Main Walkthrough

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

Shields: 8 / 13
Weakness: 
  • Polearm, Staff, Ice, Wind (Captain Kaldena)
  • Sword, Dagger, Axe, Fire, Light (Kaldena of Night)
Drop: Eclipse Edge
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
Then, after her transformation, Kaldena uses the following attacks:
  • 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
This battle is basically two different bosses fighting back-to-back. In the first half you're up against Captain Kaldena, who uses a combination of physical strikes and Dark attacks. Do enough damage and
Kaldena will start using Blinding Shock, a charged attack that you can interrupt by Breaking her. This part of the battle is straightforward.

Things get gummed up a bit when Kaldena transforms into Kaldena of Night. This version of Kaldena still uses a combination of physical and Dark attacks, but they hit harder, come more frequently, and virtually all of them may inflict Blind. Kaldena of Night has an automatic healing debuff attached to her, and any spells or items you use will be halved until she's Broken. Do enough damage and Kaldena will begin charging up to Abyssal Wave, and once you get her into the red she'll raise her attacks per round to three.

The first half of this battle is not a big deal, even compared to some of the previous bosses in Temenos's story. Debuff Kaldena's physical attacks and she won't be able to do a ton of damage to your party, especially given that Temenos can heal any wounds. Being Blinded gets irritating after a while, so you'll want plenty of Herbs of Light on you... or, more likely, one of Castti's Healing Concoctions. Cleansing Leaves combined with Diffusing Serum will bring your accuracy right back up.

Kaldena of Night is understandably trickier. You can heal away her attacks, but you'll need to apply a great deal more BP to do it. Ideally you should beef up everyone's speed, kick Kaldena to the back of the turn order, and lay waste to her shields. Thirteen is a tall order, but with the right combination of attacks (Aggressive Slice and HP Thief come to mind) you can Break Kaldena every round. Temenos can go to work healing everyone once Kaldena is Broken. Blind comes up a great deal more in this second battle, but Castti can handle it with her concoctions.


Defeat both iterations of Kaldena and you'll bring Temenos's story to a close. Enigmatic as ever, he sets off on another journey at the end of the first - and he'll learn the Heavenly Shine EX Skill to help him on his way. If Temenos was your starting character then you'll be permitted to remove him from your party at Taverns from this point on. Story complete! 

Main Walkthrough