1 Estard Wrap-up: Victory, Banquet, and the Interruption
Return to Estard and progress the post-Orgodemir victory sequence. This is a story-flag corridor: talk through the expected beats until the next destination is explicitly named.
If your next step isn’t clear: re-check the King / banquet location / messenger-style dialogue until it repeats. This chapter rarely blocks by items—almost always by missing conversation flags.
2 Divine Shrine Transit: Getting Up There
Head to the Divine Shrine and use the route that sends you upward into the heavenly realm. If the transport doesn’t behave as expected, assume a missing story flag from Estard and backtrack.
3 Cathedral Loot Route: Quick, High-Value Sweep
The Cathedral is less a dungeon and more a reward corridor. Do a fast sweep of side rooms for premium chests, then proceed to the audience.
Sacred Armour
Chest lootHigh-value defensive spike. Prioritize before leaving the Cathedral.
Yggdrasil Dew
ConsumableInsurance item for long sequences and later fights. If you see it, take it.
🧭 Decision Module: Story Flags (When You Feel “Blocked”)
If the Cathedral route doesn’t open, it’s almost never “you missed an item.” It’s usually one missing dialogue beat in Estard that flips the next state.
- Return to Estard and re-check King / banquet area dialogue.
- Look for a “messenger interruption” beat and let it fully finish.
- Come back to the shrine and retry.
- Talk to “attendant” NPCs in the Cathedral — they often point you forward.
- When you hit a major cutscene, save after it.
4 The Audience: The “Ending” That Isn’t
The audience scene is the narrative hinge. Let the scene breathe—this is one of those moments where “rushing the cutscene” makes players miss what the game is trying to set up.
After the audience: follow prompts, return to Estard if needed, and save. Many players interpret this as an ending—treat it as the handoff into the next arc.