Vagrant Story - Spears Only Minimalist Run - Part 30: In Which Ashley Kills Marid
HP Cutoff: 82 (must not go below this number)
See Part 1 for run rules: https://www.youtube.com/watch?v=f31xB4mwLlM
Alright. Time to begin the Cathedral.
I'm going to attempt to throw an extra curve ball into my run at this point. From the time that I enter the Cathedral, I will never leave it again. That means the weapon set I have when I enter is the set I have to beat the whole Cathedral with, and I will not be able to perform repairs from this point on. Basically I'm upgrading the "Final Dungeon" nature by self-enforcing a point of no return. Should be fun!
The good news is, there's a storage box down in the Cathedral's first save point. So I can still work with my inventory somewhat. That's good, as I've reached the point in the game where armor slots have become a sore subject.
0:27 But first I have to take down Marid to unlock the Cathedral's first save point. Any of the daevas can kill me if they choose not to be cooperative, so I'm going to be doing lots of smaller segments from this point forward. Since I don't have my leather armor currently, I use Enlighten to boost my magic defense enough to survive Avalanche Lvl 3. He winds up not even casting it in this encounter, so I could have won with almost any setup.
After killing Marid I go down to the storage chest and store some accessories I won't be using anymore, because I'm leaning on the Rune Earrings. Then I get my armor back out. I could beat all of the daevas the same way I did Marid, but I'll need the armor's help for the Lich Lord so I might as well retrieve it now. It will allow me to configure slightly more toward offense for the daevas anyway.
I thought as an aside here, I'd do a quick write-up on how the Cathedral works, because it's something I can never personally remember each time I replay the game and I thought others might have the same issue.
The primary objective of the Cathedral, though not immediately obvious, is simply to reach Nightmare. This requires two glyphs--the Acacia Sigil and the Palm Sigil--and a box puzzle in between those two doors. You must also pull a lever that's not hidden per se but is very easily overlooked amidst the game's texturing in order to proceed from Nightmare on to the final save point and boss.
Here are the benefits offered by killing each boss:
- Marid: Activates the Cloudstone behind Ifrit, which leads to the Flame Dragon
- Iron Crab: Entirely optional. Activates the Cloudstone at the entrance, which leads to the Flame Dragon via shortcut (if you can make the jump)
- Ifrit: Unlocks nothing. Although Ifrit doesn't actually unlock anything, it's impossible to beat the game without going through him. This is because you either have to use the Cloudstone unlocked by Marid, or you have to kill the Iron Crab and use the first Cloudstone. Both of these paths inevitably put Ifrit barring your way.
- Flame Dragon: Gives Calla Sigil, which unlocks the door to Dao
- Dao: Palm Sigil (first of the final two required)
- Djinn: Activates the Cloudstone in the basement which leads to Arch Dragon (Laurel Sigil still required to reach the dragon)
- Lich: Drops Laurel Sigil, which opens the path to the Arch Dragon
- Arch Dragon: Acacia Sigil (second of the final two required)
- Lever: Unlocks the door to final save point
- Lich Lord: Activates the Cloudstone after Nightmare which leads to the Atrium
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