The fifth and final chapter of Temenos's story takes place at the Nameless Village, a settlement in the north of Toto'haha. To reach it you'll need to head to Beasting Bay: Anchorage by boat, head east to the Western Troopu'hopu Traverse, and then swing north. Canoe your way across the Southern Nameless Village Traverse and you'll find the Nameless Village in the north.
Once you enter the Nameless Village you can opt to either immediately begin Temenos's story or hold off and look around a bit first. If you decide to begin the chapter later you can pick it up again by visiting the Tavern and speaking to the Tavern Keeper. The Tavern of the Nameless Village is in the northeast, on the other side of a rope bridge.
Temenos arrives in the Nameless Village on the tracks of Captain Kaldena and her knights, pledging to get to the bottom of her plot. He only has a riddle to go by, which isn't a great start, but... it's a start. The village itself holds little of interest for Temenos, so climb to the lower level on the west side and head north, away from civilization.
Wandering Wood
Enemies
- Giant Gator - Weak to Axe, Staff, Lightning - Drop / Steal Herb-of-Grace Bud
- Horse Fly - Weak to Polearm, Light, Dark - Drop / Steal Healing Grape (M)
- Island Frogking III - Weak to Staff, Ice, Dark - Drop / Steal Healing Grape Bunch
- Kartikeya (night only) - Weak to Polearm, Bow, Staff - Drop / Steal Inspiriting Plum (M)
- Lord of the Flies - Weak to Polearm, Bow, Wind, Light - Drop / Steal Empowering Lychee (M)
- Remnant - Weak to Sword, Polearm, Axe, Staff - Drop / Steal Ancient Sentinel Core
The first section of the Wandering Wood is a maze, and every direction you take will loop back on itself. The only clue is to 'hark to the voices of your forebears', which in this case means bringing a beastling along. Return to the Nameless Village and check down a ladder on the east side of the village for a man named Shirlutto. Guide him during the day, then take him back to the Wandering Wood. Shirlutto will take you past the looping paths.
There's a save point dead ahead in the next section, and beyond it the path splits in two. Head north along the path and you'll come to a chest containing an Antique Ceremonial Mask. This replenishes its bearer's SP each turn, and is an excellent piece of equipment. To the east of the crossroads you'll find stairs leading south, though if you skip the stairs for a moment and keep going east you'll find a dirt path leading to a chest. The chest contains an Inspiriting Plum (M).
Take the stairs and they will eventually lead you to a more open area. Head directly north as soon as you enter said open area and you'll find a side path leading to a chest. The chest contains 28,000 leaves. Head back to the open area and run as far east as you can. You'll find a chest containing a Healing Grape Bunch. North of this chest the main path continues.
Check up the stairs on your left as you head north. You'll find a chest containing a Light Soulstone (L). Return to the main path and climb the long set of stairs to the north. At the top you'll find Shirlutto standing in front of a cave, and he'll tell you the significance of the place... among other rather important things. Speak to Shirlutto again before you enter the cave and he'll give you three Superior Jerkys. Onward!
Rifted Rock
Enemies
- Brawler Bones - Weak to Sword, Staff, Fire, Light - Drop / Steal Herb of Valor
- Horse Fly - Weak to Polearm, Light, Dark - Drop / Steal Healing Grape (M)
- Ice Remnant - Weak to Sword, Polearm, Axe, Fire - Drop / Steal Ice Soulstone (M)
- Lord of the Flies - Weak to Polearm, Bow, Wind, Light - Drop / Steal Empowering Lychee (M)
- Thunder Revenant - Weak to Sword, Bow, Staff, Wind - Drop / Steal Inspiriting Plum Basket
- Warrior Bones - Weak to Sword, Staff, Fire, Light - Drop / Steal Herb of Light
Upon entering you'll get a glimpse of the horrors befalling the knights before retaking control. Make your way north and west through the ruins until you reach a series of landings connected by stairs. If you check just south of the landing where you began you'll find a path beneath the staircase you just crossed. North of here is a chest containing Revitalizing Jam.
Return to the landings and head north. Up the northernmost set of stairs, off of the main path, you'll see a hole in the side of the cavern wall. Slip through it and go left. You'll find a hidden path to a chest containing a Hallowed Rod. This item increases the power of Light-based spells, making it the perfect weapon for Temenos.
Follow the main path west. You'll arrive at the bottom of another long, torchlit staircase. South of this staircase is a ladder, and if you climb down it you'll find a path to a chest. The chest contains a Void Amulet, which you should likely equip on one of your party members for the coming battle.
Climb the staircase and Temenos will come upon fallen members of the Sacred Guard, and one of them will beg Temenos to deal with their captain. A save point will appear beside him, and you should use it after healing, 'cause if you go any further west...
Captain Kaldena / Kaldena of Night
Weakness:
- Polearm, Staff, Ice, Wind (Captain Kaldena)
- Sword, Dagger, Axe, Fire, Light (Kaldena of Night)
Steal: Refreshing Jam
A lady with a chip on her shoulder, Kaldena is one of the more straightforward final chapter bosses in Octopath Traveler II. Aside from one mid-battle twist she primarily smacks you around with her sword, which, to be fair, is bad enough on its own. Captain Kaldena uses the following attacks:
- Normal melee strikes
- Hollow Sword, a physical strike against one target and (I think) removes one BP
- Elemental Bane, a melee strike against a single target that debuffs their elemental attack and defense
- Waves of Darkness, a Dark attack against your entire party that can Blind its targets
- Dark Tomb, a Dark attack against a single character that can OHKO them
- Blinding Shock, a charged physical attack against your whole party
- A darkness-based debuff to all healing spells and items that only lifts when Kaldena is Broken
- Pulverize, a heavy physical strike against one target
- Thrash, a physical strike against your whole party
- Deadly Frenzy, a heavy physical strike against multiple members of your party
- Depths of Hell, a physical strike against two party members that can inflict Terror
- Dark Tomb, a Dark attack against a single character that can OHKO them
- Abyssal Wave, a charged Dark attack against the whole party
- Invigoration, which raises Kaldena's attacks per round to three