Chapter 25: the world clean-up and the Fleshmancer’s Lair
Flight opens both worlds for a last sweep, then the final dungeon: eyeball puzzles, dream traps and three bosses. 3 bosses.
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With flight, nothing is out of reach any more. Before the last dungeon there’s a lot you can wrap up: the remaining Solstice Shrines, the world light puzzles, the Duke, the Coliseum, a hidden queen and the last Rainbow Conches. Each of those has its own page, so this chapter only lists them and links them. Then comes the Fleshmancer’s Lair, a floating island in Serai’s world, ending with the final boss. If you do the side content first, the lair becomes much easier — its weapons will already be weaker than what you carry.
Checklist
Chest
Where
Contents
Fleshmancer’s Lair chest 1
Eyeball room, northeast corner: park the second eyeball just north of the green pad to reach it.
Data Strip
Fleshmancer’s Lair chest 2
After LeJugg, in the room whose floor appears as you walk: upper right corner.
Salix Cork
Fleshmancer’s Lair chest 3
The next room, after the fight on the central platform: bottom left, via the southwest platform.
Apogee Daggers
Fleshmancer’s Lair chest 4
From the save point where you wake from the dream, go southeast and break the mine illusion.
Earthshine Staff
Fleshmancer’s Lair chest 5
After breaking the fishing-pond illusion, swim north over the pond to the far end.
Firmament’s Edge
Fleshmancer’s Lair chest 6
Room after the next campfire: right at the fork, grapple, go left along the wall, then drop to the lower platform.
Legendary Feast
Fleshmancer’s Lair chest 7
The rest room with a campfire, northwest of the altar, just before the final climb.
Question Pack #10
Recipe
Where
Pudding Chomeur
Rainbow Conch reward in Docarria Village, the second-to-last one on the list.
Lasagna
Bought from the shop by the altar in the Fleshmancer’s Lair.
Braise
Same shop as the Lasagna recipe.
Boss
Where
LeJugg
Fleshmancer’s Lair, north of the save point that follows the eyeball room.
Phase Reaper
Across the bridge past the hidden-platform passage.
Elysan’Darelle
Top of the tall tower at the end of the lair.
Before the lair: what’s left to do
Flying is fast, so a final tour of both worlds costs little. All the optional goals below have their own pages:
Goal
How it starts
Page
Solstice Shrines
Three of the five remain, one of them in Serai’s world. Clearing all five gives the Solstice Warriors their best weapons.
Finishing The Queen that Was should bring you to all 60 Rainbow Conches. Hand them in at Docarria for the last two rewards: Recipe: Pudding Chomeur and the Rainbow Star, which is needed for the true ending.
Mirth’s last missing resident is an innkeeper. In the inn at Lucent, Edgar mentions a brother who just lost his work; tell him about Mirth and the brother moves there.
The full list of what the true ending asks for is on the true ending page.
When you’re ready, fly to the Fleshmancer’s Lair, the floating island in the north of Serai’s world.
The entrance: pillars and crystals
After the opening scenes, use the campfire and save point, then go inside. Platforms here materialise out of nothing as you approach.
Go north and at the fork take the west branch first. The button there raises a platform carrying a red pillar — and enemies.
After the fight, push the pillar all the way east, over the bridges, onto the red square on the floor. A bridge lowers to the west, a button lights up to the east, and another fight starts.
Win it and press the button to the north. A grapple point appears ahead of you, but you have to reach it from the other side.
Back at the fork, the northern route still needs lowering. Go east instead, use the new grapple point and climb the ladder to a pillar topped by a green crystal.
Shove it down to floor level and slide it west until it rests on its green block; a giant eyeball reacts.
A ladder has appeared on the west side. Climb it for a second green crystal and deliver it to its green block the same way. A huge mouth opens: walk through.
The eyeball room
The orange eyeballs here roll like the stone spheres in Kiln Mountain. Coloured pads decide what opens:
The pads:
Orange pad (just west of the entrance): lowers the fence round the eyeball to the east, but only while something stays on it.
Green pad: unlocks a small northern gate.
Pink pads: an eyeball on each one opens the way forward.
Step by step:
Clear the enemies in the upper left corner to reach the northern eyeball, then roll it onto the orange pad. The fence drops around the second eyeball.
Roll the second eyeball to the bottom right, but stop one space north of the green pad instead of on it. That lets you reach the chest with a Data Strip.
Roll that eyeball back south onto the green pad. The gate to the north opens onto a pink pad.
Bring the eyeball from the west side over beside the other one, then push it north through the green gate onto that pink pad.
Finally push the eyeball at the bottom to the pink pad on the west side. The way on opens.
Climb the stairs to a campfire and save point. Head north for a short scene and the first boss of the lair.
Boss: LeJugg
Move
What it does
How to handle it
Chainsaw Swipe
Before his transformation: a scalpel cut followed by a chainsaw hit, two strikes in a row.
Block both; you won’t see it for long.
Claw Swipe
His normal attack once transformed: hits the whole party for 30–40.
Raise Lunar Shield right after it, not before.
Roulette Punch
His charge, used again and again: punches two random characters for 70–100 per hit.
Break the locks; heal with Zale if one lands.
LeJugg has only three moves and charges Roulette Punch constantly. Every charge you break is a free opening — pair it with Disorient to pile on damage.
Resh’an and Valere handle healing. Lunar Shield helps, but Claw Swipe keeps knocking it off, so recast it after each swipe to soak the punches.
Afterwards, go back to save and heal if you want, then continue north.
Platforms and Stitchers
Ride the platforms north, then northeast into a room with two Sleuths. Beat them; the following room is just a winding passage up to the next area.
Here the floor builds itself under your feet. A chest sits to the east and a basket to the west; the routes to both are simple. The chest has the Salix Cork, the basket a Yakitori Shrimp.
From the basket, work south along the west edge of the room until the path turns east and out.
Another winding passage leads to a fight on a central platform. The new enemy is the Stitcher: its charge creates a copy of itself, so kill Stitchers first.
Then jump over to the southwest platform for a chest with the Apogee Daggers.
Leave by the northwest. Cross the platforms and grapple through to the next room.
The dream
You find yourself at a grassy camp. The party talks strangely, and resting at the fire starts a chain of memories:
Play through each one:
The mines: after talking to the mole, set the three vases on the pedestals to the north.
The restaurant ship in Brisk: you’re the waiter. Take the dishes from the kitchen table at the back to the three customers without food, then talk to the person at the counter.
A fishing spot: catch the only fish there — it’s trivial — and show it to the mole beside you.
Back at the first camp: everyone is asleep and a red orb floats to the north. Touch it, chase it as it moves, and touch it again and again until the dream shatters.
Awake again, you face the Soul Curator, one of the Fleshmancer’s servants. It isn’t a boss: it only uses normal attacks and flees after a few turns.
Control returns next to a save point and a fire — rest and save.
Chasing the Soul Curator
Before following it, go southeast into the mine room. Touch the red orbs to break this illusion: a chest with the Earthshine Staff appears, along with a fight.
Return and go northwest to the restaurant ship. Break its illusion with the red orbs; three Stitchers stand around without attacking.
Continue northwest to the Soul Curator. This time it fights alongside all three Stitchers — use multi-target skills to drop them quickly. The Curator flees again after a few turns.
Follow the winding passage up to the fishing-spot room. Break the illusion once more and beat the Curator and its helpers.
Then swim north across the small pond; a chest at the far end holds Firmament’s Edge.
Go back and take the southeast passage. The next room is a straightforward platform run ending at a teleporter.
To the Phase Reaper
You arrive at a campfire. Save, then go north.
The Legendary Feast:
Walk up through the following room; where it splits, choose east.
Grapple over, use the wall to move west, and hop along the platforms.
Drop to the platform below to reach the chest: Legendary Feast.
Beyond it, invisible platforms carry on north. They bring you to a bridge; crossing it triggers a scene and the second boss of the lair.
Boss: Phase Reaper
Move
What it does
How to handle it
Phase Shift
Creates two clones, one on each side. They only use fast basic attacks, about 20 per hit.
Kill one clone, then ignore the other.
Scythe Strike
The real Reaper’s basic attack, 20–30 per hit.
Block; easy to heal through.
Flourishing Death
The six-lock charge: three scythe slashes and a final blow with its energy ball, up to about 200 damage.
Break it. If it lands, block every hit and revive at once.
Split Ball
The four-lock charge: the energy ball splits over the party for 15–20 each.
Harmless; not worth breaking first.
The Reaper can always summon fresh copies, so wiping both clones repeatedly wastes turns. Take down one and put everything else into the middle Reaper.
The clones are quick and their strike comes with a slight delay; wait for it before blocking.
The danger is Flourishing Death. Save your lock-breaking hits for it. If someone falls, a revive item still lets you act, or B’st’s Warble can do the job.
Lunar Shield is weak here while both clones keep hitting the party; it only pays off once one clone is gone.
The altar and the last climb
After the scenes, go north to an altar where cultists gather. The shop on the east side to the north sells Recipe: Lasagna and Recipe: Braise — buy both, even if you need nothing else.
A nearby orange pad warps you to the lair’s entrance if you need to leave. Northwest of the altar is a resting room: a fire, plus a chest holding Question Pack #10.
Cross the long bridge and climb the very tall tower. At the top, step through the door for the last scenes and the final battle.
Boss: Elysan’Darelle
Move
What it does
How to handle it
Telekinesis Crash
First form. Lifts two characters and smashes them together, about 20 each.
Minor; just block.
The Pyramid
First form. Five of her floating pieces trap the party in a turning pyramid of fire, about 50 each.
Block and heal the group.
Arcane Symbol
First form. Fire symbols drawn in the air and fired at one character, about 40.
Block on impact.
Crystal Touch
Second form, charged. Locks a character inside a crystal; you get one turn to break it or that character dies.
Break the charge if you can, then the crystal.
Arcane Symbol (powered up)
Second form. Larger symbols hit three times and can jump between characters: around 70 if all land on one.
Block each hit; spread healing.
Life Leech
Second form. 20–30 to everyone, then she heals about 40 HP.
Not a real threat.
The first phase is easy: heal a little, attack freely.
Then she draws on more power and returns far larger. From here she leans on the powered-up Arcane Symbols, with occasional Life Leech.
The move to watch is Crystal Touch. Try to break its charge; if it goes through, you still get one turn to break the crystal itself before the character inside shatters.
Keep everyone healed and keep attacking — the fight doesn’t get harder than that.
The credits roll after the battle. Watch them to the very end: something worth seeing happens after them.
This is not the real ending. What it takes to reach the true ending is on the true ending page.