back just to taunt Doplin as he dies a pitiful death is honestly pretty cool. The whole game, Avalon just chills out in the Source Forge while Velna actively tries to get you all killed.
And yet shes still woefully underutilized. Most of her earlier scenes just have her standing around while Doplin hams it up. Her only contribution to Ellsworth is telling Rauss to piss off back to the altar. The most interesting things about her only come out here, right at the end of the game.
Did you notice that Maya, the character explicitly linked to the Kabel, had little to nothing to say here? I think it might be all of three lines of commentary. Mayas Kabel heritage is meant to be the centrepiece of her character, but she has absolutely nothing to do with Velna, an actual Kabel. It would have made both characters far more interesting if the two had ever had a meaningful interaction.
Velna: despite being the most interesting villain by far, shes just another symptom of this games disappointments.
Well, enough ranting. Were not done with the camp chatting, as it were
Nazak Revealed


















In the same vein as Maya and Velna, this chat reminds me of the missed opportunity that Sharon and Rauss could have been. Rauss was a part of Alphis crew, and clearly important enough to Kazan to make him quit the whole thing. Theres every reason Sharon should have recognised his name, maybe having been told by Dupon what happened. But rather than have it actually play a role in the story, they reserve the Nazak reveal for a completely missable chat scene. I really cant see how it would have been so hard to just plonk something like this on Phorchoon or Ellsworth.
Now were done chatting. Let us actually get through Demiurge Tower.

Even here, at the end, were not immune to pallet swaps.

And more.

And more.

And even more.

And m-oh wait, theres a unique one! Azul Velra!
Well, sort of. These things are like they slapped together the Arus Auge from Ellsworth with the Alza Dorgue enemies from the Kabel Ruins 2. They have the same attacks as an Arus Auge, so theyre not very inventive.

Now heres an actually unique enemy. Revizors dont have many interesting attacks, but their regular attacks can cause instant death randomly.

Arzel Goths are a pallet swap of the Storm Idol. Theyre even weaker, so theres no chance of them lasting long enough to show us their stupidly named abilities.

And heres our final unique enemy: Valnoah. Its quite rare to find and hits pretty hard, even with an end-game party.

It has this wind spell that can stun, but otherwise its not that special. It does have a lot of HP compared to other enemies, but its not that hard to take down.
So you might be thinking: what about the dungeon itself? Like the puzzles and such?
Well, there are no fucking puzzles in Demiurge Tower. From start to finish, Demiurge Tower is a corridor simulator with minimal interesting features.

If it werent for the sparkly lights and weird whatsits snaking down into the nether, this would be nothing more than a romp over some dull, grey catwalks. What is it with Legaia 2 and dull, grey colour schemes?

These rock elevators will either take you to optional treasure or closer to the end. Enough said.
Inside some wee alcoves, well find some odd creatures


There are three of these in total, each slightly different. They have different colours and use some different moves. The snag is Im destroying them so effortlessly it doesnt matter what their differences are. I could have taken these out in one Variable Art back on Drokonia, let alone now.

Each one drops one of three gems: this one the Divine BlueIce Gem, and the others the Divine Sacrlet Gem and Divine Gem of Dawn. You need all three to reach the final boss.

This optional treasure room is the only place in the entire dungeon where you need to use your Origins. And all you get from it is a semi-rare combination material. What a prize.

Some parts of Demiurge Tower are like this, where you traverse the outer wall of the pit, watching the energy surge up from below.
You know, this feels familiar

Hmmmm ..

This is it. Beyond this door lies the final boss. We pass through, and we complete the game.
And that is exactly not what we will be doing today.
Because guess what? Having entered Demiurge Tower, weve unlocked a whole bunch of new side content to sit through! Isnt it wonderful?
Join me next time, where we do anything but complete the game.