With Lao by our side, we’ve entered Noctilum in search of the piece of the Lifehold. Of course, navigating the jungle isn’t easy, especially when the vast majority of its inhabitants attack us on sight. But we did sign up as a Pathfinder, so this is more or less the job we’re expected to do.
Well, here we are. We had plenty of things to do after beating the game, but now we’re about at the end of the checklist of things I wanted to cover. And the last bullet point, of course, is to go to space.
This is it, the last few hangouts before we take on Shido. We have to wrap up Haru’s storyline, but there’s a couple of other loose ends as well. And with all that out of the way, the Phantom Thieves can get on the boat… provided none of my mods conflicted beforehand, at least.
Our stay in NLA is brief this time, as there’s an emergency we need to attend to. Which overrides the thing we promised to do first, which is investigating some broken probes. We’re still bringing the guy who asked us to do that with us, though. That’s called efficiency… I think.
It’s been a while, huh? That’s right, Deltarune is back, and we finally get to see what happens when we’re flung suddenly into a Dark World in our own house! … er, Kris’s house, anyway. We’re wasting no time touching on this chapter’s themes, a bit of cool worldbuilding, and… Tenna.
Right, now that we’ve gotten the Kasumi shenanigans out of the way, it’s time to take on Shido. It seems the man knows his stuff when it comes to mind palaces, as the Phantom Thieves suspect he has at least some sway in how his works. But that’s not gonna be good enough to stop us from beating his cognitions into submission.
Now that the helicopter’s done with, we can move on to helping Phog with what he was doing. Something’s been tearing out probes, and it’s up to us to find the root of the issue before more of our progress in Oblivia is lost.
Mr. Tenna has declared a bonus round, but nobody’s really feeling it. But considering the situation we’re in, do we really have a choice as to whether or not the show goes on?
Our next letter of recommendation is gonna come from a guy hanging out in the casino. Getting there will be a hassle… or a… moussle? Well, I may not be as good at rodent puns as Yusuke, but we still gotta get through the rat rooms just to lay eyes on those slot machines.
There’s a bunch of affinity missions to cover, and while we need to finish with Alexa’s whole thing, we’ve also got that Elma mission that’s been sitting there for ages. And as it turns out, it’s everyone’s day off. Everyone’s.
We’re off schedule, off script, but not off air! Kris and pals navigate the labyrinth that is TV World to find a way out. Meanwhile, Mr. Ant Tenna is desperately searching for his contestants so everybody can have fun again. Which, as you might imagine, is not fun in of itself.
Hoo boy, the site’s been down for a hot minute, huh? Well, time for the lightning round!
The Phantom Thieves continue through Shido’s Palace, but unfortunately things start to get a bit… crash-y.
Chapter 3 is technically over, but there’s more to do! When you actually manage to get an S Rank, there’s a lot going on behind the scenes. And something we get there might just help turn the tides of a certain fight.
Okay so that certain fight is still really hard.
But not impossible! Now that Chapter 3 is really over, it’s time for a big change in tone! A little less despair, and a lot more hijinks. Kris and Susie do have something they need to do, but there’s no reason not to mess around for a bit.
Now that those crashes seem to be over, the Phantom Thieves can finish the palace and take down Shido for good! Of course, given his incredible mental defenses, this politician isn’t going down without a fight.
There’s plenty of missions to get done, but sometimes you get a little over your head. By which I mean I accidentally took a mission several levels over mine. But at least the Material Market exists for all my self-inflicted problems!
It’s Castle Town time! We didn’t get the opportunity for a visit in Chapter 3, so we’re definitely spending some time here this time around! And since the only thing stopping us from accessing particular secrets is knowledge, let’s cut ahead and find a non-crystal-holding secret boss.
Well, we’re done with a palace. You know what that means, right? Yup, time for hangouts!
We continue on with the affinity missions. Unfortunately, that also means it’s time to meet the Worst Guy.
Okay, that’s enough messing around. Kris and Susie go to Noelle’s house under the guise of working on that project we’ve done nothing about. In reality, we’re looking for hints to get into the mysterious bunker. While Susie distracts Noelle, Kris investigates on their own. Well, that’s not exactly right to say. They still have that second wheel hanging around in their chest, and boy are they getting kinda tired of it.
Election day draws near. Shido’s momentum hasn’t diminished at all, so all we can hope for is that change of heart kicking in any day now.
Yeah, we’re still on affinity missions. A desperate plea to Hope is taking us to Cauldros, a region we haven’t set foot in yet. And with good reason: it’s a huge volcanic area with tons of indigens that are way out of our league.
We’ve arrived at the study, and there’s a bunch of places that are technically possible to go. But one way is locked, and an old man told us another way requires the ability to climb to go anywhere. And who are we to argue with an old man? Unfortunately, the only way left for us to go leads to… the [Dark Zone].
It’s the “whoops I only meant to fight the secret boss but that didn’t take long so I just wound up finishing the game” special! We draw closer to the fountain, but the Knight is no less bold in their attempts to stop us. Hopefully there are no surprises waiting for us at the end!
Today we’re wrapping up the affinity missions we can tackle at the moment, which means we’ll be seeing a lot of little stories. Assisting some guy with fighting indigens? We do that. Helping Tatsu find a hand-me-down? Against our better judgement we do that too. Save some dirtbags from certain death? I guess that also happens!
We return to the streets after many months of training with Akuma. And apparently, Metro City has recently set up an airline between itself and Kenya, so now its residents are fascinated wit the concept of animals. But upon visiting Africa herself, Morgan finds someone else of interest: Elena. Good with both animals and dance, Elena seems like the perfect teacher for us as a bit of a pace breaker. Though to be fair, Morgan’s been in a volcano for weeks so I think most people and places would be refreshing.
The dust has settled, and unfortunately Shido not being the only criminal in power means that there are several other criminals who are hell-bent on not taking the fall for the Prime Minister’s change of heart. That means the Phantom Thieves are still, unfortunately, quite boned. There are too many Palaces to infiltrate before the investigation falls to pieces, leaving only one viable option: steal the treasure from Mementos, triggering a change of heart in society itself. Keep in mind, I said viable and not easy.
Our mission today takes us back to Oblivia, where we meet a new species: the Ma-non. They arrived on Mira not too long before the humans did, but they’re having just as much trouble with the Ganglion. They need our help getting their ship off the ground, so it’s off to the corners of the desert to blow up some turrets.
We had quite a few teachers in Metro City, so it’s time we catch up with a bunch of them! There’s a fair few SF2 characters around here, but we got some newer guys too.
The Rhythm Rogues descend further into Mementos. In its deepest depths lies the final treasure, which must be taken without preparation or a calling card. And of course, there is one problem we’ve yet to consider: if a single person’s consciousness will fight tooth and nail to keep their treasure, then what happens when you try to take the shared desire of society?