You could probably guess what my answer to the Doctor was. Before I got that far, though, there were some other odds and ends I wanted to explore.
First on the list was playing the Arctic ocarina in the Catacombs and seeing where the Porta Avernus takes us.
Upon arriving in the Frozen Realm there is a stone structure that allows you to exit. Death’s Destination did not have a way out. I triggered the apparent “flash forward” after defeating the Ancient Guard there, though. So maybe it was designed to be a point of no return whereas the gateway conjured by the Arctic ocarina is not.
This turns out not to be the case. I later tried the Crimson ocarina again and Death’s Destination now has an exit. Maybe all ocarina gateways have an exit after the flash forward? Maybe after the flash forward they can no longer have immediate consequences? The fact that you can repeatedly challenge the bosses at the end of each during the current “era” would support that as well (including Death’s Destination).
The ruler of the Frozen Realm, Princess Downaly, drops the Frost Spear projectile spell and the Eternal Gaze. The latter I gave to Janis (after discovering her in the valley) in exchange for the Metallic Ocarina. While I was finishing what side quests I could, I managed to find all of the lost paintings. The painter in Maye rewards you with the Cerulean Ocarina, leaving us with two new places to go through the Porta Avernus.
The Cerulean ocarina takes us to the Shadow Disaster which I thought was a lot of fun. Both Death’s Destination and the Frozen Realm had nice platforming but the Shadow Disaster outdoes them. The Shadow Disaster also has a checkpoint of sorts since the platforming section lasts a little longer.
The resident boss, Uptancos, is a welcome change of pace. Maybe I was over-leveled because I took my sweet time with this game and did a lot of grinding, but the combat started to feel easy after awhile. The difficulty seemed to plateau around Bufonitte Lake so I was hungry for a challenge. I had to experiment with different strategies and spell combinations, which I had not done since Kelpie.
For anyone who is interested, passive damage and fire damage work well, so you’ll want the Raging March spell equipped. You also need to carefully balance range combat and melee combat. I spent a lot of time dodging, so I found projectiles to be a good work-around (also on that note, use the Bouncing Fireball). It is likely possible to go through the entire battle with Uptancos without melee, but the fight speeds up when you take opportunities when they present themselves. Uptancos has an electric screen nuke that he needs to cool down from. That cool-down period, when Uptancos is just sitting on the ground, is a great time to lean in if you have a melee weapon with a fire buff. I had been using my enchantments on stealth “back attack” buffs though, so I just spammed with Bouncing Fireball.
Bumping off Uptancos wins you the mid-air dash. However, I’d like to mention something that I’d been noticing in all of the Porta Avernus worlds so far:
Same jagged, stone ring in those three, all placed similarly. In the Frozen Realm and Death’s Destination, they appear before paths to the bosses open up. In the Shadow Disaster, it is inside the boss arena (check link below for more on this).
Moving on- only one more ocarina to try (not counting whatever I missed) and one more Porta Avernus journey. Upon playing the Metallic ocarina from Janis, the boss fight was almost instant:
To get right to the good part, this is what happens after defeating Dephil. Various item descriptions and lore snippets have referred to Dephil as a founding member of the Vigilant, or perhaps the founding member. And here she is talking about reading stories to Daisy in childhood. If you wanted to go further, you might notice that the names of the sisters borrow different phonemes from the name Dephil (Daisy + Leila).
Earlier, we experienced a jump forward in time that was at least a few generations. But we still do not know the exact length of the time that passed. When we hear about mythic-sounding events that contributed to the way things are now, we can’t help but wonder how close or distant to them Leila personally is. Dephil’s brief dialogue after defeating her makes it sound like she was a childhood caretaker of the sisters. Perhaps she was their mother.
This confusion over how near or far the sisters were to the distant past soon thickens. Remember the Doctor who wants us to hand over the Cubic Crystals? I of course told him to get bent and he revealed that what he really wants lies within the Giantwood. This does not combine well with the incident with him giving out placebos. And the explanation that he is doing it for the peace of mind of his patients was worn thin anyway.
Hilda agrees, so we then bee-line to the Giantwood, which opens a ton of lore in quick succession. Once inside, we find that there are notes and journal entries strewn about from various authors. They are Steve, York the Arch Priest, the Professor, Joseph (?) and a lay-priest educated by York.
These notes relate the discovery of a mysterious, destructive force that this cohort attempted to magically bind. They state that this seal is rooted in the souls or bodies of those that carried it out and depends on their shared participation. This procedure is modeled (with the guidance of York and the lay-priest) after an ancient religious event involving figures called the Holy Six. Five individuals are specified but there are suggestions of another, unnamed participant:
This guy keeps running off as soon as we find him and always leaves scribbly notes behind.
The dude clearly doesn’t like women and blames the Vigilants for something going wrong here. The author of the sloppily written notes says that women are weak and shrink before true power. We do not know of many ancient(?) female Vigilants but we do know of one. In the final sloppily written note, the names Daisy and Phil are mentioned close together but we don’t actually meet anyone named Phil. But the one bygone Vigilant we’ve met has the letters ‘phil‘ in her name.
So if Dephil was one of the six to seal the mystery danger in the Giantwood, she seems to have been blamed for not following through on something. The short, scrambling figure also said that the only remaining solution were “the sisters” and “one is dark” “one is light”.
So these six set out to the Giantwood to contain the mysterious threat. A magical ritual is implemented that explicitly calls for six participants. Running with the hypothesis that number six was Dephil, she evidently choked on her part.
In spite of that, the seal seems to have held. The notes within the Giantwood describe a long period of being trapped inside and the need to defend the exit from deserters. Since all participated in the ritual and any of them could then break it, a single deserter could ruin the whole thing. The entrance needed to be watched constantly. The seal wouldn’t be worth defending so bitterly if it hadn’t worked.
The notes within the Giantwood also say that a “seige” of “heathens” was happening outside. Relics from other male Vigilants could be found within as well, like the sword of Wallace. It seems possible that Dephil bolted before the ritual was complete and then someone from the battle outside took her place.
Leaving the mystery of the deserting Vigilant aside for now, there is another mystery here we can solve more easily. The final sloppily written note says that the author found the “perfect ratio”, which makes him “supreme” and enables him to “surpass destiny”. Our only frame of reference for ratios of any kind are the mixtures of Crimson earlier in the game. The “pale red” mixtures concocted by the Professor come to mind. Other notes make indirect statements about the ultimate fate of the Professor and the communion he achieved with the Sacred Wood. Which brings us to the boss fight in the Giantwood:
This is not a strategically challenging battle. Remember Raging March and Bouncing Fireball and you’ll be fine. You might also want to wear the Plague Doctor mask, the Crimson armor set and the Raven gloves for maximum poison resistance.
So the Professor evidently pulled off some kind of “uber-containment” that’s not the same as the seal of the Holy Six. If the seal is rooted in the bodies or souls of the participants, maybe the Professor somehow found a way to shift the majority of the containment power to himself.
This appears to hold true after his death, since an even worse plague and monster scourge envelopes Maye after this. So it at least looks like the mystery threat escaped. Relying on implication, it seemed like Hilda wanted us to “get there first” before the Doctor at the asylum who wanted the Cubic Crystals. If the goal of Hilda and Leila was to “kill it with fire” before it falls into the wrong hands, then it might follow that the Doctor wanted to somehow control the mystery threat.
In any case, killing it with fire doesn’t seemed to have made things any better. Here the game appears to take a sharp turn toward linearity, since every NPC tells you to investigate the same place and it turns out to be what I felt was a neat dungeon. After the difficulty plateau after Kelpie, the three sweet spots during this blind play-through were the Shadow Disaster, the Giantwood and the final dungeon.
In addition to a fun dungeon crawl, we also get some big lore bombs.
These dovetail, roughly, with the lore dumps from the Giantwood. There was a final step to the ritual that Dephil (or someone) couldn’t go through with. Meanwhile, a supernatural prodigy child has fallen into the hands of the modern day asylum Doctor.
The seal magic relies on its human summoners for its’ embodiment. The transformation of the Professor, for example. If Dephil’s reluctance complicated things, it may result in some sort of magical embodiment/possession/flesh alchemy that may have created a new being. Way back during the Bruna search, we found a note from the Professor explaining that his experiment with Bruna and Gram was based on a mistranslation. An archaic word he took for “couple” in fact meant “sisters”.
Perhaps my assessment of the names Daisy and Leila being derived from Dephil confused the relationship. Maybe a second experiment happened on the correct subjects, the “sisters” rather than the “couple”. The Goddess, likewise, has a dark counterpart.
Maybe the two sisters were in the Giantwood company, with the necessary six working the spell (that is either summoning or trapping in a body) on number seven. So baby sister has the primordial chaos sealed within her while the holy texts specify a correlating other half. Big sister catches that part.
We started the game catching the aftermath of the failed experiment on Bruna and Gram. Meanwhile we still do not know what happened during the time gap. It may be possible that Leila was present for those years but experienced something she cannot remember, and that we would not see.
Whatever it is, we have two significant canonical statements here. One of them is the ritual at the Giantwood. The other is that Daisy was a vessel for some kind of magic. After killing the Scholar of the Sacred Wood, both the Doctor and Daisy are gone. Sure enough, at the bottom of the final dungeon, the Doctor has Daisy tucked behind a Porta Avernus-like gateway in a somewhat altered state.
On the other side of the gateway, we find ourselves on a large, stone platform with arched portals on two opposite sides. A possession of Daisy’s may be used before a series of pillars but I was missing one. Having biffed that part I instead went to the central pillar to see what would happen.
The last two boss fights were my favorite in the game so far. Both of them make delightful use of platforming within the boss arenas. Something about that, in a sidescroller, really adds both challenge and fun for me. Creative incorporation of boss lairs was one of the big sweet spots of Hollow Knight imo and it was a fun high note for this game to end on.
Vigil: The Longest Night has a new game plus mode which you are immediately offered after the credit’s roll. Interestingly, you are allowed to keep all of your added abilities like the double jump and mid-air dash, which for sure makes the beginning feel different.
I’m not that far into my second run but it already feels like the replay value is gonna be great. The lore contains a few apparent reversals that work better when experienced in retrospect. I am a little disappointed with the inability to sequence break, though. The Metroidvania typically uses unlockable abilities as ways of controlling progress. To retain those abilities and have them before you would normally make use of them seems like a golden opportunity for the development team to implement different progression sequencing.
Some final thoughts: