Chapter 11: the Vespertine, Maelstrom Point and Stormcaller
A ghost ship, three islands of crystals and a pirate in a storm. 1 boss, 1 chest.
2 items to collect
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To get the survivors of Brisk to safety, the party boards the Vespertine in the middle of a storm and ends up in the Sea ov’ Nightmares. There you meet Hortence, who explains how to bring down Stormcaller: destroy the lightning rods on three islands of Maelstrom Point, each one a big crystal ringed by four smaller ones. Once all three are broken, the last island leads to Stormcaller himself.
Checklist
Chest
Where
Contents
The Vespertine chest 1
Below deck, at the far left end. Required.
Map
Boss
Where
Stormcaller
Top of the central island of Maelstrom Point, on the cliff past the camp.
Boarding the Vespertine
The chapter opens at the cliffs near town, where Serai and the pirates wait around a fire for dusk. The captain sends the crew off to look after Brisk, and Serai shows her true form. Nobody is very surprised, and everyone is still on board with the plan.
At the next flash of lightning the party leaps onto the ship. After the scenes, you meet Hortence: she knows how to defeat Stormcaller, but first wants her map back. It’s in the kitchen, beyond the crew quarters.
Head left, scale the mast’s rope, shuffle right along the line and let go to land in the first fight.
Enemy
Notes
Melee Matey
Close-range attacks, the more dangerous of the two. Weak to sun.
Ranged Matey
Shoots from a distance. Weak to moon.
Clearing the deck removes the soul fire there. Collect the picnic baskets on this level:
Basket
Where
Food
Deck
Main deck, on its left half.
Chaudree
Captain’s Cabin
All the way left, inside the cabin.
Hearty Stew
Behind the cabin
Keep going left through the cabin and back outside.
Mooncradle Fish Pie
Below deck: Hortence’s map
Return to the main deck and head below. Three fights wait here: one in the middle, a group of melee pirates on the left and a group of ranged ones on the right. The melee group hits harder, so watch your HP — but try not to burn through items, because a rest spot is coming.
With all three won, the soul fire below deck disappears too. Grab the baskets: a Mooncradle Fish Pie at the far right and a Hearty Stew in the middle. The chest at the far left holds the Map.
This lower deck also has a spot to camp, cook and save. Use it, then bring the map to Hortence.
You now steer the Vespertine yourself. Open the map and you’ll see three islands, each holding one of the lightning rods. Any order works; this guide starts with the southwest one.
Maelstrom Point: the southwest island
Go north from the landing to a save point and a campsite. Past them is the big crystal, out of reach for now, and north of it a monument with empty holes. It needs Cursed Doubloons, and there are six on this island.
To the right, a coin hangs from a palm tree. Use the Mistral Bracelet: push the left box south, then push the right box left, up, right and down. It knocks into the tree and the coin falls.
South of the palm tree, a group of the same pirates from the ship guards the second coin.
Back past the box puzzle, keep going north, then hop across to the left to an old lookout post. Another fight, then the third coin.
Dive into the water on the left and swim counter-clockwise along the wall of wrecked ships. The fourth coin lies on a small island along the way.
Swim a little southeast and land for another fight. Afterwards, walk left along this strip of land for the fifth coin.
Return to the crystal island and go to its northwest corner. A path leads into the water: climb up, cross a rope, keep climbing and go left, then drop down to the sixth coin.
Put all six doubloons into the monument. Two stone walkways rise; climb onto them and use the Graplou to smash the four small crystals. A scene shows that one rod is down. Back to the ship.
The southeast island
This island is shorter. The save point and campsite are just to the right of the landing, so it’s easy to rest between fights. The big crystal is to the north, with its four smaller ones around it.
The four small crystals:
Beat the two pirates just north, climb the central area and go right. Press the switch in the northeast: a platform rises to the south.
Go to that platform. Just to its left, grapple at the first small crystal.
Use the raised platform to go down into the next fight, then break the second crystal on the right.
Go back north and this time head left, then follow the path south to the third crystal.
Take the northern path round to another switch, then return and grapple into the last fight. Win it and break the fourth crystal.
Another scene: two rods down. Heal, save and sail to the last island.
The northern island
Head north to the save point and campsite, then northeast. You can see crystals high above. Follow the path right, then north along a fallen log, and climb up and to the left onto higher ground.
Take the lower path. Enemies jump down on you there, and this fight is tougher than most. If you need to, drop down to the campsite to heal, then climb back.
Continue left past a crystal (you’ll come back for it). Keep left, stay out of the water, climb and then grapple across to a net.
The four small crystals:
Climb the net into an easier fight, then go right, cross the rope and climb up to the main crystal.
From the southeast platform, grapple at the first small crystal.
Crystal two: from the narrow walkway southwest of the big crystal.
Go northwest and climb higher to break the last two.
After the scene, return to the ship. Only the central island remains.
The path to the top is a single route with no branches. At the summit there’s a save point and a campsite: save here, and make sure you’re carrying several items that heal the whole party.
When ready, go up and to the left onto the cliff to face Stormcaller.
Boss: Stormcaller
Move
What it does
How to handle it
Thunderslash
His basic attack: a sword slash on one character for about 40 damage.
Block it and heal that character if they drop low.
Chain Lightning
A charged move that shocks the whole party: 20+ damage each, and that’s with its power already lowered.
Break as many locks as you can, then heal the group.
Ruler of Tides
A charged move. He sinks into the sea and returns riding a dragon, whose breath hits everyone for 30–50. Sometimes it’s a single blast of about 70 to the whole party instead.
Block three times in rhythm, even when the hits are hard to see. Have a group heal ready right after.
The danger here is the charged moves: most of them can’t be fully broken in the turns you get, so heavy party-wide damage is going to land. Break as many locks as possible each time to weaken what gets through.
Keep your combo gauge mostly for healing the whole party, and back it up with group healing items. Lunar Shield helps a lot against the big hits.
After the fight, the strange dimension spits you back out. Garl goes to see Hortence, who is finally free and agrees to carry the villagers. Talk to her to set sail with them.
Head straight for the objective in the northeast: you can’t go ashore anywhere else yet. On the chosen island the survivors build a new settlement together, and after a few days a villager asks you to look into something strange nearby. That’s where Chapter 12 begins.