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Check the corner of the room, behind the rubble, for a Monolith and then enter the room and check the circular door at the back for a scene. There’s not much you can do without the seraph, so head to the northeast room and rest for a scene.

In the morning a hilarious scene will occur and then you can head to the save for the Not Your Traditional Assassins… skit. You can now cross the hall and speak with Dezel before trying to leave the hideout for a scene.

Rose isn’t too fond of the seraphim (left), but after the scene you can talk about the assassin group at the save (right).

Head back to the save for the I Did Not Cry! skit and then approach the circular door again for a scene. To continue you’ll need to talk to everyone and then press the four pressure plates located throughout the hideout. Start by pressing the plate in the corner of the Inn and then hit the one to the right of the circular door itself.

You can now enter the northwest room and press the plate next to the rubble, but don’t forget to speak with Wresst and collect the Sage as well. The final plate is on the south side of the main room, so hit it and then examine the door for a scene.

Hit the pressure plate on the floor and make sure to recruit Wresst from nearby.

Enter the room beyond the save for a scene and then check the door for another scene. There’s no way out from the inside, as evidence when you check all the walls, so you’ll need to speak with the seraph while Rose goes and finds more levers.

Unfortunately, Rose isn’t a very good lever puller and you’ll need to speak with all three seraphs until she finds the right one. The following will occur depending on whom you speak with:

  • Mikleo - The group discuss what the room might have been used for in the past.
  • Lailah - A group of 4 Serpents will drop from the ceiling that you’ll have to fight.
  • Edna - The room will fill with smoke and you’ll need to hit some pressure plates in the corners of the room in the correct order as follows - SE, NW, SW, NE - You’ll know if you hit the wrong one because the plates will reset.

Talk with your whole group to kill time while you wait for Rose to find the lever.

After completing all three of sections above the door will open to a scene, followed by a fight.

Boss: Dragonewt

HP Category Weakness Resistance
11,718 Dragon Wind Neutral, Fire, Earth, Water
Drops: **Blessing Orb**

You’ll have to fight this thing three times, but the first two are simply stall tactics while you wait for a scene to trigger.

In the first two rounds you’ll want to armatize with Mikleo and whittle away at the boss’ health. The first scene will occur pretty quickly, but the second will require much longer. Stay armatized with Mikleo and use his range to damage the boss while staying out of reach of his attacks, especially Head Splitter, and you should eventually get the second scene.

You should start the third round with Dezel as your companion seraph, so quickly armatize with him to utilize his wind attacks and finally do some decent damage to the boss. Keep up the attacks and use your Blast Gauge to attack and the enemy should go down rather quickly.

You’ll need to distract the Dragonewt with Mikleo in the first two fights (left) until Dezel and Rose join the group (right).

After the scene you’ll obtain Sorey’s Regular Clothes: Departure and the Divine Artifact: Wind and then you’ll need to speak with everyone while you wait for Rose to wake up.

Once the party is all together and you’ve obtained Dezel’s “Wind Vengeance” title examine the room for the Dragon Corridor and then watch the Legend of the Dragons skit. Stop at the save to trigger the Aftermath of the War skit and then exit the room and head west across the gap.

After learning why Dezel made a pact, check the area for a discovery and skit.

Follow the stairs to a circular path and then head left (clockwise) to a chest with Life Bottle x2 before you exit through the western stairs. This will lead outside to the Tintagel Ruins, but the only thing you can collect here at the moment is the normin Blokk , so return inside.

Grab the Life Bottles (left) and then exit the ruins to find a Normin (right).

Head through the middle path, using Wind Rush to the right to push a pressure plate, and then collect the Monolith in the west on the other side. You can now follow the path around the room to another chest with Panacea Bottle x2 and then head for the objective marker.

Pick up the Yellow Iris Gem: Dva to automatically trigger a scene and the skit Watching the Earthen Historia - 3 and then hit the pressure plate in this room before collecting the Soft-Serve Ice Cream and Saffron .

Don’t miss the Iris Gem sitting in the middle of the room for a skit.

Head east to another circular path and follow it to the dead end with an Apple Gel before entering the center area to find the final pressure plate. You can now exit the there side and check both dead ends for a Burning Dash and Chamomile before returning to the Dragon Corridor, where Oysh is waiting.

Behind Oysh you’ll notice that some platforms now extend between the statues, creating a path you can Wind Rush across. On the other side, collect the Silver Key that will allow you to open silver chests and then enter the back room for a scene.

Afterwards, check the mural for the Mural of the Trial discover and The Pattern on the Mural skit before you collect the Rossweisse and Monolith in the room. You can now watch the If You Could See Them From the Beginning… skit at the save and return to Oysh in the Dragon Corridor for a scene.

Check out the mural for a scene about trials located around the world (left) and then check the save for a skit (right).

With the Silver Key you can now return to that section of Tintagel Ruins via the west path to open the silver chest with the Horns fashion item before returning to the hideout for a scene.

Make sure to return to the hideout after the scene and open the silver chest in the northwest room for 1500 gald and use Dezel’s Wind Rush to reach the southwest room containing a Raider Blade and Donut .

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Guide Information
  • Publisher
    Bandai Namco Entertainment
  • Platforms,
    PC, PS3, PS4
  • Genre
    RPG
  • Guide Release
    30 November 2015
  • Last Updated
    7 December 2020
  • Guide Author
    Stephanie Barnes

Share this free guide:

Tales of Zestiria takes place on the continent of Glenwood, which is governed over by two warring counties. Through the hatred of man an impurity known as “malevolence” is generated and all living things on the continent are turned into beasts known as Hellions. Humans live unaware of the corruption caused by the Lord of Calamity and the hidden race known as the Seraphim.

Join us as we scour every aspect of this massive game including the following:

  • A detailed walkthrough of your entire journey;
  • All discovery and treasures unearthed;
  • Don’t miss a single skit or Normin;
  • Trophy Guide covering all trophies and much more!

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