At Estinien's bidding, you confirm that you are able to use the golden path to return to the Source, but neither he nor Alphinaud can so much as perceive the portal. Setting aside the question of passage home, you and your comrades look to make the most of your presence in the Fourth, to which end you split up to explore the isle.
Your examination of the isle turns up nothing of note, but perhaps the others have had better luck. You go to seek out Estinien to share your findings─or lack thereof.
Estinien reveals that he has similarly discovered nothing, but no sooner does he comment on the need for a means of transport than he notices silhouettes in the distance that appear to be growing larger. Whether they are the answer to your prayers or trouble, however, remains to be seen...
To your dismay, the approaching silhouettes turn out to be a horde of hostile creatures. After fending off wave after wave of attackers, you are set upon by what appears to be their leader. It is at this moment that an airship appears out of the blue. A young skyfarer on board offers to provide you with cover fire, and with her aid you succeed in vanquishing the enemy. With the dust having settled, a word of gratitude would surely not go amiss.
※In the event that you leave the area, you may return from Dawn's Respite in the Rising Stones.
What should be a simple expression of thanks turns into a tense encounter due to your ignorance of local customs. But to your relief, the situation is defused when the young skyfarer, Visna, chooses to take a leap of faith and believe your claim that you do not bear “brands.” Astonished that you hail from another world, she explains to you that the people of the Fourth reside on massive vessels─realmships─and offers to take you to hers. There she will introduce you to her master, a man whom she says is knowledgeable about a great many things.
Alphinaud is struck by the harsh circumstances of the Fourth, and is grateful to have met a kind soul such as Visna. He hopes to learn more about how she and her fellow skyfarers live in this world, not least of all to avoid further incidents.
This quest also has a solo instance split into two parts. The player will receive a checkpoint at the start of the second part if they die there. They will be accompanied by Alphinaud and Estinien for each part.
The first stage consists of multiple waves of relatively weak enemies with low HP.
The first wave consists of 15 Thrall Impalers.
After defeating them, a second wave of 8 Thrall Impalers will spawn, who will use Harping Aether, telegraphed line AoEs in alternating opposite directions.
The third and fourth waves each consist of 4 Thrall Impalers.
The fifth wave has four Impalers and five untargetable Impalers, who will use a five-hit stack AoE on the player (Thrall's Water III). After the stack finishes, the Impalers will become targetable.
The sixth wave has four targetable Impalers and eight untargetable Impalers, who will each telegraph a line AoE through the middle. Estinien will dispatch all the Impalers with an attack.
The seventh wave has five Thrall Captors, who will be untargetable initially and begin charging up an room-wide attack (Liquid Atgeir). The player will be stunned, and they will need to complete a short Active Time Maneuever. Defeat the Captors after they become targetable.
The eighth wave has three Impalers and two Captors. Defeat them normally, and a cutscene will play.
The Thrall Subjugator is a stronger boss enemy compared to the other thralls. The young skyfarer will assist at certain points in the battle.
Vatnsfloð: Summons five sets of water geysers. These will explode as late-telegraphed circle AoEs in the order they spawn.
Thrash: The boss moves to one side of the room and uses a telegraphed 180 degree frontal cleave.
Thrall's Water IV: Magical room-wide damage and covers the arena with water.
Rainy Day: Summons three sets of rings that gradually shrink, denoting large, late-telegraphed circle AoEs at the epicenter once they disappear. The water on the arena will then disappear.
Thrall's Water III: Stack AoE on the player, dealing magical damage.
Will-o'-the-Water: Spawns three telegraphed circle AoEs that will each turn into an untargetable Aqueous Orb. The orbs will begin bouncing in the air in arced movements, and once they near the ground, they will explode as late-telegraphed circle AoEs. There are four sets of AoEs, then the orbs disappear.
Underwater Cell: Summons growing domes of water over certain parts of the arena. Once the domes become large enough, they will use a late-telegraphed circle AoE underneath them. There are four sets of the AoEs, with the first set having one dome, the second set having two, and the last two having three.
Raiding Force: Summons numerous untargetable Thrall Captors around the edge of the arena.
Quelling Tactics: The captors will begin powering up. However, Visna will dispatch all of them with her crossbow.
Osmotic Sting: The boss begins powering up.
Destroy the subjugator's heart! The boss becomes untargetable while its heart become targetable. A duty gauge (Well of Power) will also begin filling. The party must defeat the heart before it fills. During this sequence, the boss will use a five-hit magical room-wide attack (Wild Sea).
After the heart is defeated, Estinien will finish off the boss, and the duty is complete.
While 'tis heartening to know that you can return, I fear the two of us cannot so much as perceive the portal.
But we can worry about our passage home later. For now, let us endeavor to make the most of our presence here.
Whether we seek Calyx and Halmarut or the Winterer of this world, it begins with assessing our own situation. To that end, I propose we split up and explore the isle.
Glad to hear the invocation was successful. Though I presume you have matters well in hand, we shall nonetheless remain for a while, just in case you require our assistance.
Five shadows... No, more. The numbers grow as we speak. I mislike the looks of this.
Your progress through the battle will be saved at certain points. In the event that you are defeated, you will be able to try again from the most recent of these.
Please note that if you enter battles associated with other quests or log out from the game, this progress will be lost.
The solo instance is a reference to an early part of teaser trailers for Evercold, where the player, Alphinaud, and Estinien arrive through the Ethos portal on a floating island in the Fourth and begin fighting a swarm of thralls.