To Aru Majutsu no Index III – 14 – Glowing Fists For All!

Carissa’s Coup Arc is brought to a suitably ostentatious and splendid end, as Index III truly BRINGS IT this week. As Itsuwa safely delivers Touma and Vilian to the gates of Buckingham Palace, Touma gives Vilian his typical spiel of helping out for “no special reason” except that he won’t abandon all of the people “running around for their lives”, trying not to lose what’s important to them.

Carissa awaits with Curtana Original, which she uses to summon a fleet of unmanned aerial fortresses. Touma has a bear of a time keeping up with her sword’s pandimensional fragmentation, but while he was thrust into the final boss battle far quicker than he’d hoped, he’s obviously far from alone. Kanzaki, Index, Amakusa, and Sherry all arrive in turn, though Carissa isn’t cowed by any of them.

Even a Saint like Kanzaki has trouble against Carissa and Curtana, while Touma has to time his right arm just right since the weapon has a brief lag between slash and effect. He manages to strike true before Carissa can kill Vilian, who uses her crossbow to rediredct the flash bombardment from Coven Compass to land a direct hit on Carissa’s position.

Unfortunately, it only gives her a couple light scratches; more will have to be done to defeat her, which means more allies must take the stage. As Carissa picks up the idea of bombardment by having bunker-buster cruise missiles launched on the palace grounds, elder Princess Rimea broadcasts a message bringing the forces of Knights back to their feet…including Knight Leader.

Carissa soon finds she can’t launch any more missiles, since Acqua has destroyed all military antennae. This is why you have a magical backup to a vital scientific device, or vice versa, but of course Carissa hasn’t thought anything through beyond “I have Curtana Original, I am invincible.” Now she has three Saint-levels fighting her in Kanzaki, Acqua, and Leader.

And then Mom shows up. Queen Elizard casts aside her own Curtana Second, knowing it’s powerless against the original, but whips out another magical treasure of the royal family: the Union Jack, which she uses to redistribute all of the power imbued within Curtana to each and every one of the millions of British people.

This essentially turns every British citizen into a hero in their own right, with the mandate to “do what they will.” It’s essentially a re-imagining of that iconic signal from Admiral Nelson’s ship during the decisive Battle of Trafalgar: England expects that every man will do his duty.” Only this time it isn’t just England, nor is it just men.

With over 90 million now aligned against her, Carissa can’t help but hesitate for a moment, which is the one thing she can’t do. In that moment, Index (yeah, her!) delivers a simple incantation to cause Curtana to swing upward and hold in place just long enough for Acqua to launch Touma at it with his right arm. He shatters the sword and delivers a devastating punch to Carissa, and suddenly the coup d’etat is all over.

Unfortunately, Touma’s troubles are not. The beaten Carissa is confronted by Fiamma of the Right, who is there only to check on those items which he desires to possess: Touma’s own right hand, yes, but more importantly, Index. A magical item he steals before heading off to Russia was a kind of safety device that allowed Index to live a normal daily life despite having memorized 103,000 grimoires.

In the Tower of London, Stiyl, Elizard, and Touma look over a bedridden, unconscious Index. If Touma is to save her, he must get that device back, which means he’s headed to Russialand. No rest for the weary.

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To Aru Majutsu no Index III – 13 – Preparing the Countercoup

The good guys (or rather, the folks we typically follow) have had their backs against the wall since Carissa’s surprise coup, but this week they start whittling away at the upstart princess’ power. Touma and Floris survive and run into the fleeing Vilian, who is picked up by Amakusa in their plane.

William continues his fight against Knight Leader, who believes he has Acqua’s number thanks to a spell that nullifies or “zeroes out” the sharpness of his opponent’s sword, but like Imagine Breaker works on all magic.

Thankfully, William’s Ascalon has enough hidden bells and whistles to overcome the ability. William doesn’t kill his old friend, but he knocks him out of the fighting.

William and Touma meet up right by the coach in which an unconscious Index resides. Just as they’re down one less thing to worry about, Carissa arrives with some of her knights, and decides to give them a demonstration of the power of Curtana Original (none of that Diet Curtana crap!)

Even Touma’s Imagine Breaker can’t nullify the sheer force of Carissa’s attack before he’s flung way up into the air amongst the debris from the ground below; Curtana can cleave through the very dimensions of space and beyond, after all.

William, seeing that Touma is also trying to lesson the destruction and thus on the same side (at least in this scenario) saves both Touma and leaves Index with him, who naturally wakes up confused…and in need of some supper!

Amakusa picks them up in the plane, where Kanzaki and Tatemiya discuss the next stage of their mission. Touma, Index, and Princess Villian will head to the secret underground station under Buckingham Palace, where they believe Carissa has gone. In that station lies a special train car that contains magic that stabilizes the power of Curtana Original, which is unbalanced and prone to overload.

Not only does Touma need Villian’s royal blood to unlock the way to the car, he relies on advice through a quick phone call to this season’s mascot, Misaka (who is having a bad day, eating lunch in a restaurant full of women with big boobs). When a golem appears and reconstructs every time Touma cancels him, he also leans on Index’s not inconsiderable magical know-how.

Villian distracts the golem with a physical attack (she has no offensive magical skills, only potential) while Index recites an incantation that makes the golem re-expose Touma’s right arm, allowing him to cancel it once and for all.

The seal is broken, the car is released, and the Puritans’ Coven Compass aerial fortress prepares to cast a debilitating large-scale flash spell. Bottom line: Curtana Original’s power is dampened, and Carissa herself is injured.

 

Still, she’s not going to give up so easily. It’s going to take a sustained assault on Buckingham to wrest control of Curtana from Carissa, get her in custody. Her alliance with the knights is already weakened by the forceful withdrawal of their leader from the battlefield (courtesy of William).

But first, Amakusa and the Puritans sit down for a great al fresco feast, while both Kanzaki and Itsuwa consider changing into something more alluring for their mutual crush Touma. Knight Leader warns William that if he’s taking Carissa and Curtana on head-on, he’d better be prepared for an attack no one can block or nullify.

Just as news comes the Compass is in position, the feast cut short, and preparations for the counterattack begin, Queen Elizard arrives at the outskirts of London with her “calculating” elder daughter Rimea and Laura. Their destination? A museum where a flag—secretly a magical item that is likely to prove useful to their cause—is stored. The battle for the Untied Kingdom is about to begin!

To Aru Majutsu no Index III – 12 – Who Had The Better Ten Years

Princess Carissa’s mother Queen Elizard remarks how impressively fast her second daughter’s invasion has unfolded, though it’s in no small part due to the power of Curtana Original (woe betide them all if she ever found Curtana Honey BBQ or Salt & Vinegar).

Her knights crawl out of the woodwork, but at every turn are met with resistance, either from witches, nuns, or…Sherry Cromwell. Carissa’s main goal is to legitimize her claim to the throne by killing her mother and sisters and then launching an attack on France (determined thanks to a captive Index’s analysis). She claims to be doing all of this for the survival and independence of her country.

Kanzaki Kaori makes one hell of an entrance by jumping out of a passing plane to stop Carissa, but she more than meets her match in Knight Leader, who let’s just say has a huge homefield advantage.

After quickly dispatching Kaori (making me wonder whether she’s become the Worf of Raildex: a strong character constantly getting owned to demonstrate an enemy’s power) KL and Carissa locate Princess Villian’s coach and prepare to behead her, but she’s saved at the last second by Acqua of the Rear, AKA William Orville, back in Britain after ten years.

Orville flees with Villian, puts her on Bayard, and sends her off to a Necessarius safe house. Knight Leader shows back up, and he and Orville have a duel. Considering how well he fared against Kaori, it’s no surprise even Orville has trouble with him. But as the episode closes he’s still in the fight.

Also in the fight: Touma, who passes Lessar off only to get cornered on a regional train. He finds Lessar’s comrade Floris in a cargo car, undoes her magical binds with Imagine Breaker, then takes her hand and leaps out of the train and off a bridge…into a river far shallower than he expected.

With Touma probably still alive and on the move with Floris, Orville and Knight Leader locked in battle, Villian headed to safety, and Queen Elizard and Laura Stuart also free and making their way back to London, the quick start to Carissa’s coup suddenly isn’t going so smoothly. Better still, there are plenty of players on the board who can make it even rougher.

To Aru Majutsu no Index III – 11 – A Blatantly Obvious Explosion of Suspiciousness

After that harrowing flight (during which Touma never answered the “beef or fish”, resulting in Index being served no food at all), Kaori and Knight Leader escort the pair to an audience with the British royal family, led by the very laid-back Queen Elizard (who carries herself more like a mafia don and would rather do business in a track suit) and her three daughters: Rimea, Carissa, and Villian.

The assembled individuals lay out the threats to Britain, both external (from France) and internal (a four-woman group called “New Light”). Index has been summoned to assist in the analysis of the magic used so that they can more properly locate the threats. As for Touma? Kaori doesn’t want civilians involved, but unless he wants to pay room and board in Buckingham Palace, he’s strongly “encouraged” to actively serve the interests of British peace.

That night (or thereabouts) New Light springs into action, which involves the four of them splitting up and taking up positions while carrying checkered magical storage cases. The clumsiest of the quartet, Lessar, nearly mixes her case up with that of a drunk at a pub where she’s enjoying a repast of fish and chips (good thing Index wasn’t watching), and ends up being chased by the always lovely Oriana Thompson, backed up by Touma.

Meanwhile, the New Light leader is cornered by Amakusa then chased through the London Underground by Itsuwa, before brandishing the weapons of Thor (though not his famous hammer) and slipping away. The two other members are taken down, so Touma and Oriana believe they only have to deal with two more.

They then learn that the four were carrying out a relay, magically transferring the true contents from one to the other. Before the relay can be broken by Oriana and Touma, Lessar completes it to a fifth case, which is held by Knight Leader, working for the second princess, Carissa.

The box contains “Curtana Original”, the powerful ceremonial sword wielded by Britain’s sovereign which contains the power of the Angel Michael (her mother only has “Curtana Second”, which presumably isn’t as powerful).

And so, Touma finds himself in the middle of a battle between British princesses and their allies for control of the kingdom, and with both Curtana and the legendary Norse ship Skidbladnir, Carissa seems to have the upper hand, having used New Light as glorified couriers.

It’s an exciting, action-packed romp in a vibrant new London setting where none the players, not even the royal ones (I liked their selfie with Touma) take themselves or anything else too seriously. This is all a bit goofy and ridiculous, but it’s also a hell of a lot of fun!

Utawarerumono: Itsuwari no Kamen – 09

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It’s with a semi-heavy heart that I bid adieu to perhaps the strangest Fall show I’m watching. Its episodes are usually fairly fun, but has lacked substance and cohesion. The show’s M.O. is to introduce two or more new cute female characters per week, and the show has gotten very crowded and unfocused as a result.

This week it’s two of Kuon’s “sisters” from her homeland, who baby her like a couple of mother hens. Their treatment of her is over-the-top to the point of incredulity, and we’re talking a show were almost everyone has tails and fuzzy ears. I will say I liked the little mini-arc the Big bird and tiger had, but it’s all just so darned random.

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Random, but at the same time, very workaday. Much of this show has been Kuon and Haku eating and bathing while encountering the new characters of the week, many of whom have stuck around, leading to a huge entourage of people, many of them princesses.

It was  also nice to have Haku inadvertently demonstrate how well he’s come to know Kuon by visiting all of her usual haunts, and going somewhere he knew she’d never go (the BL bookstore) only to find her hiding there. But it’s not much we haven’t seen before, and nothing that reignited an interest in continuing the show for a whole second cour. As you can see, I can barely scrape together 250 words about it. That’s when you know it’s time to say sayonara.

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Utawarerumono: Itsuwari no Kamen – 08

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You have to give Utawarerumono credit where it’s due: it certainly knows how to surprise with its content. One episode we’re following Haku as he becomes entangled in one princess or another, the next, he’s on an undercover mission with Ukon and Atui to investigate corruption aboard the Eight Pillar General Dekoponpo’s immense pleasure barge.

It’s all quite wacky and out of left field, but it works, because Haku works so well as a protagonist with an inscrutable talent for being in the thick of things without even trying, and because the characters that surround him are as bright and quirky as he is unassuming and laid back.

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Sure enough, their time aboard the barge reveals a huge, apparently illicit gambling operation centered around duelling giant insects. That doesn’t stop Atui from getting really into the gambling, along with Kosuri, who makes a cameo as another party seeking corruption.

When the bugs get loose and have to be dealt with, Dekoponpo quickly flees, and his sycophantic valet Bokoinante tries to load as much loot onto the lifeboat as possible. These two characters are cartoonish and one-dimensional, but remain amusing in their banter nonetheless.

As for Atui, she proves again she’s a capable warrior, even if she just violently lashes out at her targets with her eyes closed (she doesn’t like bugs). As for her getting covered in a sticky white substance, well…I’m not sure that was entirely necessary.

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As for Haku, when he goes to the general’s office to find hard evidence of corruption, he encounters a furious Bokoinante who has come for his master’s favorite golden statue, which helpfully serves as a shield for Haku when Bokoinante slashes at him.

In any case, Kosuri and Ougi are the ones who end up with the evidence and quickly alight from the ship, while Atui’s spazzy attacks bust a hole in the hull, causing the whole barge to sink. Quite the collateral damage; hopefully Dekoponpo is well-insured.

Haku is saved from drowning by Ukon, but only after he drops the heavy golden statue he wanted to keep. The rest of the giant bugs are dealt with by troops under Oshutaru’s counterpart, Mikazuchi. In the end, they don’t collect any evidence, but as Ukon says, “it’ll all work out.”

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Back home, a strange fog comes upon Haku, along with two mysterious cloaked ladies who invite him to come with them through what seems to be an interdimensional portal. After a trip through some trippy caverns, he ends up in a strange indoor garden, where a familiar-looking woman serves him familiar-tasting tea.

Then an old man asks Haku to tell them all about his experiences since waking up in the mountains with no memory. Word is certainly getting around about Haku and his hard-to-describe but undeniable value to those around him. But I can’t pretend this episode wasn’t all over the place, because it was.

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Utawarerumono: Itsuwari no Kamen – 07

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First of all, Rurutie really lets her hair down this week as she plies a bookstore for BL literature, showing Atui an entirely different Rurutie than the one she’s accustomed to. She even meets her most beloved author. Say, he looks a bit like Haku, no?

From there, talk comes down of a ceremony in which the imperial princess will finally be revealed to the public. And as soon as I saw a new face, I figured she was that very un-revealed princess, hiding in plain sight.

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The only problem for her is, while no one knows who she is, she comes off as a haughty highborn girl, reading and taking whatever BL lands in her lap, eating whatever lovingly prepared desserts are lying around, and generally making a big mess with the expectation someone else will clean it up.

Absent the crucial piece of information that she’s royalty, Kuon treats her like she’d treat anyone who scarfed down her kunyui: with barely masked contempt and an intent to do bodily harm. The threat of punishment scares the girl off, and a lively chase ensues.

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That’s broken up rather quickly by the silver-haired Munechika, who proceeds to paint the girl’s back door red, showing everyone why the mention of punishment spooked her so. The next day, to Kuon and Haku and everyone else’s surprise, the girl who menaced their headquarters is revealed as the imperial princess, Anju. Though frankly, her upper-crust behavior and lofty manner of speaking should have tipped them off. In all, a not unpleasant, if predictable, little episode.

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Aldnoah.Zero – 24 (Fin)

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I knew every Orbital Knight wouldn’t immediately heed Asseylum’s out-of-the-blue call for an end to hostilities, but that didn’t matter: as long as some of them stopped to see which was the wind was blowing, it was going to be a huge blow to Slaine’s power base, drawing things that much closer to an endgame.

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Neither Lemrina and Harklight want Slaine to give up, but neither of them have the benefit of his experience, all of which runs through his head in the corridor, where he has a clear view of the death and destruction taking place in his name. From there, he decides to evacuate Lemrina and order Harklight and the rest to surrender while he blows the Moonbase up.

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Harklight isn’t going down quietly, however, and neither are his Stygis comrades. They end up changing Slaine’s mind, at least insofar as he’d rather go out dueling Inaho one last time then dying in that control room. And so their final battle begins.

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When Inaho engages Slaine and asks him (via radio channel…SEE, Gundam G? Mecha pilots CAN communicate with each other once in a while), Slaine assumes Inaho wants to fight him as much as he wants to fight Inaho. But Inaho’s “different objective” isn’t that.

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Asseylum had her big badass announcement that turned the tide of the battle, so even though we know this has to be about Inaho and Slaine at this point, it’s a bit disappointing that all she can do here is clasp her fingers together, watch, and wait, hoping the boys don’t succeed in destroying each other.

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They very nearly do, too, exhausting their ammo, snapping all of their swords, and finally just pummeling each other like rock-’em-sock-’em robots. But Inaho, even without relying on his magic eye, is the better tactician, and he manages to neutralize Slaine as a threat and serve as an ablative shield for their mutual re-entry into the atmo.

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Once back on good old Earth, Slaine again gets the wrong idea, thinking he’s in a reversal of last season’s finale and that Inaho is going to put a bullet in his head. Inaho might want to do that, considering everything Slaine’s put him and Earth and Seylum through, but I knew he wouldn’t.

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That brings us to the epilogue, in which Empress Asseylum activates the first Terran Aldnoah Drive as a gesture of goodwill, and EYEPATCH INAHO visits Slaine, who is believed dead by the public, but remains alive in a creepy lucite prison cell.

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Not that the creepy cell is helping, but he’s not in a great place emotionally, and not eating his meals. He’s still waiting for Inaho to finish him, to exact justice upon him for all of his sins. But while Inaho has been many things throughout the run of this show—Mary Stu; know-it-all; humblebragger; cyborg; savior of mankind—but he’s no executioner, and he entrusts Slaine’s fate to the one most equipped to properly judge him: Seylum.

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Slaine taught Asseylum a lot of things about Earth (some of them, like why the sky is blue, weren’t accurate, but still). But it’s Asseylum who teaches Slaine something about Vers that he may not have picked up on while hanging out with all those Orbital Knights: pages can be turned, people can be forgiven, and lives can be redeemed in time.

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Aldnoah.Zero – 23

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With the Moonbase Chase and Princess Shuffle completed successfully, Asseylum is now in the hands of Count Cruhteo the Younger, and it’s confirmed that those are far better hands to be in than Slaine’s.

And hey, Cruhteo doesn’t seem to have an ulterior motive here: he’s simply loyal to the Emperor of Vers, who ordered him to retrieve his granddaughter. He even helps Asseylum hold firm in refusing to return even after Slaine tries to trick her with an offer to negotiate. Slaine isn’t negotiating anymore. If he says he is, you run.

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As I’d hoped, Mazuurek comes into play as Asseylum’s other ally. Between him and Cruhteo Jr., I can happily report the quality of Martian Counts has improved greatly in the home stretch. Here’s hoping there are other Orbital Knights who will take after them and do the right thing: abandon that little tyrant Troyard for the rightful princess.

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Slaine, obviously thinking he’s come too far to turn back or show weakness, is keen to launch an all-out assault on Earth, a repeat of the Shock-and-Awe campaign the O.K.’s started with, which, you may remember, ultimately didn’t work. Not that that matters to someone who seems to have developed a personal vendetta against Earth.

As he fiddles with Asseylum’s necklace in the chamber where Asseylum had once been in a coma, Lemrina pays him a visit to express how sorry she feels for both of them. I think she’s pretty much done with this palace intrigue bullshit, especially if she senses she may not be on the losing side.

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Somehow, Inko is able to retrieve Inaho, something that happens off camera that I wish we could have witnessed. While sitting with the Captain and Doctor, Inko learns Inaho has given over part of his brain to the AI in his eye, taxing his cranial nerves, which must lead her to wonder if she’s slowly losing the guy she likes.

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Asseylum is surprised but happy to learn that Mazuurek has come to her side, in part, to pay a debt he owes Inaho. Like Cruhteo, his true colors are proven pure: paying his debts are more important to him than grabbing power. While resting aboard his landing castle, Asseylum wonders what became of the gentle, peace-loving Slaine she once knew. Eddelrittuo tearfully corrects her, saying Slaine hasn’t changed at all, insofar as he’s always cared for her, even at the risk of his position or love.

Perhaps Eddelrittuo is right, or perhaps it’s only wishful thinking. My take is that a part of Slaine may still care for Asseylum, but she woke up too late, and as long as she doesn’t feel the same way about her, he will never be at peace.

In an echo of one of the more beautiful scenes of this cour, Inaho wakes up to the sound of his relieved big sister, sitting by his side. When Inaho resolves to get right back to work immediately, Yuki knows she can’t stop him, and not just because he outranks her. Instead, they wish each other good luck and agree to have dinner when he gets back, though Inaho remarks that to promise such a thing could be construed as a death flag.

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Inko tries to stop him too, showing her concern without going so far as to confess or anything, but as Calm knows, no one is going to stop Inaho from going out there and fighting. This leads to an oddly meta exchange:

Inko: Do you think you’re some hotshot ace? That you’re special?
Inaho: I’ve never thought that about myself.

Inaho is joking here, right? He’s just super deadpan about it.

When Asseylum is finally able to contact her grandfather, she sees that he’s too far gone mentally to be fit to rule, knows what her next step must be, and takes it.

Her gramps is also upset that his son died in Heaven’s Fall, but revenge is no reason to subjugate another planet, even if he was of sound mind.

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As the UEF musters for a Final Showdown, Slaine prepares to address his fellow Orbital Knights with a motivational speech. Unfortunately for him, Cruhteo II has more clever techs, because Asseylum is able to override that speech and broadcast on all channels.

She’s got some big news for everyone: First of all, she declares her succession to Empress of the Vers Empire. Then she confirms her betrothal to Baby Cruhteo. Finally, she expresses her, and by extension, the royal family’s, desire for peace with Earth.

Inaho helped get her here, but she had to take the stand, and she did, even if it dooms Slaine. Now we’ll see who among the Orbital Knights will recognize her authority.

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Though I consider myself a strong Seylum+Inaho shipper, I’m not perturbed by the fact that Asseylum—the real Asseylum, not her sister in disguise—must ultimately sacrifice any possible romantic future with Inaho for the good of the empire.

It just makes sense: she’s going to have a hard enough time garnering the support of the Orbital Knights with a real, non-adopted Count by her side; asking them to accept a Terran would be too much, so that’s that. But hey, if Inaho survives, maybe he’ll get smart and pursue Inko. She’s an ace too, you know!

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Aldnoah.Zero – 22

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The Deucalion launches into the Satellite Belt with its space loadout and catapult module, and with it launches the best chance of Inaho saving his princess.

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Before that, Captain Magbaredge is briefed on the particulars of the battle, in which, no surprise, the Deucalion will be used as little more than bait to split the Vers defenses. Darzana doesn’t like it, and neither does the crew, but they carry that plan out…with one slight adjustment.

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Asseylum, Lemrina, and Eddelrittuo locked in the observation room is about what you’d expect: Lemrina blaming Asseylum for waking up and ruining everything, and Asseylum picking up the fact her sister must care for Slaine quite a bit to have gone this far for and with him.

What angers Lemrina more than Slaine loving her sister more than her is the fact that Asseylum won’t return that love. She tells Lemrina her heart belongs to the world and people of Vers—or so she’s always been raised to believe. We’ll see, won’t we?

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Meanwhile, Lord Troyard meets with the newly-arrived Count Klancain Cruhteo. It’s a meeting replete with mutual etiquette and flattery, but in between sips of tea, it’s clear Klancain is sizing him up. It’s obviously suspicious that Slaine speaks of starting a new kingdom, but the princess he claims wishes for a “dream” is nowhere in sight.

Slaine, on the other hand, seems hopeful he can bring Cruhteo to his side, which he believes will cause a domino effect with the other “loyalists”, consolidating his position. Cruhteo doesn’t strike me as that pliable, and despite his successful coup against Asseylum, Slaine doesn’t strike me as that capable.

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As for the slight adjustment to the Deuc’s mission: Inaho consults with Darzana, who apparently approves his plan to sneak into the moon base and rescue Asseylum. He and Inko spot a friendly transport dropping off a covert ops squad Inaho suspects are tasked with assassinating the princess.

This discovery betrays a surprisingly shrewed, if unethical, competence on the part of the heretofore appallingly dunder-headed UE military brass. It’s clear they were never going for a tactical victory with this attack; the idea was for a loud and shouty battle to obscure the death team that would take out Slaine’s Aldnoah source.

If Magbaredge sent Inaho and Inko off to save Asseylum, she’d be ruining the brass’ plans; but it can’t be called insubordination, because she was never officially informed of their true plans. Even so, her trust in Inaho is formidable. There’s also something sad about poor Inko having to literally (and figuratively) “let go” of Inaho so he can go save another woman. But hey, she volunteered.

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Another miscalculation by Slaine is sticking the princesses with the most inept bodyguards imaginable. Sure, they’re up against hardened special ops infiltrators, but shouldn’t that be exactly the kind of foe they should be able to hang with? Instead, like rats in a maze, they dart all over the moon base and get headed off time and again.

In the middle of this chace, Lemrina stops and tells Asseylum and Eddelrittuo to continue on without her. It’s not because she doesn’t want to slow them down, but because she has nowhere to go, which is also really sad and lonely. A/Z is not being particularly charitable towards anyone with unrequited feelings this week.

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We also get—at last—the much-anticipated square-off between Inaho and Slaine, and…it’s pretty underwhelming. I guess that’s par for the course; neither are what I’d call brawlers (I think I’d rather have Rayet on my side in a hand-to-hand fight), and the zero-g conditions contribute to a stalemate after a brief exchange of gunfire. That, and the ever-wily Inaho hits some steam pipes, the steam of which covers his escape.

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By that point, Inaho has really used his Google Glass implant way too much, to the extent that just moments after finally reuniting with his beloved Seylum, he passes out. That’s when something strange and unexpected happens: the implant takes over his brain and voice; a totally artificial “backup program” for Inaho the human being. Whoa.

For a second I wondered if this Inaho was an android—it would explain a great many things—but the AI puts that matter to rest at once with these deeply romantic words:

Even though this boy is aware that Princess Asseylum is a separate individual, he misidentifies her as a part of himself. He therefore placed maximum priority on her safety and has acted to protect her.

What a novel way to confess. The AI also tells Asseylum and Eddelrittuo where to go to get picked up by Inko, and Asseylum tells it to thank him when he wakes up, and confesses that she also thinks of Inaho as a part of herself. As if there was any doubt.

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With the last standing assassin cornering Asseylum and Eddelrittuo, combined with Inaho’s breakdown, those who are loved by the one they love didn’t have it any easier than the losers.

When Eddelrittuo valiantly stepped in front of her princess, I feared the worst, but the assassin is taken out by none other than Count Cruhteo…who may either be our new best friend, or a cure that’s worse than the disease if he intends to exploit the the princess just as Slaine did.

He’s quite the wild card, but the glass-half-full part of me wants to think his intentions are honorable, but I do wonder what will become of Inaho, unconscious behind enemy lines, along with Mazuurek, who was a no-show this week.

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