Mushoku Tensei: Jobless Reincarnation – 11 (S1 Fin) – Sharing the Load

Roxy comes upon a bulletin board outside of Roa (at least I think it’s Roa) and is relieved to find Rudy and his family’s names missing from the lists of the dead. She also finds a letter from Paul to Rudy, saying he’s not worried about him making it home, while asking anyone who knows his family or the members of their old adventurer group to help him find Zenith, Lilia, and Aisha (Norn is with him).

The Fangs of the Black Wolf to write back to him care of the adventurer’s guild in Millis. Roxy happens to encounter two former Fangs—a she-elf and a dwarf—forming party of three in search of Zenith, Lilia, and Aisha. Meanwhile, Rudy’s party of three are taking jobs and starting to make money, thanks to their arrangements, thanks to the cooperation of the two remaining pet kidnappers, Jalil and Vizquel.

Their first high-ranked job is to investigate a monster in the Petrified Forest—a suitably dark and spooky venue—but they find the job has been triple booked, both by Kurt and his two young comrades and a third group led by an older orc. The three groups go their own ways, but Kurt & Co. immediately run into trouble.

Rudy sees an opportunity to improve Ruijerd’s rep by rescuing them, but wants to wait for the right moment. While delaying Ruijerd from charging in to save them, one of Kurt’s buddies is brutally killed; his body flying gracefully through the air before hitting he ground with a horrific splat. Ruijerd and Eris don’t wait for Rudy’s signal, and deal with the two monsters themselves.

Rudy explains he thought it would “work out better” for them if they waited, but Ruijerd is furious. Instead of Eris, it’s Kurt who grabs Ruijerd’s arm, insisting that neither he nor his dead buddy are “kids”; they’re adventurers who knew this job could mean their deaths. As the leader of his party, it’s his fault.

When Ruijerd sees Kurt take responsibility and weep for his fallen friend, his hand hovers over the kid’s head before resting on firmly on his shoulder, demonstrating that Ruijerd acknowledges Kurt as a full-fledged warrior, and apologizes for treating him like a child.

The monsters Ruijerd and Eris weren’t the monster the job mentioned. That turns out to be the forest boss, a redhood cobra, who has already killed all of the orc’s party but himself. Ruijerd manages to slash along one side of its body, but when Eris’ blade bounces off its thick skin, she’s blasted backwards. Fortunately she’s able to use her own sword to cushion the impact, and recovers quickly.

Rudy launches magical attacks that lure the cobra to him, and Ruijerd stops it in its tracks before it can swallow the boy. Eris then tries again with her sword, launching a devastating attack from above that called to mind Haruko smashing away with her Rickenbacker bass in FLCL. She manages to slice clean through the cobra’s body, allowing Rudy to blast a hole through its hood, finishing it off.

Unfortunately, they’re too late to save the orc adventurer’s life, and when they return to town to claim the reward, Bojack Horseman is there to tell them he knows they switched jobs with Jalil and Vizquel, and unless they pay him half of all their earnings monthly, he’ll make sure their licenses are revoked. After lowering his head in frustration, he raises it, as if to ask the heavens themselves why everything he’s done since coming to the city has gone so wrong.

Eris can tell he’s troubled and takes his hand in concern, and he tries to reassure her with a fake smile. She reminds him of his solemn duty: to get her home to her family. He’ll bring down the whole goddamn city if he has to. His staff begins to glow through its cover, and storm clouds begin to gather…then Ruijerd dumps a jug of water on his head, revealing his green hair, and he then threatens a thoroughly terrified Bojack to back off before fleeing the city on his own.

Rudy and Eris leave the city to search for Ruijerd, and eventually find him. To Rudy’s surprise and shame, Ruijerd apologizes to him, when he thinks it’s he who should be apologizing. He was so focused on making money as efficiently as possible and improving his reputation that it became too much to juggle and got away from him.

But Ruijerd doesn’t hold it against him. He sensed Rudy’s resolve to kill Bojack, and could tell Rudy was trying to protect something—someone, in Eris—which makes him a warrior, not a child. To Ruijerd, warriors protect children and treasure their comrades. Helping Rudy out back there was more important than his tribe’s reputation.

The two shake hands, which of course leads Eris to add her hand to the pile so as not to be left out. The next morning, Ruijerd shaves his head so it will be easier to move around, and the three wear matching head/armbands to denote their status as members of Dead End.

Going forward, Rudy stops trying to figure out everything on his own, and trusts both Ruijerd and Eris to help share the load on their mutual quest to reach the Asura Kingdom. As the credits roll, we watch them camp and travel on a ground dragon, watch Ruijerd pull Rudy away from snooping on a bathing Eris, and Eris punching Rudy when he opens a dressing room curtain before she’s dressed (she acquires some super-cool knight’s armor for heavy-duty battles).

Eventually they reach a new port city…which I believe happens to be the same port city at which Roxy and the two Fangs arrive via ship. Whether Rudy & Co. are still in the Demon continent or have reached Millis isn’t clear, but one thing’s for certain: there’s potential for a tearful reunion of master and apprentice, and should that happen, they’ll be an even more formidable party of six.

Unfortunately, as Mushoku Tensei is a split-cour series, we’ll have to wait until July for the continuation of the story, just as it’s getting seriously awesome. Not that it wasn’t before. MT completed a masterful transformation from excellent fantasy isekai slice-of-life in a sleepy rural setting to an excellent grand-scale fantasy adventure romp packed with colorful characters, gorgeous locales, and breathtaking action. The finale could not have done a better job getting me pumped up for season two!

Read Crow’s review of episode 11 here!

Mushoku Tensei: Jobless Reincarnation – 10 – Not So Black-and-White

Armed with her new Migurd blade, Eris has no trouble taking out the low-level beasts who roam the wasteland, leaving no one for Rudy or Ruijerd to fight. She’s taken to the adventurer’s lifestyle like a fish to water. Their first true test occurs upon entering their first demon city, Rikarisu, which I have to say is a looker of a city, with dramatic terraced blocks clinging to massive cliffs and a central palace seemingly made entirely of a strangely pristine material.

Rudeus buys Eris a new cloak with cat ears which she vows to treasure forever, then they head to the city’s adventurer’s guild to commence his scheme. Ruijerd was granted access to the city because Rudy dyed his hair Migurd blue. When he arrives at the guild and says he’s got a genuine Superd in his party, the guild members simply laugh, because Ruijerd’s hair is blue, not green, and he’s wearing the necklace Roxy gave Rudy.

They don’t end up taking any jobs, but the guild visit is still a success … and not because Rudy got to leer at the three-breasted clerk (which blessedly the sum total of his perviness this week). He intended for the guild members to laugh at Ruijerd, as it give the impression he’s no one they have to fear. It’s the first step to rehabbing the Superd’s reputation.

After Eris marvels at the way the evening light turns blue when filtered through the crystal embedded in the stone cliffs, the party of three, calling themselves “Dead End” (which is one of the names for the feared Superd) heads to an inn. Another young adventurer takes interest in Eris, but she can’t understand him and ignores him. When he grabs her, the button of cloak Rudy gave her falls off, and she absolutely wails on the poor guy.

Rudy keeps the situation from escalating out of control (and incidentally getting kicked out of the inn or worse) by healing the party Eris attacked with his magic, impressing them and leading them to invite him into their party. Rudy politely declines, but he knows one thing for sure: the three of them can’t live off F and D-ranked jobs, the only ones newbies are allowed to take.

That night Rudy dreams he’s in his old body in that strange white void with the even stranger Man-God. The guy insists all of Rudy’s choices are his own, but strongly suggests he take the lost kitten job the next day. Rudy wakes up to find Eris is still up. She can’t sleep because she’s worried about whether they’ll ever get home.

Running around in the wastelands killing beasts is one thing, but I imagine once everything quieted down and Eris had a chance to think about their situation, I’m not surprised she’d get scared and worried. Rudy sits next to her and assures they’ll make it back, and Ghislaine and her grandpa will be waiting for them.

The next day Rudy takes the lost-kitten job as the Man-God recommended, which lead them to discovering another party of three running a pet-kidnapping racket. Rudy turns the ground beneath their feet into mud, then Eris and Ruijerd push them back against the wall so Rudy can bind them with earth magic.

When Rudy tries to question their insectoid leader, he gets shoved back hard, taking the wind out of him. Before he can get up, Ruijerd hacks the guy’s head off, and it rolls right beside Rudy. Ruijerd’s explanation for why he just killed someone: “he hurt a child.” This is when we and Rudy learn that Ruijerd is a  very black-and-white, good-and-evil type guy, especially where kids are concerned.

One side-effect of Ruijerd spilling blood so easily is that the other two adventurers’ lips are instantly loosned, and they spill the beans about kidnapping pets then claiming the rewards. When Rudy learns they’re a D-ranked party, he decides he’ll have them advance to C-rank, and use them to nab higher-paying B-ranked jobs.

Ruijerd is extremely opposed to teaming up with “villains”, and even grabs Rudy by the shoulder in protest, breaking his own don’t-hurt-kids policy. Eris punches and kicks him as hard as she can, reminding him he too did bad things in the past that don’t automatically make him evil, and that he should just shut up and leave it to Rudy, who only has his and her best interests at heart.

Ruijerd calms down, and reiterates that he won’t walk away from his promise to get the two of them home. They escort the D-rankers, a lizardman and bee-woman, to the guild, where they upgrade to C-rank. Rudy orders them to take a B-rank job, while he’ll take an F-rank job, with the understanding they’ll be swapping jobs. A nosy horse-man adventurer whom I’ll call Bojack for now almost catches wind of this plan, but assumes the lizard guy is just trying to look cool in front of the newbies.

The episode ends somewhat awkwardly right there, but that’s ultimately okay, as it accomplished a lot. We got to see Eris in action (and absolutely loving it) and saw our first demon city in all its glory. Rudy doesn’t grope anyone or make any gross comments, and is even thoroughly shaken when Ruijerd demonstrates his far-too-rigid code of morality. Now I look forward to their first monster-slaying quest. Here’s hoping Rudy can keep his green, now blue-haired friend in check.

Rating: 4/5 Stars

Read Crow’s review of episode 10 here!

The Hidden Dungeon Only I Can Enter – 02 – Coasting Along in Easy Mode

Noir was accepted to Hero Academy, but the 300,000-rel tuition is too-steep for his baronet father, so he has to come up with the cash by himself. At no point did I doubt he’d be able to do so by the end of the episode. Olivia suggests he becomes an adventurer, so he registers with Odin, which just happens to be Olivia’s guild.

The receptionist Lola is skeptical of Noir’s claims, even going so far as to say she’ll lift her skirt up if he’s proven right by the Discerning Tome. Of course he’s proven right, and Lola is a woman of her word…but what a weird wager! It’s almost as if she knows she’s in an ecchi harem show.

Someone who’s known all along what kind of show this is is Emma, who soon joins Noir out in the field. He successfully catches a bunch of rainbow caterpillars to the tune of 250,000 rel, and his success seems to turn Lola on, resulting in a standoff between her and Emma. Are there, like, no other men?

Noir and Emma head back out into the field to defeat a giant evil rabbit to earn the remaining 50,000 rel he needs for tuition. Since this battle takes up the most time and seems the most hazardous, you’d think the rabbit quest would be worth 250,000 and the grasshopper quest 50,000. I guess it’s best just not to think…at all.

When Emma’s attacks prove ineffective, Noir decides to the skills Olivia gave him to increase her attributes, but Noir doesn’t feel like coughing up 700 LP, so he buffs her weapon adeptness instead to the tune of 500 LP. He gets more than enough LP to cover the magic with a slobbery ear-nibbling session with Emma. Her moans end up luring the rabbit to them, and she defeats it as easily as everything has fallen into Noir’s lap so far.

He gets the 300,000 rel he needs, he gets another hug from Lola and Emma (who make up after a rough start) and thanks to a skill he created that lets him store the dead rabbit in a trans-dimensional space, he ingratiates himself with the entire guild by offering it for a feast. When pressed for a speech, he thinks of how none of this would be possible without Olivia…only to not so much as mention her to the guild of which she was a member.

Looks like the easy times and make-out sessions are only going to continue from here. As I said last week, those looking for serious conflict, adversity, or any kind of surprises are barking up the wrong tree. This week I can add “receptionists unwilling to arbitrarily debase themselves” and “thrilling battle animation” to the growing list of stuff not in this anime.

The Rising of the Shield Hero – 24 – Fair and Square

With the discovery of the hourglass in the underwater temple, Naofumi now knows another Wave will arrive in 48 hour’s time. Fortunately, that’s enough time for him to teleport back to Melromarc and warn the queen, who quickly mobilizes a fleet of ships.

I’m not sure how she arranged things so quickly—unless such ships are on 24-hour standby—nor do I know how they know the next Wave will be at sea, but it is, and when they all teleport, they find themselves contending with monsters large and small.

The small fry are no problem for the soldiers, and Melty, who still considers herself part of the Shield Hero’s party, does her part, until one of the monsters grabs hold of her and threatens to drown her in the sea or worse. That’s when L’Arc Berg springs into action, demonstrating his impressive offensive power by eliminating scores of the beasts.

The giant leviathan sub-boss is a far tougher nut to crack, but a leveled-up Naofumi, Raphtalia, and Filo along with their new friends L’Arc and Therese press their attack and manage to kill the thing. There’s some great battle music to accompany their fight, complete with saxophones.

But once the sub-boss is dead and floating in the water, and the other three Heroes come to pick up rare drops (vultures), the mere mention of them being Heroes gets a weird reaction from L’Arc, who says if they’re joking about being Heroes, they’re not funny.

Turns out he and Therese aren’t ordinary elite adventurers from this world, but full-fledged Heroes from another world entirely. In order to save their world, they have to eliminate the heroes in this one, starting with Naofumi. It’s nothing personal—Therese feels horrible having to do it after all of Naofumi’s help—but do it they will.

As predictable a twist it was that L’Arc and Therese would end up powerful new foes of Naofumi & Co., I do appreciate that they’re not evil, nor do they have any petty beef with Naofumi, they’re just doing their duty as protectors of their world; apparently one world cannot be saved without condemning the other.

In any case, the fight between the former allies is appropriately intense and impressive. Not only do L’Arc and Therese not hold back, but Raph and Filo show just how much more powerful they are now that they were finally able to level up.

Also, L’Arc may do what most cliched villains do and explain his tactics to his opponent, but he does it in the name of fighting Naofumi “fair and square,” Naofumi is similarly transparent in the service of playing psychological games with his former buddies.

Ultimately, the fight comes down to a stalemate: blows have been dealt to both sides, but no one’s in terrible shape, and have plenty left in the tank. That’s when Glass makes her second explosive appearance, revealing herself as allied with L’Arc and Therese and a member of their world. Perhaps she’s a Hero as well?

In any case, she accuses her allies of wasting time playing around and launches the same attacks against Naofumi that very nearly did him in in their previous match. She’s pleased to see that his skills have improved since then, but warns him that they still won’t be enough, as those attacks are far from her worst, and she’s totally committed to personally erasing him.

While I thought this season would go out with a whimper, here we not only have a new Wave, but a paradigm shift in the structure of the plot, with a heightening of stakes and urgency. This is no longer a binary matter of saving or not saving this world; it affects other worlds as well, with other sets of dedicated Heroes whose goals don’t align with theirs.

The final episode is titled simply “Rising of the Shield Hero”, so it’s a good bet Naofumi won’t lose next week (that would be a fall, not a rise), but it will be interesting to see what he and his friends will have to sacrifice in order to fight off Glass, L’Arc, and Therese,  and where they go from there.

The Rising of the Shield Hero – 23 – Island Grind

Naofumi, Raphtalia, and Filo meet their cabin-mates L’Arc Berg and Therese Alexanderite (Hayami Saori), neither of whom will believe he’s the Shield Hero. Not because he doesn’t look the part, but because they deem themselves good enough judges of character to conclude he’s not “that scumbag,” not realizing that his scumbag reputation is largely fiction.

In a wonderful bit of karmic justice, the other three heroes who took all the private cabins end up horribly seasick for the duration of the voyage to Cal Mira, and Filo doesn’t make it any better by violently catching strong-smelling shark-fish for dinner.

Once they arrive at the island and get out into the field, they find even small fry net huge amounts EXP…until all four heroes end up in the same spot. Rather than bicker with the others, Naofumi & Co. take a boat to another island, where the monsters are tougher the EXP greater, and the enemy drops both epic and timely, as the weapons Raphtalia and Filo started needed replacing from overuse.

After a day of gaining two dozen-plus levels, the party makes camp, but L’Arc and Therese arrive, responding to their ferryman who was worried they were killed. These are the kind of guys who won’t let acquaintances die out in the field if they can help it…but I couldn’t help but feel a little bit of dread about them. After all, “Myne” seemed like a nice partner at first too.

The five head back to an inn for food and drink, and we see that Cal Mira is as much about pleasure and fun as it is grinding for levels and loot. Kevin Penkin rolls out another beautiful orchestral theme over the carousing scene, which includes Raph getting drunk on wine and beating the racist knight at arm wrestling, as well as Naofumi not getting drunk at all on the same intoxicating fruit that knocks Motoyasu to the floor.

The next morning, Raph seems to have suffered no hangover, and L’Arc and Therese join Naofumi’s party for the day’s grind. Naofumi also presents Therese with the accessory she commissioned, and its power and craftsmanship quite literally move her to tears as she hands Naofumi all the gold she has.

Naofumi, Raph and Filo learn that L’Arc and Therese are very good to have on your side in a fight, as the former is another trusty swordsman while the latter has powerful offensive magic of a style none of them ever heard of. Naofumi even cracks a smile or two; while L’Arcs type usually rubs him the wrong way (See: Motoyasu) they get along just fine.

After a somewhat awkward farewell where L’Arc and Therese decline Naofumi’s invitation to join them tomorrow, they part ways. I’d like to see the duo again, even if they turn out to be plotting against him. Naofumi decides to take the next day off, which means both Filo and Raphtalia get to show off the very stylish swimsuits they bought at the market. Sadly for Raph, Naofumi still doesn’t see her as a potential love interest, and never will.

The lightweight atmosphere of sun and fun is interrupted by Filo’s discovery of underwater ruins (incidentally one of my favorite levels in FFX), which contain a Dragon Hourglass. That’s bad news because it means Cal Mira is a target for the next Wave of Catastrophe, which is just 48 hours and change away. With that, the stage is set for the final battle of Shield Hero‘s first season, as well as the possibility it will end with a bang rather than a whimper.

The Rising of the Shield Hero – 22 – What Now?

Last week felt like a finale, but I’ve suspected for a while now we’re in for second season of Shield Hero down the road. With that in mind, it hardly comes as a surprise that this week’s episode slows things down substantially—a calm after the storm, if you will—with only three more episodes remaining this season.

Naofumi is summoned right back to Melromarc by the queen, who holds a party honoring their service as a front for a conference meant to ensure the four heroes reconcile and start working together. Raphtalia and Filo finally get the class upgrades they’ve so desperately needed (though they don’t get to choose their class, in part due to Filo’s cowlick). We also learn Mirelia is as fanatical about Fitoria as her daughter.

It doesn’t take long for bad actors to slip right back into bad habits, whether it’s a drunk knight spouting anti-demi vitriol and starting brawl in the banquet hall, to Malt–er, Bitch attempting to poison a pie meant for Naofumi’s party. It escapes me why she wasn’t simply banished from the palace.

Things don’t go any better in the closed-door session of the Four Heroes, with Mirelia mediating. Even though his name has been cleared, Motoyasu is still loyal enough to Bitch to declare Melty is lying about the poisoned pie, even though Bitch still has her slave crest and owned up to the crime.

That’s just a small taste of the inflexibility Naofumi faces. As Raph fights the drunken knight, and others start fighting each other, the other heroes only reluctantly spit out a bit of what they’ve learned about leveling up. The three heroes then turn on one another when they have opposing views about what’s most important when upgrading weapons, or the specific contents of their respective HUDs.

The bickering gets so bad Naofumi puts up his hands and leaves the room with no progress made and only a modium of intelligence learned. He can now, at least, tell Fitoria that he made an honest attempt to reconcile with them, and it went nowhere. There may just be too much bad history for them to cooperate except under the most dire circumstances, like the Pope’s attempted coup…or the next Wave.

What little insight Naofumi does gain he puts to immediate use, learning that he has to “believe in” the other heroes’ claims of a weapon-copying functionality in the for it to actually appear on his HUD. The other bit of news the Queen had for them is that the Cal Mira Archipelago has been “activated,” meaning all XP earned there is boosted for a limited time.

It’s a location someone as underleveled as Naofumi can’t pass up, even if it means crossing paths with the other heroes, so after bidding farewell to the Queen and Melty (for the second time in as many episodes), he tries out his new weapon-copying skill at Elhart’s shop (much to Elhart’s dismay) and the party heads out to the harbor where a ship will them to Cal Mira.

By request of Raphtalia, they make a detour to her home village, whose scant survivors have set up a cemetery on a seaside cliff. She pays respects to her departed friend Rifana and folks. Naofumi’s earlier offhand words about leaving her and Filo one day have also stuck with her, and she asks Naofumi straight-up not to leave her, as she doesn’t know what she’d do if he wasn’t in her world.

Naofumi promises, but he may not be able to control when his summoning is reversed, be it when the Waves are defeated or not. For now, he resolves to stay in this world as long as he is able, until Raphtalia and Filo find happiness—and not just the happiness of being beside him. In both cases, they have potentially happy futures without Naofumi: Raph in her village, with all the other survivors tracked down; Filo as the new Queen of her kind.

But that’s getting ahead of ourselves: it’s time for some serous leveling up. As is typical, Naofumi is given the short end of the stick when his private cabin is stolen by the other heroes and their parties, who arrived before him. But as chance would have it Naofumi and his party end up in the same room as the tough-looking but friendly male and female adventurers they met at Raph’s village.

Could these two potentially end up a part of Naofumi’s party, or are they merely two of the hundreds of rivals for that sweet Cal Mira bonus XP?

TenSura – 24 (Extra) – Conqueror Of Flames

This being an extra episode and all, I had no idea what to expect, so it was a nice surprise to get a story about one of Shizu’s exploits, which takes place before Rimuru even appears in this world. As she arrives at Filtwood Castle to join a host of other adventurers in an effort to defeat a recently summoned demon, it’s made clear Shizue Izawa is already a legend among her peers and in Filtwood’s court.

But she’s weary that even the formidable Silver Wings have recently fallen to the demon, suggesting it at least has a name that lends it more power (as we’ll witness later with Rimuru’s namings). It’s also odd that the less bold adventurers aren’t allowed to leave when they hear of the strength of their foe.

After one of them is killed and a lesser demon extracted, it’s revealed they’ve all been gathered there because more of them are suspected of being possessed by demons, so they’ll all be rooted out for the good of the kingdom.

Their execution of this plan is interrupted by a cloaked mage, whose immense power Shizu only then detects (suggesting it’s an extremely powerful mage who can mask such power). The mage is himself a demon calling himself “Kuro”, and is willing to kill everyone in the hall to find the demon he’s after.

Needless to say, Shizu isn’t about to let that happen, and so…they fight.

And what a splendid fight it is! At least as good as anything TenSura has served up. Shizu is a tough customer, but even she seems to be aware that Kuro is merely toying with her, and actually holding back quite a bit. Even her special finishing move only causes as slight amount of discomfort, yet even that is the most pain Kuro’s had the pleasure of feeling in some time.

What ultimately forces Kuro to withdraw, at least for the moment, is when he gets serious and attempts to behead Shizu. Her mask protects her and relieves Kuro of his arm, making him exclaim that the mask “surpasses time.” The assembled adventurers cheer for Shizu when Kuro departs in a black cloud…but this is only the beginning of the already exhausted Shizu’s busy day.

A knight comes to her quarters to escort her to an audience with the king, and while en route, this knight expresses both his gratitude for her heroism and awe at said heroism’s form…only the ever-observant Shizu doesn’t recognize him as someone who was present for her fight. Turns out she’s right.

The “knight” is actually the real king of Filtwood, and a demon at that. Not just any run-of-the-mill demon, either: a “legendary-class Greater Demon General,” which I assume is a real thing and not something he made up in a sudden chuuni fit. His name is Orthos, and he is revered by the people as a demon-defeating hero, giving him more strength.

Orthos thanks Shizu for being a “sacrifice”, something she has no intention of doing (and also obviously won’t die as Rimuru meets her much later). That said, Orthos is a tough customer, and Shizu has had no time to replenish her strength, magic, or stamina, which is of course Orthos’ plan all along.

Unfortunately for him, Kuro reappears in the nick of time to save Shizu. Before she was summoned into this situation, she recalled what Leon told her about demon “Progenitors” who are named after colors. Kuro is one of them, an identifies Orthos as an underling of another Progenitor, Red. That means Orthos is absolutely no match for Kuro, who utterly ends him.

In the end, Kuro is credited with killing the public king and minister of Filtwood (who were really Orthos’ puppet) while official records credit Shizu with defeating Kuro. In reality, the two agree to go their separate ways and forget they ever saw each other, and in exchange, Kuro won’t end Shizu like he ended Orthos. Still, Shizu predicts “someone will do something about that demon someday”…and that someone turns out to be Shizu, summoning him as “Diablo.”

This extra episode took a while to get going what with the need to set up an entirely new setting and scenario, but once Shizu drew her sword, good things started happening. It was a fun, exciting outing that added texture to the vast world of TenSura, not to mention demonstrated that it can do just fine without Rimuru or any of his entourage.

Goblin Slayer – 12 (Fin) – Not Just Another Pawn

With all those adventurers fighting together and following the Slayer’s plan, the goblin army is dispatched all too easily. Just when a goblin thinks he has the upper hand with a surprise attack, he’s met by a mailed fist, arrow, or blade. Meanwhile, Goblin Slayer himself informs the Goblin “Lord” that the home he’s trying to flee to is already gone.

That being said, the Slayer is not used to one-on-one combat out in the open, and the Lord, while cowardly, is still huge, and proceeds to stomp all over the Slayer’s head. Fortunately, the Priestess arrives, casting dual protection spell planes that immobilize and crush the lord. Slayer finishes him off, and is then healed by the Priestess, who didn’t use all three of her spells for protection.

The Priestess is cross that he pushed himself too hard once more, as she learns he was only bait, and trusted her to bail him out once the lord thought he would be victorious. When the sun rises, the Slayer needs help getting back home, but the adventurers, his party members, and Cow Girl are all elated to see him in one piece.

At the guild celebration, Goblin Slayer buys everyone a drink, as he promised. The Priestess asks if she can get an extra reward: if he’ll remove his helmet for her. He does, and it causes a right commotion in the guild, many of the members of which had a placed bids on who or what would be underneath.

But more than fascinated with his face, the Priestess, the rest of his party, the other adventurers, all share one thing in common: they now consider Goblin Slayer a friend and ally, and coming to his aid isn’t a matter of luck, but obligation. They do it gladly, because if it weren’t for him they might not have a town.

Thus ends Goblin Slayer’s saga…but only for now. A post-credits announcement promises his return. He intends to start on the path of an adventurer, but I assume that doesn’t preclude him from slaying goblins; it just means he’ll be going to more far-flung places to do it. And he won’t be doing it alone.

Goblin Slayer – 11 – A Home Under Siege…Again

Note: This was originally posted under the erroneous episode number 12; it is actually episode 11.

Goblin Slayer has never been one to use many words. As Cow Girl prepares breakfast, he has only one for her: “Run.” The goblins whose prints he discovdered at the boundary of the farm are too numerous in number for him to take on alone in an open field. He suspects they’re led by a shrewed Goblin Lord, and will likely have Hobs among its forces.

But Cow Girl isn’t running; not again. The farm is her home, and if it’s doomed to be destroyed, so is she. The Slayer can’t change her mind, so he tells her he’ll figure something out. That means going to the guild, helm-in-hand (figuratively), and asking for volunteers to help him slay goblins. At first, they don’t take it seriously. Then, the Lancer tells him they’re adventurers in a guild which means, post a quest and offer a reward.

The Slayer offers everything he has and everything he is, all but his life itself, which he promised Cow Girl’s father he wouldn’t give up lest his daughter cry again. Once the elite adventuers can tell how serious he is, they name the price of a drink or two down the road. The Guild Girl offers a gold piece for every goblin slain, and all of a sudden the rank-and-file adventurers are interested too.

Bit by bit, virtually the entire guild agrees to assist the Slayer, including the Priestess and his party who now all consider him a close friend. Those who either never interacted with him or found him annoying for his singlemindedness towards goblins, all agree the guild would be lonely without him.

The Goblin Lord’s army is no joke, but with so many skilled adventerers of various skill sets now committed to his side, Slayer can really open up the playbook and utilize a strategy that will exploit the strengths of his assets and the weaknesses of the enemy.

He knows, for instance, the goblin vanguard would arrive with “meat shields”—wooden boards with captured women tied to them—and leaves it to the Dwarf Shaman and Mage to stupor and put them to sleep so the hostages can be rescued and taken out of harm’s way.

From there, the close-range warriors storm the goblin small fry, aided by archers from long range and magical boundaries to repel enemy arrows. When the goblin riders advance, the adventurers are ready with sharpened stakes.

Once the first waves fail, the Lord takes the gloves off and sends in his heavy hitters, goblin champions. But while the Slayer’s party had a big problem with one, the most experienced and powerful of adventurers are actually glad slightly more worthy foes have arrived, having spent their most recent adventures fighting enemies of their skill or above.

That just leaves the increasingly panicky Goblin Lord himself, who apparently isn’t as big or tough as his Hob underlings. While everyone else fights off his army, Goblin Slayer stalks him alone, his right eye glowing red indicating Limit Break Mode. With the close quarters of the woods resembling his preferred battleground of a cave, he should do fine.

If it weren’t for everyone agreeing to fight with him, he wouldn’t have this opportunity. And so someone who had been a loner, curiosity, and eyesore to much of the rest of the guild has evolved into their general in a glorious battle against the evil cruelty of the goblins.

Goblin Slayer – 10 – No Need to Rush

After another big battle, the Goblin Slayer and his party has earned another rest, while elsewhere, the Suzumiya Haruhi-looking Hero slays the Demon Lord with her two comrades. As usual, Goblin Slayer convalesces at the dairy farm, something for which Cow Girl is very happy and relieved.

The day before she left for the city he was mean to her, but out of jealousy, not hatred. Now, as he rests and patrols the farm, he notes that he’s forgotten the taste of his favorite stew his sister use to make for him, because it’s been so long since he’s tasted it.

The two head into town for deliveries and guild and other business. GS is uncharacteristically unarmored and his pale face are exposed for all to see, though most don’t recognize him, but simply note his physique and pastiness.

After getting his repaired armor back, GS suits up and visits some fellow adventurers who are teaching some bright-eyed youths the ropes. I couldn’t help but remember the priestess’ ill-fated party. Later, the Guild Girl remarks that even when adventurers or heroes retire, they are still alive until death, so it’s good to stay busy and pass their trade onto the next generation.

Cow Girl also finally meets GS’ party, and along with the Guild Girl they all go out for a meal, where Cow Girl, Guild Girl, and Priestess all agree GS needs to take it easier if he’s going to last till retirement age.

As his party stays in town and the Dwarf and Elf start a drinking game (a lot of Legolas and Gimli in these two) GS and Cow Girl return to the farm for the night. Cow Girl joins GS under the two full moons, and when asked he tells her he’s thinking about the future, no doubt since it came up in town.

Cow Girl hopes that GS has a future beyond slaying goblins, since everyone has their limits. But few know those limits are until they’re reached, and even fewer know what should come after that.

GS’s meticulous patrols and inspections of the farm have always been seen as overkill, with the Cow Girl’s uncle even saying he doesn’t need to do it so regularly. But I saw that as a major flag, and at episode’s end, my fears are confirmed: a mess of goblin prints at the farm’s periphery.

I imagine the GS’ future quests are on hold until those goblins are taken care of. I can’t imagine him leaving Cow Girl and her uncle alone after finding those footprints. Perhaps his friends will help him root them out.

Goblin Slayer – 09 – Mirror, Mirror, Off the Wall, Save Us from the Rocks that Fall

The giant eyeball monster was protecting a magic mirror that serves as a gate to the goblin realm. With goblins streaming to their location from every direction (but the mirror that is) Goblin Slayer comes up with a plan to deal with them.

First, the way in is barricaded to slow them down. Then Dwarf and Elf help GS attack the goblins who come as the Lizardman and Priestess dismount the mirror from the wall and point it upward. They all huddle beneath it and the Dwarf brings the entire roof of the structure down.

The resulting damage flattens all of the remaining goblins, while the rubble falls harmlessly through the mirror gate. All in all, a neat little victory, but when he reports back to the Sword Maiden, GS deduces that she knew all about what was going on down there.

She confirms that the white alligator was her familiar and that the goblins beneath the city were allowed to roam not just because she feared being seen as weak or overreacting, but to demonstrate to the people how the goblins were a serious threat, owing to her own personal torment by their grubby hands.

The Sword Maiden carries trauma the GS will never be able to save her from, but he’s always been a highly practical man, and so he bids her farewell with the promise that if she needs more goblins slain for her, he will come when summoned. Until then, he’s headed back home to make ice cream.

You heard right: the man once known only for slaying goblins intends to do something other than slay dragons. Perhaps like those anime school clubs that do more than one thing, a name change is in order: Ice Cream-Making Goblin Slayer? Doesn’t exactly roll off the tongue…

Goblin Slayer – 08 – Good as New, but Still Scared to Death

Goblin Slayer is Resurrected by a miracle that requires him to share a bed with a virgin—in this case, the Priestess. While he’s out, he remembers his harsh but fair master who taught him how to slay goblins, breaking him down then putting him back together into someone who won’t freeze and do nothing, but act when action is needed…even if it kills you.

Or, in GS’ case, almost kills him. The miracle works, and we get our first look at a maskless, armor-less Slayer, although his eyes remain obscure both in flashback and present. The Sword Maiden pays him a visit (I imagine it’s her bed he and Priestess are in), but she couldn’t be the virgin the miracle needed, thanks to the Goblins.

She confides in him how even though she defeated the Demon Lord, she remains scared to death, and in need of people to help her overcome that fear. We’ll learn that that constant fear is something GS shares.

Dwarf, Elf, and Lizard reunite with GS and Priestess and they go into town for their first meal since GS went down; a meal they promised to have together. GS and Priestess then split off and head to the shops. Priestess could easily replace her damaged chainmail, but for her its sentimental value vis-a-vis GS outweighs the difficulty of repairing it. GS also acquires new weapons, since he lost them all in the ruins.

They share a sunset by the sea with a new invention called “ice creme” and after being chided earlier for being so taciturn with the Priestess, he actually opens up about that fear he once had to just take one step forward, lest the ground swallow him up. He’s still “scared to death” just like the Sword Maiden, and not amount of noble feats will change that.

What changed was what they do with that fear, and how they keep living in spite of it. In both cases, neither would still be alive were it not for a little help from their friends. Back at the farm the cow girl assures her father that despite having been gone a long time, the GS will be back.

Resurrection apparently doesn’t require much recovery time, since GS is back in action in the ruins with the rest of the party, after acquiring a mystery burlap sack from the Black Mage. Their next big foe is not a goblin, but a “creature of Chaos”: a giant eyeball with tendrils coming out of it, each tipped with more eyeballs. Whenever something enters the room where it resides it blasts it with a stone-melting energy beam.

GS knows he can’t just rush in and stab or blugeon the thing to death, so he formulates a game plan that requires the cooperation and coordination of everyone in the party. The Elf rushes in to distract the Eyeball, allowing the Dwarf to slip in and hit it with some sleep-inducing fire wine. Once GS empties the burlap sack—full of ultra-fine flour—into the room, creating a huge cloud of the stuff, the Elf shoots an arrow into the side of the eye, and then everyone retreats from the room, behind the Priestess’ Protection.

The Lizard sends a Dragontooth Warrior in, which the Eye instinctively targets and fires its beam—igniting the flour like coal dust in a mine. The resulting explosion kills the creature, without the GS using fire, water, or poison. That leaves the adventurers standing before the thing it seemed to be guarding: some kind of magic mirror.

I was a bit surprised so little time was spent without GS in the picture—the Priestess wasn’t even awake during that time—but considering the name of the show perhaps I shouldn’t have been. Not to mention this is a world of fantasy and magic in which death isn’t always irreversible. It was also good to learn a bit more about our boy, and for him to actually open up to the Priestess, who has certainly earned the right to know more, having saved him and all.

TenSura – 08 – An Extended Goodbye

Every week when I watch the OP and ED I wonder “When is Rimuru going to gain a human form?” Well, TenSura answers that question. There wasn’t much doubt that Shizu—or rather, Izawa Shizue—wasn’t going to get out of that bed in the hut. The curse was lifted, but her body, which had endured for decades, was at the end of its rope.

After giving Rimuru the full story of her eventful life after summoning, and learning his Japanese name, she asks him to eat her so she can rest in peace within him. Rimuru uses Predator as she requested, and has plans to meet and slug Leon Cromwell, even though that Demon Lord was the only reason Shizu lives as long as she did.

When Shizu’s former adventurers enter the hut, they’re shocked to see a kind of 3/4 scale Shizu with blue hair and yellow eyes: it’s Rimuru! Or rather, a new form Rimuru gained by absorbing Shizu, which he explains was her explicit wish.

They’re not mad, just sad they couldn’t say goodbye to Shizu. But after being supplied with some top-shelf gear from Kaijin and his friends (who are famous to the adventurers as masters of their craft) they say goodbye to Shizu through Rimuru’s human form, and then head home.

Having met and absorbed his “destined one”, Rimuru builds a simple grave for Izawa Shizue under a tree perched on a cliff with a view of the village, then prepares to gain more information on his new world before confronting Leon Cromwell.

Meanwhile, a pig-man is on his last legs in the desert, but is saved by an oddly well-dressed man named Gelmud who hides his face behind a Venetian mask. He names the pig-man and offers him food in exchange for his fealty. Gelmud has plans for his new “project” that relate to the Jura Forest, so no doubt they’ll be crossing paths with Rimuru and his crew.