Chapter 15

Chapter 15: Glacial Peak, Torment Peak and the Mossy Cache

An icy climb for the Solstice Amulet, then a dark mountain and its Dweller. 2 bosses, 1 combo skill, 3 conches.

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The portal in the Tower of Antsudlo opens onto Glacial Peak, where the party obtains the Solstice Amulet: from now on you can change the time of day anywhere near a light source, not just on a Celestial Rune. The way down uses it to melt ice and smash rocks, and several chests open on the return trip. Back at the Archives, the next errand is the Vial of Time, which means facing the Dweller of Torment on Torment Peak and then uncovering the Mossy Cache. The chapter ends with Resh’an joining the party.

Checklist

ChestWhereContents
Glacial Peak chest 1Early on, past the bridge: push the ice block along the path with the Mistral Bracelet to reach the chest in a small alcove.Music Sheet #5
Glacial Peak chest 2On the way down with the Solstice Amulet: push the glowing block south off the cliff to break the blocks over the chest under the ice.Signet of Clarity
Glacial Peak chest 3Puzzle area further south: light both glyphs, move the light block right, break the rock and melt the ice cube.Sapphire Ore
Glacial Peak chest 4Below the ladder past the puzzle: cross the gap to the west with the Graplou; the chest waits where the trail stops.Rainbow Conch
Torment Peak chest 1At the stepping stones, go right and then north, down the vines into a dead-end cave.Phantom Daggers
Torment Peak chest 2Dark room past the campsite: before going south, go left and down the vines to a cave.Rainbow Conch
Torment Peak chest 3Top of the tall vine wall, past the switch that opens the way left.Green Leaf
Mossy Cache chest 1Behind the picture puzzle, over on its western side.Rainbow Conch
Rainbow ConchWhere
Glacial Peak conchGlacial Peak chest 4, at the bottom of the ladder.
Torment Peak conchTorment Peak chest 2, in the cave below the dark room.
Mossy Cache conchMossy Cache chest 1, behind the picture puzzle.
Combo skillWhere
Item RouletteGarl and Serai. Inside an icicle on the upper right path of the Glacial Peak light puzzle.
BossWhere
Two & FourGlacial Peak, through the portal past the save point under the ice.
Dweller of TormentEnd of Torment Peak, past the scenes.

Glacial Peak: the climb

  1. Climb the right side and grapple across to the left: berries and a save point. Cross the rope to the left and, on the next screen, pick more berries and meet the Rochecrossidere enemies — snowball creatures that roll or bounce into you. Their charged moves are easy to break.
  2. Keep left and jump the bridge. The glyph on the left lets you shine light on the ice and melt it. Also use the Mistral Bracelet to slide the ice block down the path; it gets you to a chest with Music Sheet #5.
  3. Climb the wall and follow the path right and up. There are berries to the north and two more bushes to the northwest, next to a campsite. Use it after the fight to the right.
EnemyNotes
RochecrossidereRolls or bounces into the party. Its charges are easy to break.
Boulder DoucheIts normal attack hits everyone for about 20. Its charged Icicle can do 100+ to one character, so always break it.
  1. Further right is a puzzle you can’t touch yet: the rocks won’t break and the light won’t move. Take the berries and continue right to an ice block you can blow around and use to climb higher.
  2. Two Boulder Douches wait up there, and a little further on the music changes for another one with smaller enemies around it. Kill the small ones first; their quick attacks add up fast.
  3. You’ll see a chest below that you can’t reach yet. Go left and jump from platform to platform — there’s no way back this way — then climb and go right. Near the summit, beat the snowball creatures, pick the berries and note the items frozen under the ice.
  4. Climb the wall to the top, go right and jump: you end up under the ice. Go left, win the fight and use the save point. Make sure you have good food before going north. A grapple later, a familiar portal appears.

Boss: Two & Four

MoveWhat it doesHow to handle it
Spread AttackTwo’s regular attack: an energy ball spreads to every party member, then flares upwards.Time the block just after the energy has spread over the party.
Smash AttackFour’s only move: a smash on one character for about 25–30.Easy to block on contact.
TodomeTwo’s big charged move (10 locks). Two cuts loose the ground Four stands on and Four slams someone with it, for about 70 to one character.You likely can’t break it in two turns. Heal the target afterwards.
Group HealTwo’s smaller charged move. If it goes off, both bosses recover about 135 HP each.Break it every time; it’s short enough.
  1. Go after Two first: he has the party-wide attack, the big charged hit and the heal, while Four only ever smashes one person.
  2. Stop every Group Heal, heal your own party when needed and finish them one at a time. It isn’t a hard fight once Two is gone.

The Solstice Amulet and the way down

  1. The path past the fight is straightforward, with some fun jumps. At the summit, a short scene gives you the Solstice Amulet: you can now change the time of day with a button, without standing on a Celestial Rune, whenever you’re close to a light source.
  1. You have to use it right away: shine the light to melt the ice to the south. Keep pointing it at rocks and ice to clear the way; one rock hides a switch that lets more light out and opens the exit south.
  2. Head back down to the save point and camp. Further south, the light melts some ice. Push the block carrying the light south off the cliff: it smashes the blocks around the chest you saw under the ice earlier. It holds the Signet of Clarity, which makes skills cost 1 MP less.
  3. The big puzzle area further south:
    1. Shine the light on both glyphs, the right one first and then the left. The block holding the light is freed and can now be pushed.
    2. Push it right and break the rock to the right. Push the ice cube down, melt it and open the chest: Sapphire Ore.
    3. Push the light over to the rocks and break both. Take the upper right path, push the icicle there south and melt it for a scroll: Garl and Serai learn the combo skill Item Roulette.
    4. Push the light northwest and melt the huge ice wall in front of the ladder.
  1. Descend the ladder. Kick a shortcut ladder down to the south, then head west, hook your way over the pit and walk to the very end for a chest with a Rainbow Conch.
  2. Use that shortcut to get down and out. The portal returns you to the Archives.
  3. In the scenes there, you’re given a new task: fetch the Vial of Time. You also receive Chained Mind potions, and learn that the road leads through Torment Peak, where a Dweller lives. Take the left portal back to the lake, go north to the world map and continue north.

Torment Peak: the first half

  1. Pick the mushrooms on the right and solve the light puzzle at the entrance (it’s there to stop you coming too early). With the light moved, you can push the statues aside and go in.
  2. Inside there’s a save point. North, a very creepy enemy starts a fight on contact.
EnemyNotes
SleuthTakes little or no damage until you use boosted attacks. Its melee attack hits hard.
BilePileSame resistance as the Sleuth. Drops an orb onto the party.
TsiclopA skeletal enemy that raises a shield and lashes with its tail.
  1. Keep north, picking mushrooms on the right, and jump the gap to the northwest into a fight with a Tsiclop. Afterwards, hit the crystal to light the area. The crystals throughout the peak work the same way.
  2. The stepping stones:
    1. To the right are stepping stones. First go north to a small area with a button that brings out more of them.
    2. Come back, go right, then north as soon as you can. The path leads down some vines into a cave with no other exit and a chest holding the Phantom Daggers.
    3. You’ll be attacked on the way back.
  3. At the fork, go south to a patch of land with another crystal, hop right to the next island and win the fight to the southeast. More crystals and jumping take you north and northeast to another sealed door.
  4. The two buttons:
    1. Button one sits a few steps right of the door.
    2. For the second, go left: jump up the northern wall twice, shimmy left, carry on a good way and come back down to a crystal and the switch.
  5. Go through. Collect the mushrooms and use the campsite and save point right inside.

Torment Peak: the second half

  1. Cross the next room (its crystal is optional; there’s nothing else here) and go south into a very dark room. Win the fight and light the crystal on the right.
  2. Before heading south, go left and climb down the vines to a cave below with a chest holding a Rainbow Conch.
  3. Climb back up and go south. Hop left into another fight, then go north and wind counter-clockwise downwards past a crystal. Enter the cave to the northeast.
  4. The fight inside throws every enemy type at you at once. Hit-all skills like Moonerang work best, and it gives good experience. Then press the switch: something lights up in the previous room, and you can now cross to the left there.
  5. Go over to the vines. Climb all the way to the top first for a chest with a Green Leaf (+15 HP). Then climb back and take the vines to the left.
  6. Light the area, hop onwards and climb the cliffs to another crystal, then continue left into the next room. A series of scenes explains why help never came — and why that potion mattered.
  7. Heal and save. The upper-left stone is a shortcut to the dungeon entrance if you need it; for the boss, follow the western path, which brings more scenes first.

Boss: Dweller of Torment

MoveWhat it doesHow to handle it
Hand SmashOne hand, usually the left, slams down on a character for about 20.Easy block on contact.
Boulder TossA right-arm move: it tears out a chunk of ground and throws it at one character for 20–25.Easy block on contact.
Ground LaunchUsually the left hand: it pounds the ground repeatedly, throwing the whole party into the air. 30–40 to everyone.Block as each character lands.
Sonic PainThe head drops down and screams; the damage comes in several waves, 30–50 to everyone in total. Hard or impossible to break.Block on each wave; the rhythm is unusual.
Belly DropA charged body move: it jumps and lands on the whole party for about 30 each.Easy to block. Breaking locks lowers the damage.
  1. For the first few rounds you can’t hurt it. Don’t waste MP on skills (Lunar Shield aside): build boost orbs and stay healthy. After a couple of rounds, a scene plays and Serai rejoins the party once the eclipse you caused bathes the Dweller.
  2. The real fight is about the two arms. Destroy the Left Arm and Right Arm (2,125 HP each) and the Dweller is down for about 5 moves. It can bring the arms back, and destroying an arm also cancels a charged move in progress.
  3. Like other creations of the Fleshmancer, it only takes real damage from skills and boosted sun or moon attacks.
  4. A setup that works:
    1. Save your combo gauge for Moon Shiv (Valere and Serai) and use it while the Dweller is down — it deals huge damage.
    2. Serai and Garl alternate healing and attacking to generate boost orbs.
    3. Zale uses boosted attacks and skills whenever possible.
    4. Valere casts Lunar Shield from time to time, or attacks with skills when she isn’t rebuilding MP.
    5. Use HP and MP items on anyone who needs them.
  5. The new ultimate attack does little damage here, though its scene is worth seeing once. It’s a long fight: keep healed and keep cycling the arms.
  6. After the fight, several people are rescued, and the Matriarch offers her help.

The Mossy Cache and Resh’an

  1. Back on the world map, turn the light here so it points right, towards the path that seems to lead nowhere. That reveals the Mossy Cache.
  2. Inside is a picture puzzle. Hit each square this many times:
RowLeftMiddleRight
Top321
Middle232
Bottom312
  1. Once through, search the west side: a Rainbow Conch sits in a chest there. The Vial of Time itself is up ahead.
  1. Bring it to the Archives — the little island off the east shore of Lake Docarria. A long run of scenes ends with Resh’an, the Immortal Alchemist, joining the party.
  2. The story goes on at Mesa Island to the northeast, but this is a good moment to tour the world first: Chapter 16.

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