Wild Arms (Part 11) - Baskar and Mount Zenom
- Location
- Netherlands
Baskar
We start this scene with our three party members unconscious, laying down somewhere in a field - they were apparently teleported there, dropped off in the wilds. It feels very Chrono Trigger for a moment there, that instant right after the first time jump, you know? Jack is confused about where they ended up, but Cecilia has the answer, courtesy of Gurdijeff - they're near the place with the seal that's keeping Mother locked away, preventing her from being revived. Jack doesn't like this at all, being jerked around to hunt down some demon boss…
Cecilia receives a few more goodies from the local gods - three slabs containing Runes, the ones representing Earth, Wind and Fire to join the Water rune she got from Stoldark earlier. They contain what remains of Gurdijeff and the other two spirits that tormented our three heroes before with visions of their flaws. Cecilia is worried how important these secret demon-warding seals have to be, though, for all the Guardians to risk the last of their strength to protect them? In any case, time to explore a new part of the world map!
It's still too early to have any real idea where we are in the world, exactly, but we definitely got transported somewhere else - there's no familiar landmarks around, just a small tent village a little ways west, Baskar Village. To say it's coded 'Native American' is… putting it rather lightly. The people are literally wearing feathers on their heads and sleep in tipi lodges. Not that the locals are totally unaware of the wider world, however - there's an ARMs reloader guy here, for one, and a treasure hunter, as well as a trader who came in from elsewhere and is willing to sell stuff. The latter is annoyed that this place doesn't run on capitalism, so he can't actually sell them anything! Hah!
Taking a stroll around town, a villager explains that if I follow the mountains to the north, I'll eventually get to Mount Zenom, where the locals worship the Guardians. Legends say that the Mountain Guardian who sleeps there holds a piece of an evil soul. (No shit?) A woman in one of the more developed buildings asks if I know about the stone circle to the north. When I tell her I have no clue, she explains that the alignment of the stones and letter-like markings there seem to be a representation of a star formation. The Baskar people use it to determine important dates for ceremonies. They still can't figure out this unpredictable [New Moon] however. It seems to watch them, judge them… Ominous much? Given that it was mentioned to be a space castle belonging to demons in Cecilia's intro, I can see why...

One person in the middle of town seems convinced we've arrived to get rid of the dangers upon them - maybe our silent protagonist let them know why we're there? He explains that the Chief was talking about [Zephyr] coming to save the world, whoever that is. Another villager gets preemptively defensive and declares they won't change the way they live - the people of Baskar are at peace with nature! Okay, thanks, mister hippie. A lady lets us know that the Chief had a dream that a terrible event is about to take place, and explains that the people of Baskar gave up their weapons long ago, but they're willing to fight for what's important, even if that means picking their weapons up again! A few other people also reinforce that this is a stereotypical 'live in harmony with nature, pray for good harvests' pastoral culture.

In the southwest I find a guy who doesn't seem to be a native, and he tells me that he wants to get to the pyramid altar in the village, but the security around it is too tight. He bets there's a lot of valuable treasure in there! Jack, that you? Another person tells me about a ruin which belonged to the Elw - it's yet another pyramidal structure in the forest to the northeast. The Elws, he recounts, were an ancient race of magical beings who lived in harmony with the laws of nature, and the lifestyle of Baskar may be closer to that of the Elw than that of human outsiders. This town focuses on [Return to Nature], while outsiders and the Curan abbey focus on [Coexistence with Nature.] This town was probably founded by that radical offshoot sect written about in Cecilia's introduction then, huh?
I've seen enough of hippie-ville for now and decide to hit up the big kahuna - the Chief. She has a huge huggable shaggy-haired dog, which is cool. She explains that she's long forgotten her own name, but she is the leader of the Baskar people and has foreseen our arrival in dreams. She's aware that we already know about the encroaching demons, and explains that they are after the Guardian statue situated in the Zenom mountains. Three different Guardian statues hold the three broken pieces of the Demon Queen's heart, which was torn to pieces in the war that happened a thousand years ago. We should head north and reach it before they do - for the Chief believes we are the callers of [Zephyr], the west wind of hope!

First, we should go visit the Wind Caller's Altar in the north of town, though - the guard there should be of some help. I head north as instructed and find the huge pyramid altar that the treasure hunter mentioned, and the guard in front notes that since our party was summoned by Zephyr, we can pass. We should step up and summon the west wind… When I head up past several statues, however, nothing actually happens - after a few moments I'm told that the west wind of hope is not, in fact, answering my call!
It turns out [Zephyr] is the name of the Guardian of Hope that the people have long forgotten, as mentioned in that one book in the Sealed Library about the lost Guardians. In fact, it turns out that the names of the Guardians themselves are actually the real names for earth, fire, and so forth - but humans have forgotten that fact, too! It's not because of the battle with the demons that the Guardians have lost their power - it's because of humanity! The guard tells me that I should return here once I become a true caller of [Zephyr] - then the wind shall answer.
Okay... that's a lot. If I parse this correctly, then the reason the Guardians faded during and after the war with the demons wasn't just because they just got defeated or destroyed - but because humanity lost its faith in them, or forgot about them. It seems like people's beliefs are sustaining them, like they're powered by faith. Apparently the names of the Guardians are literally just descriptions of what they represent, if probably in some extinct language. I'm reminded of Ursula K. LeGuin books, or Patrick Rothfuss, or freaking Christopher Paolini. The name and the power are the same... I wonder if the Guardians' names are in the Elw language, whatever they might speak?
My hypothesis of what happened, based on what's been shown so far, is that when humanity decided to start adapting enemy technology to their own needs - creating golems to defend themselves, for example - they left their traditions behind, including Guardian-worship. The impromptu technological revolution came hand in hand with a loss of faith, or the loss of faith resulted in the humans resorting to using the enemy's technology. In either case, the Guardians got screwed over in the exchange, their power waning right at the moment that it was most needed. Which is probably when disaster struck and one of the golems went nuts, razing a huge chunk of the world, necessating those same Guardians to use their waning powers to keep the world from exploding entirely... And that's been the status quo ever since, a slowly disintegrating planet dangling on the edge of ruin...

With that little adventure turning out to be a bit of a dud, I travel north-west from Baskar and come across a strange structure in the earth - presumably this is the mysterious ring that the guy in town told me about. They're called the 'Rings of Timespace' which sounds awesome, but they're not actually interactive right now. Instead I need to go further north to find a big snowy mountain, Mount Zenom, and continue the adventure proper. A messenger is already waiting at the entrance, happy at our arrival and declaring that he believes we shall be victorious! Thanks, dude.
Dungeon: Mount Zenom

Heading up Mount Zenom is not too difficult - once again it's a mix of statue-pushing puzzles, random battles, and the occasional foray into the outside world instead of just the inside of caves. I find a Lucky Card hidden behind one tree, then my way is blocked by grass, and I have to pull out the lighter for a purpose other than turning on lamps - it can burn away patches of pesky vegetation too! There's honestly not a lot of use for that function, but it's obligatory to get past some passageways, so there you go. Gameplay!

At one point I head down a short flight of stairs, outside, and find a whole host of treasure chests there - lots of generic items! The moment I go to leave, however, it turns out there's a reason I was lured down there - a big rock lets loose up above and rolls down the mountainside and nearly squashes everyone. We dodge out of the way in time, but Jack gets inspired by the drama and develops a new Fast Draw - this one is all about a crashing hit from up above. Meteor Dive get! That's actually fantastic, because it's one of the better moves for him for a long time. Reducing its MP is useful - spamming this against bosses will be almost obligatory from here on out!

After burning down some more local plant life I get to a door which is locked by a 'strange device' - by which it means that I need to burn down yet more weeds to find a hidden switch. After I do, though, I run into a random battle with a strange dragon-like enemy which turns out to be a bitch to kill - Devonova is more a mini-boss than a regular enemy, and I have to pull out all the stops to take it down. At least it leaves some good experience points behind? This path also leads to a chest with the Mystic Word, an accessory for Cecilia, so it's not completely pointless.
Afterwards I head back to the main path and push some more statues to open the passage to the outside world - and to the Guardian statue! The party gathers in front of the statue of the Guardian, only for a bolt of lightning to suddenly strike from the sky and destroy it at the same time that Belselk appears up in the sky. He declares that we're too late, only for Jack to scream his name in fury - this annoys Belselk, as he realizes that his boastful speech doesn't really work anymore, since we got there ahead of him. He decides he might as well have a bit of fun now that we're here, and sends 'Orga Widow' out to play with us. Naturally, Orga Widow is a mammoth-sized spider with an old crone's face, because of course she is!

[Boss: Orga Widow]

Orga Widow's biggest headache is an attack named Capture Web which hits everyone and has decent odds of paralyzing people, preventing them from doing much of anything. She can also poison people, but since that is targeted towards individuals, it's easier to handle. I end up spamming the Guardians a bunch in this fight, since this is the first proper boss since getting the runes, so it felt like the right time for them. Stoldark is particularly effective, since this spider lady is weak to water/ice magic. They get pretty nice models and animations, though they're a bit jerky by FF standards.

Beyond that it's just Meteor Dives and gunshots for the win!
After the fight we're still facing the destroyed statue of the Guardian Tenoginos, and it seems that the being inside cannot form a link with Cecilia properly and ends up turning into the Summit Rune, presumably in order for us to summon what remains of this god-like being in combat like the rest. Cecilia comments that the seal in the statue has broken, which means the return of Mother is one step closer to reality. She can't believe the Tear Drop is being used for such horrors! Jack points out that there are two more statues left. He then turns away and to himself he mutters that he needs the [Power]... to defeat the enemy, and to destroy everything! Uh, you okay there, Jack?

I use Escape to head back to the entrance of the dungeon, and the guard there is aghast at what he just sensed - the seal holding the Queen of the Demons was broken! We should head back to notify the elders about this situation! For lack of other options I elect to go along with that and exit to the world map…

But that's not where the scene goes. We're once again seeing Mother's room, where the voice of the cocooned Queen speaks, observing that it's dark - she can't see anything - can't hear anything. Her precious Zeik, her children… She begs to be seen, to be heard by them. Mother is still helpless, but she's regained consciousness - that's not a great sign. It seems her first thought is of Zeikfried and her other children, but given the implication that she's the progenitor of the entire demon race, that's no huge shocker. Is Zeik the oldest remaining, perhaps?

Suddenly a skinny gray-skinned dude with green hair jumps into frame and declares that it was easy to get there, after all this talk about seals! Who cares about the Quarter Knights now that Mother is awake? He can go on with his career, and glory is up ahead! This weirdo is another demon named Zed, and we'll see his goofy ass again…

We return to the party, and they're already back in Baskar Village, where the Chief tries to appease our panic at the fact that the demons are a step ahead of us. There's still two other statues which have not been broken! They are in the towns of [Saint Centour] and [Port Timney] respectively. If just one of those can be saved, then the Queen of the Demons can be prevented from reviving, and only our brave party of three can accomplish this mission!
To get there, however, we can't rely on the Guardians to teleport us again - after all, they're in our pocket! We'll have to use the Elw Pyramids instead, since they are a link to the Guardians that we can use to transport ourselves, and they're usually situated near to where statues are kept. Apparently all life can become energy there, and thus be moved to faraway places through the use of Elw technology! I think we read about this in Cecilia's introduction, right? Teleportation! I am sort of curious why a teleportation network would be considered a link to the Guardians, though. Are they the ones maintaining that system so long after the Elws departed?

The three of us, the so-called Warriors of the Guardians, also receive another gift - the [Kizim Fire] of Baskar. This can be used to light the furnace in the pyramid, thereby activating it. For the good of all life in Filgaia, we should protect the remaining statues! The Elw Pyramid isn't too hard to find, and inside there's a hole in the wall where I insert the fire - which is more of a magical crystal which exudes energy and powers up the teleporter upstairs. Gotta insert dilithium crystals to make the transporter go, I guess. I get on the glowy green device to be moved… and it turns out that this game has even more sci-fi trappings than I honestly anticipated.

The teleporter turns the party into green energy and blasts them out of the roof, and we get a shot of the entire world of Filgaia from space as the bolt of green energy heads straight towards a titanic space station in orbit, complete with huge solar or radiator panels. The light glances off this satellite and heads back towards the ground in another direction, and there's a hyperspace style transition until the world comes back into view and the screen fades to white, before we arrive in a second, identical teleporter room. Huh.

I wonder if you can actually go to that fancy space station? [Editor's Note: You probably don't want to, past me.] Or is that the second moon they were talking about...? This whole teleportation system is of Elwen make, though, so probably not...
Next time we visit scenic Saint Centour, the location of the next Guardian statue, and its closest landmark - the place where the town's people keeping getting abducted to! Also we meet another new side-character of some notoriety...