[ registry = imeeji ]
(Ordered chronologically, numbered in order received) (there will be so many spoilers)
Pre-Game
Game
Deidon Hold
Quoi Woods / Meeting Karol
Halure / Nan
Aspio / Meeting Rita
The Shaikos Ruins
Ehmead Hill
Capua Nor
Capua Torim
Caer Bocram
Heliord
Dahngrest
Keiv Moc
Dahngrest, Visit II
Ghasfarost
Dahngrest, Visit III
Heliord, Visit II (+ Skit: It's So Not You)
Capua Torim, Visit II
The Ghost Ship Atherum
Nordopolica
Weasand of Cados
Mantaic
Sands of Kogorh
Yormgen
Mantaic, Visit II
Weasand of Cados, Visit II
Nordopolica, Visit II
Shipwrecked?
Dahngrest / The Don's Resolve
Mt. Temza / Confronting Phaeroh
Egothor Forest
Myorzo
Betrayal
Shrine of Baction
The Heracles
Capua Nor / The Blade Drifts of Zopheir
Halure
Zaphias
The Enduring Shrine of Zaude
NOTE: For fun and some ease-of-use, name censoring goes: ████ for Yuri himself, ▓▓▓▓ for Flynn and Repede, ▒▒▒▒ for the rest of the party, and ░░░░ for everyone else.
Pre-Game
Childhood
- Meeting Flynn (Memory #1) [CW: mentioned parental death]
- Moving into the Inn (Memory #14)
Teens
- Helping Out Around the Inn
- Cookies and Rivalry (Memory #7)
- Meeting Repede
- Joining the Knights
- Basic Training
- Patrol as a Knight
- Leaving the Knights
Twenties
- Days Go By
- Morning After (Memory #10) [CW: implied NSFW]
- Throwing Adecor in the River (Memory #2)
Game
Act I
- Zaphias
- The Broken Fountain
- Getting Arrested + Meeting Raven (Memory #5) [CW: some violence]
- Meeting Estelle (Memory #11)
- Meeting Zagi (Memory #13)
- Strange Weather
- Reunion in an Alleyway
- Meeting Patty
- The Flynn Brigade / An Unofficial Request
- Rhybgaro Hunting
- Ragou's Dungeon (Memory #6) [CW: mentioned death of children]
- Finding Proof
- Pursuing Ragou
- Zagi Again
- The Ship Sinks
- Aftermath
- Raven Again
- Ruins...?
- The Hunting Blades
- Passwords
- The Dreaded Giant
- Cheering Karol
- Arrested! / Estelle's Identity (Memory #8)
- Yuri's Rap Sheet / Alexei's Request (+ Skit: Estelle, the Princess) (Memory #8)
- A City for Nobles...?
- Flynn and Ioder Again / Royal Succession
- Tweedle A and Tweedle B's Challenge (+ The Burst Arte tutorial fight)
- Can't Disturb the Princess
- Trouble with the Barrier Blastia? (+ Skit: The Hunting Blades and the Monster)
- Trouble with the Barrier Blastia!! / Estelle's Power
- Estelle and Rita
- Starting a Guild?
- Rita and Estelle / Estelle's Real Power
- An Assignment from Alexei (+ Skit: Alexei)
- Estelle's Teacher (+ Skit: Rita's Change)
- Yuri's Time in the Knights / Hachette
- Something Rotten in Heliord
- (This is technically where we run into Duke again, if we backtrack, but.)
- Karol's Hometown
- Karol's "Friends"
- Trouble with the Barrier Blastia!
- The Union vs the Knights
- Rita's Repair Job (+ Skit: What's Going On Here?)
- The Absent Don Whitehorse
- Heading for Keiv Moc (+ Skit: Why Was Flynn Here?)
- The Forest (+ Skit: What's the Don Like?)
- Raven Again?! (+ Skit: Really Really Fishy)
- Karol vs Bugs / Raven's Usefulness (Skit: Scary Things)
- (the first Giganto monster is here, but story-wise it's better to use them for the skit with Judith where you run from a fight, and Judith's not in the party yet, so eh)
- Aersickness
- Patty Again
- Another Aer Krene
- Gigalarva Fight
- Duke / Back to Dahngrest (+ Skit: Lead On, Old Man)
- The Don / Fighting the Don / Raven's a Member of What Now? (+ Skit: The Don)
- Leaving Keiv Moc (+ Skit: Mysterious Man in the Forest)
- To the Union HQ (+ Skit: Fishier and Fishier)
- Flynn's Mission to See the Don (+ Skit: The Conspiracy and Flynn's Trouble)
- Yuri's Visit to the Prison
- Broken Out of Jail (+ Skit: What the Don and Flynn Are Thinking)
- The Underpass of the Pact (+ Skit: The Union's Pledge)
- Confronting Barbos and Ragou / A Ride with the Dragon "Freak"
- A Losing Fight
- Meeting Judith / A Prison Fight (+ Skit: Judith's Armor)
- Exploring (+ Skit: Strong Bonds)
- Reuniting with the Party (Skit: Just Use Both / Together Again)
- Climbing the Tower / Judith's Identity (Skit: The Tower of Ghasfarost / A Weirdo Among Weirdos)
- Final Fight with Barbos / Duke Again
- Exiting the Tower / Thoughts on Barbos / Thoughts on Duke / Judith's Exit
Act II
- Ragou's Arrest
- Estelle's Choice
- Justice?
- Ragou's Fate
- Insipid Poison / Estelle's Decision
- The Lower Quarter's Blastia Core / Starting a Guild (+ Skit: The Monster that Attacked Dahngrest)
- Brave Vesperia (+ Skit: The Monster Spoke)
- Phaeroh (+ Skit: Starting a Guild / Heracles is Amazing)
- The Plea (Memory #3) [Act II spoilers, CW: assisted suicide request]
- Refugee Crisis
- What to Do About Estelle (Memory #9)
Act III
- Zaphias
- Reuniting with the Party
- Aer Conversion in the Blade Drifts
- Nordopolica
- Spirit Conversion
- Aifread
- Northeastern Hypionia
- Dahngrest and Nordopolica
- Aurnion
- Tarqaron
- Epilogue
NOTE: For fun and some ease-of-use, name censoring goes: ████ for Yuri himself, ▓▓▓▓ for Flynn and Repede, ▒▒▒▒ for the rest of the party, and ░░░░ for everyone else.

Memory #1 [cw: mentioned parental death]
Summary—
- You're an orphan and already used to it. You live in some sort of makeshift orphanage.
- You're four, but impatient to be five, because five-year-olds don't have to spend all day in this crummy room.
- A new kid arrives. He's lonely and sad and scared, and he's still crying about his mother's death. You overhear the woman who's in charge today(?), telling him he has to stop crying or he'll wake up the other kids. He can't stop, so he goes outside.
- You go out to join him, and you say something kind of insensitive ("Dead mom, huh? Yeah, we all got those here"), but it startles him into wet laughter.
- You're privately glad that you aren't five yet.
Notables—- The kid in the memory looks something like this; for color reference, here he is as an adult.
- There's a distinctly makeshift feel to the whole setup here — in addition to being an unfinished basement, there are cracks here and there in the walls, though nothing that looks truly structurally dangerous... just kind of in disrepair. Same thing with the 'playground' in the backyard.
- The kids aren't all the same age, but they are all under five.
- There's a chalkboard up against one wall; too bad the lesson isn't in progress, you might have remembered how to read the language your profile's written in.
Internally—Memory #2
Notables—
- The man looks like this; so, not just any uniform.
- The city around you looks rather like this, but with the angle and your focus on the approaching man, you never get a clear view of the strange sky.
- (Observant viewers are definitely going to notice the cracks in the buildings around them, though, especially in contrast to what you can see of the rest of the city just beyond the hill the uniformed man came down. This is the poor part of town.)
Internally—Memory #3 [cw: assisted suicide request]
Video—
- Here. Memory ends at ~14:07:53.
- All of the names in this memory are currently blocked out.
Summary—- You're on some kind of flying boat, attached to the belly of an enormous creature above you. You don't look up, but you're aware that he's a friend. He's bringing you closer to what looks like a spire.
- There's a girl up there, surrounded by a glowing magic sphere that keeps her held hostage, and a man — the man responsible for all of this.
- You call out to the girl, and someone else (another girl, behind you on the ship) echoes your cry. The girl screams in pain.
- You shout at the man to stop it, leave her alone, and he only smiles.
- The girl is terrified. She thinks she's losing control of herself. You urge her not to give up, and then you leap off the ship's figurehead, reaching for her. She extends her hand to you, and you think you might make it — but then the man does something to the spell around her that forces her to use her power, and you're thrown painfully back. You only just manage to grab onto the ship instead of being knocked clear off.
- This is the last straw for the girl, and brokenly she begs you to kill her before she can hurt anyone else.
- You're not surprised by the request. And you feel sick to hear it, but not as sick as you wish you did.
- The bastard smirks, does that thing to the spell around her again, and this time her power explodes out of her in a blinding light that throws the ship and the creature supporting it wildly off course. You fall, and the ground rushes up at you, and then there's nothing.
Notables—- The creature supporting the ship is only barely visible in the memory as a massive furry white belly overhead. This is how he carries the ship.
- Viewers not completely distracted by the fall at the end of it might get the impression that the 'spire' is really, really tall, and could even catch a glimpse of the castle from which it extends.
- You're too fixated on the girl in this memory to really know what anyone else in your party looks like, but man, the voice that called out to you when you fell sounded really young. Eleven, twelve.
- Unfortunately, the bastard holding the girl hostage is too far away and out of focus to make out.
Internally—Memory #4
Video—
- Here. Memory finishes at ~2:27:59.
- All of the names in this memory are currently blocked out.
Summary—- You, the girl from Memory #3, another girl, a younger boy, and a very wolf-like blue dog come out of a mountain(?) pass to see the ocean. None of you have ever seen the ocean before, for some reason.
- You don't know any of these kids all that well, but you're getting to know them.
- You're chasing after someone, a guy, both literally and metaphorically. You're way more confident in your ability to catch up with him in the first sense of the word than in the second. And that's depressing as hell, though you're trying not to let that show.
- It definitely did show, though. Whoops.
Notables—- There's something different about the quality of the light in this memory, as opposed to Memories #2 or 5. For once, the 'angle' of viewing also lets you see the sky, which is picturesque and clear.
- If you saw Memory #3, you should be able to recognize 'the girl in white'.
- Feel free to notice that 'the girl in red' and 'the boy' are pretty young; she's fourteen and he's twelve.
Internally—Memory #5 [cw: some violence]
Video—
- Here and here. Memory finishes in the second video at ~3:18.
- All of the names in this memory are currently blocked out.
- NOTE: There are a few points in Tales of Vesperia where the English dub inserts a mistake about a character's gender that doesn't work very well, due to the necessity in English of pronouns, and sometimes wasn't there in the Japanese at all. I've modified some of the dialogue in this scene to remove gendering around 'Mordio', because it definitely shouldn't have been there.
Summary—- You got caught breaking and entering! By members of something called the Imperial Knights, the local military-slash-police force. One of them is the guy from Memory #2. You know their names, but you're deliberately not using them, possibly because you know it annoys them.
- You're very sure you were chasing after an actual thief, but you don't bother protesting your innocence to the Knights. Probably wouldn't work: they all know you by name, and they clearly think you're a troublemaker.
- Instead, you fight! And oh boy, is fighting ever some kind of relief. You hadn't noticed how numb and detached you felt until the fighting started and alleviated it a little.
- The fight's pretty fun, and even though you're holding back kind of a lot, you still trounce them both. You might've been able to catch the thief, but then one of the more 'important' Knights shows up with a whole lot of reinforcements. Whether you could've taken them all or not doesn't matter, though, because you spot the dog from Memory #4 (your dog?) with at least some of what you were trying to recover. You know he'll get the stolen goods back to where they belong, and you can't catch up with the thief right now, so you might as well surrender.
- Mr. Important, a captain, is a pompous piece of shit. He also orders you to be beaten unconscious even though you've surrendered, but you were expecting that. Ow.
- You wake up in a prison cell to the sound of some sketchy guy talking to one of the prison guards about the theft and learn you've been framed.
- Sketchy Guy strikes up a conversation and tries to sell you information, but accidentally lets slip the only things he knows that you could possibly care about. Now you know the thief you're looking for is probably headed for someplace called Aspio. Too bad you're stuck in this cell for ten days.
- Or... are you? The Commandant of the Imperial Knights shows up to get Sketchy Guy out of his cell, and as he passes your cell he slips you the key. Huh.
Notables—- Hey, it's That Guy from Memory #2! And he brought a friend.
- Even viewers who know nothing about fighting can notice that you go out of your way to fight fair during the
- Viewers who do know anything about fighting may notice that your style during even the very first tutorial fight of the game is already needlessly showy and full of flourish. Compared to the Level 200 powerhouse you can become (you're Level 5 here), you barely know any techniques in this fight, but you're already a fancyfightboy.
- This is clearly not the first time you've ever been beaten unconscious after surrendering and then dragged to a prison cell, but you sure? don't? seem all that upset.
- Especially observant viewers may notice that there's a similar quality to the light, but this is the rich part of town, and it doesn't look much like Memory #2. (Again, with the angle of the memory, you're not gonna get a great view of the strange sky in the city.)
- The prison block is dimly lit, but clean. It's a crappy place to be, with a toilet in one corner, but it could be so much worse.
Internally—tutorialbattle that breaks up this memory. You give your opponents plenty of warning, try to make sure they're ready instead of taking advantage of their distraction, and match their level of intensity / escalation. ("If you can use strike arts here, then I can too!")Memory #6 [cw: mentioned deaths, some of which are children]
Video—
- Here. Memory finishes at ~2:59:03 (~8 minutes).
- All of the names in this memory are currently blocked out, except for the kid, Pauly.
- NOTE: This video is cut-scenes only, with the barest amount of in-game footage. It does not include the skit, "Raven?", which is included in the write-up.
Summary—- Same group from Memory #4.
- You're hiding around the corner out of view of a pair of guards, talking about how to break into a big fancy building. (Mansion? Palace?) Girl in White has no objections to this plan, which is kind of funny to you for some reason, but you're distracted by Sketchy Guy!
- Sketchy Guy makes a terrible first impression, then tries to claim you and he go way back. You tell everyone that you barely know him, and he retaliates by saying you two had a fun time in jail. Sigh. But more importantly, he knows your name, and he implies he got it off a wanted poster... so, there's that.
- Sketchy Guy also claims he's going to help you get inside, but then he runs right up to the guards and points you all out, so you have to knock the guards out. You chase him around the back way, and you're just in time(?) to see him get on one of two lifts. His goes up. Yours, when you get on it, goes down.
- Girl in Red is pissed, and you're not too happy yourself, but hey! Is that blood? Is this basement splattered with blood and strewn with bones, both human and not? Awesome.
- You find a kid, Pauly, sobbing for his parents. Girl in White promises him you'll get him out of here safely, and you manage to get him to stop crying. You might not be bad with kids.
- It's hard not to be aware of how many other people must have died down here. You're too late to save any of them. But you stay focused. You get through what turns out to be a maze, and find the guy who owns the place.
- Rich Bastard tells you outright that he likes to raise monsters and feed people to them. It's just fun, and he considers himself entitled to do it because his wealth and station make him better than everybody else. It's pretty nauseating.
- Girl in White gets pissed off and demands to know how he can behave this way as a Servant of the Empire, and Rich Bastard does a double-take when he recognizes her.
- You knock the jail cell door off its hinges with a casual flare of blue energy from your sword. It's not magic; you're sure of that, for some reason.
- Rich Bastard runs off, but you don't chase him. Apparently, you're not just on a rescue mission: you came here to gather evidence for the Knights. Your plan also involves creating a disturbance to get them in here. Sounds fake, but okay.
- Oh, and apparently you're looking for a blastia that can control the weather. Cool, cool.
Notables—- The gloominess of the weather — it's raining whenever the characters are outside and the skies are very overcast — obscures the fact that this city, too, has a strange tint to the light from another barrier blastia.
- Hey, it's Sketchy Guy from Memory #5. Seems like a jerk!
- Also, you've got a bounty on your head.
- Rich Bastard's creepy basement is a maze full of monsters and the bones of previous victims. Even if the party manages to get Pauly to safety, they were too late to help an awful lot of other people.
- Rich Bastard recognized Girl in White. Especially observant viewers might note that you noticed, and tried to divert attention.
- THE GIRLS IN THE PARTY SURE DO JUST SEEM TO KNOW MAGIC. Outside of cut scenes, it can be distinguished from the occasional blue ball of energy you set off with your sword by the incantation they chant while light forms an intricate shape either in front of them or at their feet, the different colors representing different kinds of magic. (Yellow for Girl in White's healing artes, red for Girl in Red's fire artes. Water artes are blue, wind artes are green, and dark artes are purple.)
Internally—Memory #7
Summary—
- You're fifteen.
- You live(?) at an inn and tavern called the Comet? At the very least, you're very used to working in their kitchen, and you're allowed in there when it's closed.
- You're baking some cookies for younger orphaned kids in the neighborhood.
- A boy around your age comes in to find you at it, and he teases you for being sweet. You're embarrassed and grumpy, but he's also your best friend, and you can't even really bring yourself to be annoyed. What a jerk.
- When the cookies come out of the oven, the other boy is really impressed by the way you decorated them, which is embarrassing — and then, suddenly, frustrating beyond words. Why did it have to be cookies.
- You stalk out of the kitchen to get cleaned up, and the memory ends.
Notables—- You and your best friend look somewhere between this (~12) and this (~16/17); your hair's down past your shoulders, but you have it up in the kitchen.
- If you've seen Memory #1, you'll probably recognize him as the boy from that memory; he has the same spiky blond hair and blue-green eyes.
- There's signage in the tavern, listing the menu and prices. The very observant, who are inclined to zero in on such things, may be able to catch just enough of a glimpse of what's written to notice that it's definitely not in English or Japanese.
Internally—Memory #8
Video—
- Here. Memory ends at ~11:04, about eight minutes in total, and does not include the Wonder Chef aside.
- All of the names in this memory are currently blocked out, apart from 'Tweedle A' and 'Tweedle B'.
Summary—- It's raining and you're outdoors somewhere, surrounded by crumbling ruins, with Girl in White, Girl in Red, Boy, and Dog. You were on your way out, when suddenly a familiar sneering captain turned up with his brigade.
- You affect mild surprise that they went to all the trouble of crossing an ocean just to catch up with you, but you're not actually surprised.
- The captain addresses Girl in White as 'Princess', to your complete lack of surprise. In fact, Boy is the only member of the party who doesn't seem to have figured it out already.
- Girl in White (Princess in White?) asks Captain Sneer what will happen to her friends if she goes with him, and he tells her point-blank that they'll be drawn and quartered for abducting a member of the royal family. She tries to protest that she wasn't abducted, which pisses off Captain Sneer, and seems to convince him that he should just kill us instead? Uhhh.
- But fortunately! It's Tweedle A and Tweedle B and their lieutenant! Who are definitely also here to arrest you and your 'accomplices' for kidnapping a princess, but appear to be way less interested in summarily executing anybody.
- There's a political squabble between the two brigades, with Lieutenant Tweedle arguing that criminals deserve a trial, and then Captain Sneer loudly declares that you're not worth his time and leaves you to the Tweedles.
- The Princess again tries to protest, begging them not to hurt any of you, but you tell her not to worry, and you mostly mean it. These guys are self-righteous jackasses, but they're not going to beat anybody unconscious. (Standards!)
- You're marched out of the ruins and into a waiting carriage, then transported to a city you've never heard of. Behind you, you hear Lieutenant Tweedle address their captain, so you suppose he was watching from somewhere out of sight.
- After a quiet, boring ride to the city (you know the knights can hear you, so you stifle Boy's attempt to start a conversation about what just happened), you're marched into an interrogation room, where...
- ...Lieutenant Tweedle proceeds to take out a huge stack of paperwork, and oh my god are they really going to go through every single crime you've ever committed in detail, you're so bored already.
- (Girl in Red is also bored, she seems to think her name is enough to get her out of trouble, but Boy is kind of a nervous, mumbling wreck in his seat next to you. You're pretty sure he's never been in trouble like this before.)
- You ask Lieutenant Tweedle where his captain is, and Girl in Red (correctly, in your estimation) pronounces that he's too much of a bigshot to bother with them, which makes his lackeys real indignant.
- But, uh, that's when someone even more important shows up: the commandant, with a Krityan woman in tow. Everyone's a little shell-shocked, joking aside: you know this guy shouldn't be involving himself with your interrogation...
- ...and that's even before he announces that your crimes have all been summarily pardoned by royal authority. The little princess, and — also a prince! Your 'abduction' is officially being written off as 'protecting' the princess, plus apparently rescuing some prince, and you're being thanked for your service to the Empire. The Krityan woman even tries to give you a monetary reward, which you brush off, because you don't need it and you didn't do any of this for the Empire.
- You ask what's going to happen to Girl in White, and the commandant says she's agreed to return to the castle. He tells you that she's waiting at the inn, and that everyone would be pleased if you'd put in an appearance.
- The commandant leaves, and the knights who arrested you reluctantly follow him out, giving you sulky stink eyes as they go.
- Boy immediately blurts out that he can't believe Girl in White is really a princess, so you rattle off a few of the hints that made you think she was probably royalty, and then Girl in Red tells you to shut up because you obviously didn't just think she was probably royalty, you knew. You don't deny it.
- Boy worries that might've been rude to her by accident, and you tease him that rudeness to royalty is punishable by decapitation. He protests that you're ruder than him, and you shrug. "Guess it's off with both our heads, then."
- (It's a lot safer to make this joke now, when you've all been pardoned for any 'crimes'. The kid would've really freaked out earlier.)
- You head out into the town, see knights stationed here and there. You suppose that Girl in White will head back to the capital now, and Girl in Red prods you about whether you're really okay with that, probably because she's very much not. You tell her it's not your decision, which she's forced to agree with, and then wonder where you are. Boy launches into a cheerful, comfortable recitation of facts about the city: Heliord. Apparently it's new — so new it still seems to be under construction. You decide to have a look around town, Girl in Red says she has her own business to attend to, and Boy wonders out loud what he's going to do now. The memory ends.
Notables—- A lot of familiar faces among the knights from Memories 2 and 4! And a lot of internal politics.
- All Knights Are Bastards, but some are worse than others.
- Too bad you didn't turn your head when Lieutenant Tweedle started talking to his captain, you could've caught a glimpse of the man. But you just weren't that interested.
Internally—Memory #9
Video—
- Here. Memory finishes at ~14:40:28 (~5 minutes).
- All of the names in this memory are currently blocked out.
- NOTE: This video is cut-scenes only, with the barest amount of in-game footage. It cuts out the travel time to the Quoi Woods from Halure, which is just — travel, at night, with only Dog for company, across a plain. There were also some random encounters with monsters on the way.
Summary—- You walk into a dim room, an inn somewhere, and hey! It's Sketchy Guy again, though you seem to have been expecting him this time, and Boy is passed out on one of the beds. (You left them alone together? Huh.)
- You all have a brief conversation about Girl in White's power, and there's an undercurrent of fear: of can we still save her. You comment that ▓▓▓▓▓'s doing all he can, but without Dein Nomos or something like it, the Knights won't be able to get into the city. Sketchy Guy seems especially withdrawn, but he's trying to be productive, and you appreciate that in a slightly strangled sort of way.
- Krityan Woman suggests contacting someone named Phaeroh to see how much time you have left.
- Boy wakes up. You ask if he's feeling okay and tell him not to worry about Girl in White. He tells you that your whole guild is going to rescue her, and you agree with only the tiniest of hitches, telling him to get some more sleep.
- Krityan Woman can't get through to Phaeroh, and you tell her that's fine. The only thing that matters is making Bastard sorry he ever started this. She gives you a long look, asking if that's all, and you tell her you're gonna go get some air. When Pirate Blonde grabs your arm, you try to laugh it off, telling her she doesn't need to worry about you. But you feel everyone's eyes on your back as you leave.
- And then, alone outside, you pause. You utter, "A job nobody wants to do..."
- Little Prince catches you as you're about to leave the city to ask if you're going out alone. Archly, you tell him you don't think that's any of his concern, and that you're going to go check on the Lower Quarter. He tells you that formal charges are going to be brought against Bastard, and that the Knights are currently looking to reenter the capital from Deidon Hold. You express skepticism that they're going to get very far with the aer as dense as it sounds like it is.
- Little Prince asserts that Girl in White is with Bastard, which catches you briefly off-guard, but then immediately makes sense: no wonder he didn't ask after her earlier. Then he asks you what you're planning to do, and you ask him what he means. He tells you that her power is in the royal bloodline, but that for most of them it's too faint to be of much use. He's heard her power is extraordinary. Increasingly tense, you ask him why he's bringing this up, and he says, "The Knights may have to... you're aware that defeating ░░░░░░ may not be enough." Bastard's name.
- You offer a smile and tell him it won't come to that. He sees through it, and comments that ▓▓▓▓▓'s told him about you — that you take far too much on yourself. Then he says maybe you're just the person Dein Nomos was waiting for. The second-hand concern just pisses you off, so you very calmly threaten to use it on him if he keeps talking, then leave the city.
- Across a plain and into the woods. Retracing steps you originally took on this journey with her. When you reach a ruined pillar in a clearing, you slow down: reminisce about your first trip through here. The way you sit down on the grass feels more like a collapse. You murmur to Dog that it's been a while since the two of you were on your own, then muse that you haven't been feeling like yourself. Even when you're fighting. It's like you're... tired, all of a sudden.
- You ask Dog to keep an eye out, then lie down to get some sleep. The memory ends.
Notables—- Hey, it's Sketchy Guy again! He might have joined the party? You've also got two new friends — a little girl in a pirate costume and a very attractive Krityan woman about your age who doesn't wear a whole lot of clothing. (You didn't really notice it during the memory, though, so you must be used to it.)
- Krityan Woman can... talk to people over long distances? Which doesn't seem to surprise you, so you must have known about it. (Alert viewers will notice that she has not only pointed ears like an elf, but also something... sort of strange growing out of the back of her head, stalks that seem almost but not quite like very stiff hair? Lupine will tell you they're antenna if you ask, though he doesn't remember more than that.)
- Viewers who have seen Memory #8 might conclude this is the same prince you rescued.
- Uhhh, you've somehow acquired a famous magic sword? And it lets you cut through dense aer. Good to know.
Internally—Memory #10 [cw: implied NSFW]
Summary—
- You're older, twenty or so, waking up with a hangover.
- And waking up next to someone, which is way more startling.
- You proceed to sneak very slowly and carefully out of bed, check yourself over in a mirror, and then start to get dressed silently.
- You spot a piece of armor on the floor and oh hey sudden flood of anxiety and adrenaline, but for some reason the nerves ease up when you notice the uniform's in shades of green.
- When you go to sneak out through the window, your dog makes this noise of disapproval at your back that makes you feel even crappier.
- You tell the dog this isn't one of your better decisions, but it's not the worst one you've ever made either, and drop out of the (second story, apparently) window to land easily on the pavement below.
Notables—- When you look in the mirror, your hair's a little shorter than it is in later memories.
- Same clothes you were wearing in all of the other memories where you're twenty-one, and they fit you almost exactly the same.
- The uniform on the floor is light and dark green, so the knight you took to bed last night wasn't part of either of the two brigades you're familiar with from other memories.
- Well, guess that dog is definitely yours. Also either really smart, or you were projecting, or both.
- The glimpse of the city you get as you're leaving your window looks like the same part of the city you saw in Memory #2.
- Did you really just sneak out of your own room to avoid a morning-after conversation, wow. Just really putting the 'disaster' in Disaster Bisexual today.
Internally—Memory #11
Video—
- Here. Memory finishes at ~25:28 (~4 minutes).
- All of the names in this memory are currently blocked out.
Summary—- You're walking up a very fancy hallway, but you pause and duck out of sight when you hear someone coming.
- A girl in a blue dress is about to be cornered by a pair of knights. They don't seem to want to hurt her, but she's obviously determined not to go with them, and she's also wielding a sword. Contrary to their voiced expectations, she insists she knows how to use it.
- More knights are coming around the corner. She's going to be overwhelmed by numbers. But she begs them to let her go, saying she has to warn ▓▓▓▓▓, which brings you sharply to attention.
- You fling projectiles of blue energy out from your hiding spot, knocking two of the knights down for the count, and the girl immediately cries out ▓▓▓▓▓'s name, thinking that person has come to help her, before turning to see you instead. She watches you warily as you approach the knights, who demand you identify yourself. Tutorial fight!
- The two knights you're about to fight observe that you've got a 'blastia', which means they need to take you seriously as an opponent, and they're right because you wipe the floor with them pretty effortlessly...
- ...only for the girl to try to knock you out from behind with a vase! Hey, rude?? ("Well, you don't belong in the castle, right?!" "No, and I'll take it as a compliment that you can tell that by looking at me.")
- That's when a voice you recognize calls out your name, and you mutter that it looks like your little jailbreak has been noticed — but hey! The girl also recognizes your name... as one of ▓▓▓▓▓'s friends, and a former Imperial Knight.
- She asks you for help warning ▓▓▓▓▓, and you ask her who she is — and why she's being chased — but you quickly realize that you don't have time to talk about that right now. Instead, you offer to lead her to ▓▓▓▓▓'s room, and she accepts. End of memory!
Notables—- She's got her hair up and she's wearing a fancy blue dress, but she sure is Girl in White from some of your other memories.
- ...Same jailbreak from Memory #5?
- Wait, you used to be a knight? Even for three months??
Internally—Memory #12
Video—
- Here. Memory finishes at ~2:36:56 (~3 minutes).
- All of the names in this memory are currently blocked out.
Summary—- You approach an inn in the rain, where Boy and Girl in Red and Dog are all — waiting outside? They tell you that "some guy" just dragged ▒▒▒▒ into the inn, and they're pretty sure you won't be able to get a word in edgewise if you go in now. Maybe you'd rather burn some time by checking out the rest of the town?
- You wander around, overhearing occasional chatter from passersby, and wind up in front of a huge manor — just in time to see a little blonde girl in pigtails walk brazenly up to the guards.
- One snatches her up and flings her back, rough enough that you catch her. You point out that that's a pretty rough way to treat a kid, and the jackass asks if you're her dad or something. You heave an irritable sigh and ask if you really look old enough to be this kid's parent, she's at least ten or eleven.
- The kid takes another run at the guards, who draw their weapons on her, because of course they do, what the hell. You tell them to cut it out, and then—
- —the kid drops a friggin smoke bomb and tries to dart past you, which is bewildering because you thought she wanted in the manor. You grab her hand, asking if she's really gonna run away after all of that.
- She tells you you need to be prepared if you're going to grab a girl's hand, then chides you that now "isn't the time" when you ask what she's talking about, so. What? What.
- Another smoke bomb. When it clears, the two guards take off after where they think she went, and you're left holding a doll. A doll that looks a lot like Pirate Girl. Because... she just had one of those made up, apparently.
- You sigh over the doll with some amusement, then muse that you've burned enough time and head back for the inn.
Notables—- Boy, Girl in Red, and Dog are all the same people from previous memories. You might also recognize Pirate Girl from Memory #9.
- Same rainy town and same manor from Memory #6.
Internally—Memory #13
Video—
- Here. Memory finishes at ~31:25 (~6 minutes).
- All of the names in this memory are currently blocked out.
Summary—- Stepping into a fancy room, obviously in the middle of the night, with a girl in fancy dress. You're looking for someone — ▓▓▓▓▓, apparently, and he's not home. The girl is distressed to think she might be "too late" for something.
- You turn to ask her what she she did that got a bunch of knights chasing her around "the castle". Instead of quite answering, she tells you that ▓▓▓▓▓ is in some sort of "terrible danger" and that she needs to warn him. You agree to help her get out of the castle, in part because you were headed that way anyhow to "check on the Lower Quarter", and then ask her what her name is.
- But before she can tell you, some total creep in desperate need of attention breaks the door down and tells you to "prepare to fall victim" to his blade. You ask him very blithely if he's ever heard of knocking, and he tells you he's here to end your life... while calling you ▓▓▓▓▓.
- A fight ensues! You try to tell him he's got the wrong guy, but he doesn't seem interested in listening. He tells you he's going to "carve your name" into his blood, which is just gross, and generally seems way too into fighting you. Like. You might need a safe word here.
- Partway through the fight, the girl moves to help you over your protests, but she's dug a shield up from somewhere and seems pretty capable, so you let her. Creepy McCreeps is still bleating about how much fun he's having, and the girl urges you not to let him get to you because he's just talking like that to throw you off. You assure her that this guy isn't thinking that hard.
- Once you've beaten — well, not sense into him, because that's not happening anytime soon, he falls back a little, regarding you with only more interest. You try one more time to tell him you're not ▓▓▓▓▓, but even though he finally seems to hear that, he doesn't appear to care anymore. Great.
- A hooded figure with glowing red eyes (it looks like tactical gear, maybe it lets him see in the dark) comes in through the broken-down door and tells Creepy McCreeps that "the Knights are onto [them]" and they have to leave. Creepy responds by assaulting him for interrupting "the best part", then leaves — but not without smirking at you the whole time.
- You tell the girl that you should be going, too, and she stops you to introduce herself... and then again to insist on fixing ▓▓▓▓▓'s door. Which. Sure, why not, it isn't like you were in a hurry or anything.
Notables—- Hey, this seems like a continuation of Memory #11! Couldn't get all of it at once, though. Of course not.
- ▓▓▓▓▓ is, or was, in some kind of trouble. Also, he lives in the castle, apparently.
- Creepy McCreeps sure seemed way into fighting you. Like. Uncomfortably into fighting you. Also into the idea of being murdered by you.
- The way Red Eyes and Creepy were talking suggests that they both work for the same people, but Creepy sure did attack him and, like, beat him unconscious for trying to interrupt your fight.
Internally—Memory #14
Summary—
- You've turned five!
- You're moving into... one of the rooms at an inn? You're too wary about jinxing yourself to ask the kind of questions you want to ask.
- But you're not moving in alone, and the other boy who's with you does ask if the woman who owns the room (Tillie) is sure about this.
- Tillie lies to your face about the room not being all that popular with customers, which shocks Blond Boy but not you so much.
- You hurry to be charming before Blond Boy can say anything else, and it seems to work.
- The memory ends with you already thinking up ways you could help out around the inn and tavern to try to be less of a dead weight, but you're feeling cautiously optimistic about this turn of events.
Notables—- Hey, it's that kid from Memory #1! Guess you must've made pretty good friends if you're going to be sharing a room.
- Same inn from Memory #7, maybe...? (The inn's name doesn't get said out loud at any point, and the room above it doesn't look that much like the tavern below, but it's a logical enough conclusion.)
- Definitely the same bedroom from Memory #10, though.
Internally—Memory #15
Video—
- Here. Memory finishes at ~32:50 (~4 minutes).
- All of the names in this memory are currently blocked out.
Summary—- Memory opens with chatter at night, beneath an enormous tree. You move up to Boy, who's looking kind of nervous, and tell him it's up to him because you're no good at this sort of thing.
- He uses a... bottle? The old man called it an 'antidote', so it's some kind of medicine? On the roots of the tree, and for a moment it seems to work — but the glow from the medicine(?) fades and the tree's still sick. Everyone's disappointed, Boy and Girl in White most of all.
- You need more medicine, but you can't make any more because there's no more of one of the ingredients—
- —and then Girl in White starts to glow herself, to shine, and the light envelopes the tree... and the tree comes back to life. You've never seen anything so amazing.
- Girl in White collapses, while everyone else celebrates. The people of the city are thanking her, and you give them a moment before sliding in to tell her that was incredible. You ask if she can stand, and she does.
- Boy runs up to get a high-five, and you give him one!
- But looking up at the tree has you thinking of something else, and you comment that "he's" gonna be so surprised when he sees the flowers blooming. "Heh, that'll show him."
- Girl in White asks about your relationship, wanting to make sure you're really friends, and for some reason you get sort of evasive? Huh.
Notables—- Hey, it's Boy and Girl in White and Dog! No sign of Girl in Red, though.
- Wtf is up with medicine from your world. Never mind why you can use an 'antidote' on a tree to begin with, why did it glow.
- 'Healing Artes' officially have a name! But using them this way must not be typical, since everyone seems surprised — Girl in White very much included.
- Uh, Dog might've been able to understand what you were saying?
Internally—Memory #17
Video—
- Here. Memory finishes at ~35:38 (~2.5 minutes).
- All of the names in this memory are currently blocked out.
- In the version of this being used for the memory, Raven is also present; he has a few extra lines of dialogue, stepping out early on, then rejoining the party after they exit the Chevaliers' HQ.
Summary—- As you stroll into a building you're pretty sure you recognize, one of the Imperial Knights on guard calls out to you — and turns out to be a friend named Hachette.
- Girl in Red, Girl in White, and Boy are all interested in watching your reunion, but Sketchy Guy is here, too, and he promptly excuses himself by saying he's going to take a walk, because "the older you get, the harder it is to stomach little reunions like this." Whatever you say, Sketchy Guy!
- You note Hachette's color is the same as Lieutenant Tweedle's, and he confirms that he's in the same brigade — and adds that he's pretty glad that they didn't assign him to the ▓▓▓▓ Brigade. Girl in White is surprised he wouldn't want to work with a friend of yours, and he says it would just be hard to report to someone who joined the Knights the same time he did. Apparently ▓▓▓▓'s made captain?
- You and Hachette reminisce for a few minutes about your time in the Knights, mutually — well, messing around, from the sounds of it. You skipped training, snuck into the warehouse to swap your own bohdi blastia for nicer ones... Hachette calls it "our share of youthful indiscretions", and Girl in Red muses that you don't seem to have changed much. Hachette says that that's what he's heard, and tells you to go easy on ▓▓▓▓; you retort by telling him not to goof off too much.
- Back outside, Sketchy Guy claims he just didn't want to intrude on two old friends catching up, which seems unlikely, but whatever — and Girl in White comments that she was surprised to hear you talking so happily about your time in the Knights. She'd had the impression you didn't really enjoy being a knight.
- You shrug, telling her that you originally enlisted willingly, after all, and that it's not all bad memories. The training drills weren't so bad, and you got up to all sorts of things with your fellow knights-in-training...
- Girl in Red says it sounds like you were a real rascal of a kid, and you tell her she's the last person who should be criticizing you for a little youthful indiscretion, which makes her fume.
Notables—- Definitely the same building you passed through in Memory #8.
Internally—Memory #16 [cw: assisted suicide]
Video—
- Here. Memory ends at ~31:18 (~6 minutes).
- All of the names in this memory are currently blocked out, with the exception of Harry, the Don's grandson, and "Don", which is a title and not a name.
Summary—- You enter a town at what seems to be dusk, accompanied by Dog, Girl in White, Girl in Red, Pirate Girl, and Sketchy Guy. Boy comes charging towards you. Something terrible has happened!
- You and the party discuss rising tensions between guilds, what the Union owes a guild called Palestralle for... the death of their leader, from the sounds of it. And 'the Don', whoever that is, has been planning to sacrifice his own life in return.
- You follow Boy to a crowd, gathered in the city square, where an older man kneels. You know he's prepared to die here, today, momentarily, but he still takes the time to make a request of Sketchy Guy and give the kids in your party some advice.
- Guild hecklers sarcastically tell the Don that they're "so grateful" for everything his idiot grandson's done for them, and the Don responds that that idiot is a full member of the Union, and that his actions are their responsibility. The Don will let his death be recompense.
- Girl in White and Girl in Red are both taking this hard in their own ways.
- The Don speaks to the crowd, asking who will be his second. There's a long, uncomfortable silence, as everyone in the square exchanges glances — then you speak up. "It would be my honor," you say.
- He's a little amused, observing that you're stuck doing a job nobody much wants. You tell him it's mutual. He promises to save you a spot in hell, and you tell him you don't think they'll let you in to the hell he's going to.
- He says he won't forget your attitude. You say you won't forget his resolve.
- And then...
- You're not sure how much time passes. You're only vaguely aware of leaving the square, heading into the Union's headquarters. There's just this haze over everything in the memory. When you come back to yourself, Girl in White and Girl in Red are talking about how everyone seems to have calmed down. Boy's taking the Don's passing pretty hard, though, and Pirate Girl is — well, you suppose she's probably checking out the underground canal, like the Don told her to.
- You know you've got some things to figure out for yourself, how your own guild — Brave Vesperia — should be run.
- You push off from the wall and tell the girls you're going for a walk.
- But as soon as you've got the door closed behind you, you lean against it. Shut your eyes for a moment.
- Now your hands have killed someone you never wanted to kill. You can still feel the weight of the sword, the sharp impact—
- "You really were a piece of work, old man."
Notables—- It's the whole party! Or... most of it, anyway. Krityan Woman isn't here.
- A city you don't recognize, though you were familiar with it in the memory.
- Oh! You've started up a guild, apparently. That's news.
- (Everything in the skit at the end of the memory was said out loud. You talk to yourself a fair bit.)
Internally—Memory #18
Video—
- Here. Memory ends at ~1:41.
- All of the names in this memory are currently blocked out.
Summary—- You race into a city so overgrown by plants that it's virtually unrecognizable. It's something to do with the city being full of dense aer, and the sword you're carrying is the only reason no one in the party is dying.
- You tell Sketchy Guy especially to stick close to you, and he pretends to be scared and asks you to hold his hand. Despite yourself, you grin. You're fond of the old guy, and definitely don't mind the play-flirting.
- But Pirate Girl inserts herself between you, and that's just... ugh. You tell her to give it a rest, and that you're not running off by yourself anymore, so she doesn't need to hold your hand.
- The rest of the party realizes there are monsters in here; they got past the barrier somehow. But you're distracted by the thickness of the plant overgrowth off to your left. Boy wants to know why you're distracted, and you tell him it's nothing.
- It's not nothing, which you can hear Sketchy Guy informing the others even as you walk away from them. The Lower Quarter's at the bottom of that slope. Your home.
- You know no one got out of the city. You know everyone might be...
- It makes your throat tight. It makes it hard to breathe. It makes you—
- —are Girl in Red and Krityan Woman seriously analyzing the fact that you're letting any of this show right in front of you, you're going to die of embarrassment.
Notables—- ...well. You've gotten a lot more comfortable with these people, that's for sure.
- Those who have seen Memory #9 might recognize the ability of your sword to cut through dense aer from a conversation you had in that memory. Observant people might gather that the two memories are connected.
Internally—Memory #19
Video—
- Here. Memory finishes at ~37:02 (~2 minutes).
- Most of the names in this memory are currently blocked out. (Of the Entelexia mentioned, only Ba'ul's name is blocked.)
Summary—- You're in the air again — flying high above the ground. You need — information, with a desperate urgency. You're literally on a mission to save the world, it seems.
- The — not a monster, an Entelexia — who carries your ship has the information you need, but he's... afraid. Afraid that you're going to hurt other creatures like him if he gives it to you. Maybe afraid you'll hurt him, too.
- You tell him the truth: that even with the stakes this high, you're not planning to force any of the other Entelexia to cooperate. You'll be asking them. Explaining your plan. Getting... their consent.
- He believes you, you think, and a well of gratitude rushes up in your chest.
- The rest of the conversation is just — details. You're not afraid of whatever Weccea has in store for you. You're... not afraid of anything, somehow.
Notables—- Hey, the gang's all here! Or... are they.
- It's the same — land-ship-in-the-air from Memory #3!
- The word Entelexia is new. Good to know.
Internally—Memory #20
Video—
- Here. Memory finishes at ~8:53 (~6 minutes), but obviously doesn't include the aside with Estelle in the castle.
- Most of the names in this memory are blocked out! 'Hanks' and 'Ted' are both heard normally, though.
Summary—Memory #21
Here! Just the first skit, "A Little Too Casual?"
TBD!!
Memory #22
Video—
- Here. Memory finishes at ~21:50 (~5 minutes).
- All of the names in this memory are currently blocked out.
Summary—- You're in a city somewhere! And, as you walk up, you see Girl in White and Boy being accosted by some familiar Imperial Knights. They're trying to talk her into returning to the capital with them — but more interested in arresting you.
- Girl in White protests that she asked you to come with her, but Lieutenant Tweedle just takes that as proof that you're coercing her somehow and orders his men to attack.
- What follows is a really easy fight where the Tweedles yammer a lot about 'the ultimate Imperial Knights fighting technique', and you argue in exasperation that anyone can use Over Limits. You don't totally remember how they go, though... 🤔
- Tweedle A and B helpfully remind you, and give everyone else in the party an object lesson! What swell guys.
- Lieutenant Tweedle berates them for being an embarrassment, which they are, and Girl in Red punctuates his lecture by casting a fireball at the lot of them. She's not going to let Girl in White be carried off without a fight.
- But that's when you spot a group of Red-Eyes in town. You, Dog, and Boy hightail it for Nor Harbor, while Girl in White hangs back until Girl in Red is able to convince her to come with you.
- On your way out of town, you remind Lieutenant Tweedle of his knightly oath, and he takes one look at the Red-Eyes before letting you go, because the threat they pose to the citizens of this city is more important to him than capturing you.
- Maybe knights aren't all bad?
Notables—- Hey, it's That Guy! Or more specifically those guys. The Tweedle Squad from Memory #8, among others.
- You didn't get a great look at it, and it was nighttime before, but all the flower petals scattered absolutely everywhere are a clue: same city from Memory #15.
Internally—Memory #23
Video—
- Here. Memory finishes at ~11:48 (~6 minutes, but skip the Wonder Chef interlude).
- All of the names in this memory are currently blocked out.
Summary—- You've just entered a dimly lit underground cavern — apparently a city called Aspio. None of you have ever been here before, though as usual Girl in White can be counted on to have heard something about the place. Boy doesn't like the gloom of the place, and neither do you, really — though you'd probably like it better if you weren't pretty sure your thief calls it home.
- The four of you approach the city gates, which are guarded by two Imperial Knights who immediately demand to see your passports... because it's an imperial facility. Ugh. None of you have passports, and they can't be persuaded to let you in — although when you pretend to be an 'associate' of the thief, they sure do kind of freak out at the mere mention of the name. Interesting.
- Girl in White tries asking for ▓▓▓▓▓ instead, and manages to trick them into at least confirming that he's been by, but they won't let her leave so much as a message.
- You make a show of giving up, which distresses Girl in White and disappoints Boy, but as soon as the four of you are out of sight, you reassure them that you're just gonna... have a look around. See if there's another way in.
- And as luck would have it, there sure is: a back door far out of sight of the guards. It's locked, so Girl in White immediately suggests you wait by the gate for ▓▓▓▓▓ to come out of the city, but you quash that plan, insisting ▓▓▓▓▓ is too much of a Boy Scout to even be willing to try lying to the guards on your behalf.
- (Well, that's what you say, but really the idea of asking just makes you cringe. Plus, you're pretty sure it wouldn't work — the guards already know you don't have passports, and he's a newly minted lieutenant. Why should they listen to him?)
- But behind you, there's the sound of a locked door being unlocked, and — huh. Looks like Boy knows about more than just monsters.
- Girl in White tries to stop your breaking-and-entering-in-progress, but you tell her bluntly that you don't have the time or patience to wait for ▓▓▓▓▓ by the gates, and add that that's exactly the kind of unquestioning obedience to laws and authority that made you quit the Knights in the first place. But, hey, if she really doesn't want to come in, she can always stay outside and be your lookout...
- In she comes!
- And — huh. It looks like a library inside, and it is frustratingly full of people in robes who look kind of like they could be your thief.
- Girl in White jumps at the chance to ask if the first person you come across has seen ▓▓▓▓▓, and to your surprise he has... but it sounds like you just missed him. He's gone looking for ruin vandals, which. Yeah, that sounds like him.
- You take the opportunity to also ask after your thief, and — well, this sure is at least the third person who's gotten all weird and cagey the second you mention that name. When Boy comments that it seems like a Bad Sign, you can't disagree, though you think it's kind of to be expected. The person you're looking for is a thief, after all. People are bound to dislike them.
- Just before the memory ends, Boy asks if you really used to be a knight, because apparently you don't act much like one. Hmph.
Notables—- About half of the party is here! Boy, Girl in White, and Dog.
- You need passports to enter imperial facilities, which is good to know?
- Still looking for ▓▓▓▓▓ and that thief. Later memories, like the one by the ocean, would indicate that you switched focus at some point.
Internally—Memory #24
Video—
- Here. Memory finishes at ~8:18 (~3 minutes).
- All of the names in this memory are currently blocked out.
Summary—- You walk into a dark, rain-drenched alleyway, every muscle tensed and ready — and you don't have long to wait before a bunch of Red-Eyes descend on you. You smirk, discarding the sheath of your sword, and prepare for a fight.
- It's fun, even if privately you might admit you're a little bit in over your head — but that doesn't mean you needed rescuing, and it definitely doesn't mean you were hoping anyone would cut in...
- ...but then someone does. He does. ▓▓▓▓▓.
- He asks if you're all right. Startled, you blurt his name — then hey! That was your line. He's been looking for you? Yeah, that's your line, too!
- Between quips, the two of you clean up the remaining Red-Eyes, and... man, it feels nice. Being so in sync with someone like that. You can't remember the last time that happened. Or the last time you two just talked for even this long without—
- —oh, there it is. Now you're arguing.
- He says he's happy you're finally seeing the world outside the barrier, but apparently getting your name on a wanted poster wasn't supposed to be part of the package. Spoilsport. He's not even happy for you that it's up to 10,000 gald!
- Oh, hey, there's Girl in White! She heard the commotion. And she's going to make a perfect distraction, you can tell.
- You extricate yourself from the conversation, but keep half an ear on it. You watch him tug her off in the direction of the inn for a more private conversation, then muse that you should go catch up with the rest of the party.
Notables—- Same rainy town from Memory #6, and it seems to line up pretty well with Memory #12.
Internally—no subject
Video—
- Here. Memory ends at ~27:14.
- All of the names in this memory are currently blocked out.
- A few changes have been made to the dialogue after squinting at the Japanese.
Summary—There were some really good turns of phrase in there, okay. Particularly Judith's lol.- You hurry over to see a giant army of... drones? Some sort of ambulatory machines. In the memory, you recognize them, and you know that just a few of them would put up a hell of a fight. This is way more than a few of them.
- Your party's reactions are mixed, but mostly pretty despairing. There doesn't seem to be any way around them, and they're blocking the only path to your goal.
- There's a small army of knights at your back, but you can hear them freaking out about the approaching forces, so you won't be getting any help there.
- ▓▓▓▓▓'s second looks to him to help rally them, but first he takes a moment to speak to you, asking a — very precise and deliberate question about your intentions. You're going to the castle? To... save Her Highness, Girl in White? Good. Then, no matter what happens, he's going to believe you made the best possible decision. Uhhhhh.
- But you don't really get a chance to ask any follow-up questions, because now he's turning back to the knights who are still freaking out, and — he sure does seem to be giving an inspiring speech all of a sudden.
- You'd like to be sarcastic about it, but. It seriously is pretty inspiring.
- You're a little... fixed on the sight and sound of him, actually, though in the moment you're not quite sure what it is you're feeling.
- Oh, speech over? Speech over. Time to... head for the capital, then! You've got a princess to... save.
Notables—- Hey, it's... the whole party, maybe, except for Girl in White. For... obvious reasons.
- Seems to take place between Memory #9 and Memory #18.
- Observant viewers, especially those with the context of the other memories, can probably guess the subtext of ▓▓▓▓▓'s statement about 'believing' that whatever decision you make will have been the right one. Permission to kill a princess, huh? Neat.
Internally—