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You all see this huge door, lit by pink flames, and it starts to open. And on the other side, they were waiting.

GM[1]

Games is the sixth episode of Paranormal Order: Calamity. It aired on October 16, 2021.

Synopsis[]

The games have begun. Team Vultures faces off Amphitruo's games while incorporating the Ordo Calamitas warriors, to learn more about the Relics of Calamity. However, something more important involving the past of Ordo Realitas awaits them at the end of the game.

Summary[]

The Host is face-to-face with Team Vultures.

Amalia and Faustus wake up with Cascadia, Marcellus and Veritus. The Host says that the first game will begin and all present remember the rules as if it were an old childhood game. It’s the beginning of The Devil’s Coffins - notoriously, a game of Blood. In this game, a player is drawn as The Devil in each round. Each player must enter one of the twelve coffins and the Devil must choose which of these will be filled by blood. Eventually, the blood will deal damage to the player whose coffin is chosen. It is said that at the end of the game, only two will come out alive.

Amalia is drawn as the first Devil. Everyone begs her not to fill their coffins, although Amalia has chosen the ones of Veritus and Marcellus. Amid fights, successful attacks and coffins full of blood, Marcellus is killed by Faustus' sword. Cascadia also dies after trying to ally with Veritus and he sacrifices himself. So, Amalia and Faustus stay alive. Balu and Rubens wake up on the present.[2]

After the duo wake up, they follow the door on the right, recently opened, which opens a passage to a library. Both discuss the relationship of the Despair Mask and Joui's, that also explains his agreement with the Sect of the Masks.[3] In the library, a new door with five spaces is opened. Everyone except for Carina go to the room that opened and extend their hands. Their respective marks appear and they are taken to the next game.[4]

Upon entering, already in the bodies of the members of Ordo Calamitas, the team, along with emperor Nero, is presented to The Masquerade Ball — a game of Knowledge. In this game, a random paranormal event occurred and must be discovered by the Infiltrators, who know nothing of the event. In contrast, the Masks should help the Magistrate to discover the infiltrators in the cult through questions and answers. The Magistrate must give the final answer and find out whether or not it has settled its suspicions. Only four can leave.[5]

After a considerable time in the game, Nero demands that they not suspect him for being the Emperor. However, Dante takes control of Remus and to prevent his allies from dying, he uses a skill from the Captivating, "Tricky". Thus, he sacrifices himself, killing himself along with Nero, victim of the skill. As only four could leave, the team returns. However, Dante does not wake up, although the checks determine that the occultist is fine - only with his slow pulse. Another door opens in the coffin area.[6]

The group debates a bit and goes to the game of Death, where it comes across a spiral room. This is the Death Rooms. In this game, there are two rooms and a Source role. There is a skull that will eventually pursue the agents in one of the rooms, to which the other is liable to suffer another type of attack. The game has complex rules and involves deep strategies, with alliances between its players. Only two can leave alive.

Karise is the first to die, and after her, Cornelius. Marius also dies, after thanking all those present as an act of sacrifice. And after only Faustus, Celestine and Amalia remain, the man accepts his death and ceases to exist. The girls then ally for the next game.[7]

Team Vultures returns to the Statues' Hall and notices a door opening. Rubens and Joui enter and literally see themselves in space. This is a game of Energy. The Host does not set rules for play, making it chaotic, random and incomprehensible. At the end of the game, however, Joui gains control of Celestine’s body, convincing Amalia - and consequently Rubens - to let her live to reach the end of the games.[8]

Rubens also falls to the ground with the slow heartbeat after the event. Joui rushes along with Carina to read the texts of the Relic of Death and Energy, obtained by the completion of the games.[9]

From their respective statues, are formed Energy monsters whose faces remind the members of Ordo Calamitas. As soon as the creatures emerge, the fallen agents wake up and they engage into combat.[10] Joui then teleports behind Remus, attacking it; and Carina flanks the man, killing it with her nunchaku. The other ghosts die quickly, by the hands of Balu and Arthur. Finally, only Amalia’s remains, who dies from an attack by Carina. And with that, one last door opens.[11]

Arriving at the door, they see a Transcend symbol drawed in the floor — symbol that calls for Dante, since he reached the barrier of 55% Paranormal Exposure.[12] They also see a front door, with the Despair Mask Symbol. Dante walks towards the symbol and, after hesitating for a few minutes, decides to start transcending. When starting the process, the door opens, revealing a spiral staircase. The agents discuss for a few minutes if they will wait for Dante or if they will proceed, with the decision of Arthur being of everyone walking forward. The five descend until they come across a corridor of pink flames as lighting and a door with the same symbol as before.[13]

However, Dante finds out much more. He understand the Other Side again and remembers of the connection with his mark. He remembers that he already got connected with other man, but the ruins of Ordo Calamitas are unpredictable. His mark connects Dante to another man. A man that, through his entire life, sought to understand the origin of the paranormal. The year is 2009. Arnaldo Fritz is facing the door with the Despair Mask Symbol. When it finally opens, Fritz meets The Magistrate, the leader of the Sect of the Masks. She explains that she heard a lot about him, and that Arnaldo needs to know something. The room seems to totally shine in gold, while Arnaldo starts to have a vision of the same room.[14]

The year is A.D. 67. The winner of the Host's games, Celestine, continues to walk through the corridor to the room to receive her prize. She meets Amphitruo once more, being congratulated and recognized, but soon he realizes something wrong: someone besides him broke the rules. Suddenly, Veritus, now with a golden and blood-stained armor, appears saying that he didn't break the rules. He also mentions that now he understand he's not the same person. He takes off his helmet, revealing the face of a thin man, with brown hair and beard, and yellowish eyes. To Celestine, that face was pretty similar to something she already knew it: a wretched semblance.[15]

And now, he has the memories of the future; he managed to conclude the Deconjuration Order, managed to create his own Mark, and now that he's on the past, Kian could realize the Calamity way before, because now he was free. Joui takes control of Celestine's body, finally meeting Kian, that understands that he needs to take back this name to make sure his plan will succeed. Amphitruo, seeing that situation, changes plans and offers an agreement, holding the Despair Mask on its hands. It proposes to Celestine for her to wear the Despair Mask and, in exchange, the object should allow it, and only it, to control all the event that was happening at that moment; and only it would decide when that moment would happen in time.[16]Joui's will doesn't make Celestine hesitate to pick up the mask, while Kian rushes with a sword in her direction. She puts the mask, becoming the Magistrate, ready to impose the rules and make Kian play the right way.[17]

The vision ends, with the current Magistrate saying that Kian disturbed the balance again and that Arnaldo has the right to one question.[18] After being questioned of how to stop Kian, she explains that Kian can only be destroyed by a relic. She also says that Arnaldo didn't have to look for it anymore, because one of it already chose him and it was waiting for him. Suddenly, he feels his golden watch vibrating, as if it was almost ready to transform. When he opens, a dazzling light blinds him and he realizes the watch wasn't only vibrating; it was shining, transforming.[19]

And back to the present time, the five agents notice the door opening. A pink smoke is seen leaving the room, and after being dissipated, they manage to see two things: a man, sitting on a throne, with several cables interconnected between his body, wearing formal clothes, a golden watch on his left hand, and a gas mask with a shining symbol on his face. Right next to him, as if it was clinging to the throne, a reddish creature with horns, that was waiting since the day it offered a second pact to the agents.[20]

The Devil, with its associate, The Host. Or better saying: Arnaldo Fritz.

Documents and evidences[]

Main page: Documents
Evidence Description
Game rules of "The Devil's Coffins".[21]

THE DEVIL’S COFFINS
At the beginning of the first round, a player will be designated the "Devil". After that, players have exactly 3 minutes to talk to each other.
When that time is up, each Player must enter a Coffin and close the door. Then, the Devil will choose 6 Coffins that will be flooded with Blood.
Players inside Coffins flooded with Blood will lose 1 Existence point.
At the end of the round, the Devil must assign another player to be the new Devil, starting a new round. The Devil cannot assign the player who was the Devil in the previous round to be the new Devil.
With each round, the number of flooded coffins increases by 1.
Additional Rules
> Each player has the right to use one Attack and one Reaction per round
-- Reactions are: Dodge, Block or Counter-Attack
-- Counterattacks are not considered attacks.
Of the five players who have entered, only two can leave.

Page about the Relic of Blood wielder. Found in the Ordo Calamitas Ruins' library.[22]

The Relic of Blood wielder is the Devil.
The wielder of the Relic of Blood can control the physical manifestation of creatures from the Other Side regardless of their element. In other words, they can summon any creature that has ever existed whenever and however they want.
The Relic of Blood can choose to force itself upon its next wielder if it decides they are "worthy" of being its "heir".
When free from a Wielder, the Relic of Blood takes on a solid physical form that transforms its surroundings into a realm of carnage, monstrosities, and obsession. This form is known as the "Throne".
The wielder of the Relic of Blood can offer or accept a "Pact" - an agreement capable of creating a bond of obsessive dependency, resulting in a mutual exchange between the Devil and the dealer.
Only the Relic of Death surpasses the Relic of Blood.

Game rules of "The Masquerade Ball".[23]

THE MASQUERADE BALL
Each round, 6 masks are assigned. One of them is the Magistrate, three are the Sect of the Masks and two are false.
A paranormal event that disturbed the Balance happened. The Masks need to discuss which event it was.
But something happened: A man infiltrated the Sect of the Masks, and brought someone else with him. There are two fake masks that shouldn’t be in the Sect of the Masks, and these two infiltrators have no idea what this paranormal event was.
The Magistrate felt only part of the event, and needs to figure out what Masks are infiltrated to remove them from the Sect.
* At the beginning of each round, each player picks up a card and discovers their role in the game.
* The Magistrate must openly reveal who it is.
* After that, everyone closes their eyes.
* So only infiltrators open their eyes to see themselves.
* Everyone closes their eyes again and opens for the game to begin, with a timer of 4 minutes.
* The Magistrate needs to find out who the two infiltrators are.
** The Magistrate must appoint the two Infiltrators after the 4-minute timer is over.
** The Magistrate loses 1 Existence to each infiltrator it misses.
*** However, if it gets both, it gains +1 Existence.
* Infiltrators need to lie and ask questions to try to find out what the event was.
** If an Infiltrator is discovered, it loses 2 Existence.
** If it correctly discovers the event before time expires, it gains +1 Existence.
* The Masks must help the Magistrate discover the Infiltrators.
** A Mask loses 2 Existence if appointed by the Magistrate.
Additional Rules
> Let’s be civilized. Physical violence is forbidden. No Player can physically attack the other.
Of the 6 players who have entered, only 4 can leave.

Cards used in the game "The Masquerade Ball".[24]

YOU ARE A MASK
AND THE BALANCE WAS DISTURBED BY
- Card 1 -
- The Devil - That killed everyone - 5
12345 - The Host - HA4HA4HA4HA4HA4H - 3
The Magistrate - That wasn't a Marked - 1
A Stupid One (of Death) - That was Destroyed - 2
- __________ - That came back home - 4
----------------------------------------
- Card 2 -
2 - A Dagger - That kills Instantly - 2
5 - A Gun - That is Pretty Beautiful - 5
1 - A Precious Stone - That was Cloned - 1
4 - A Gauntlet - That is Invisible - 4
3 - A Mask - Immune to all Elements - 3
----------------------------------------
- Card 3 -
3 - An Energy Occultist - In a Party - 3
5 - A Blood Crack - In the middle of the Colosseum - 5
4 - A Knowledge Object - In the middle of the Forest - 4
1 - A Death Creature - In the Order's Base - 1
2 - A Fear Ritual - In a War - 2

Page about the Relic of Knowledge wielder. Found in the Ordo Calamitas Ruins' library.[25]

The Relic of Knowledge is the Despair Mask. The wielder of the Relic of Knowledge is the Magistrate.
The wielder of the Relic of Knowledge is responsible for maintaining the Balance. The Balance is upheld by seeking out those who become too powerful and consuming them for the Sect of the Masks.
The Sect of the Masks is a conglomerate of the minds of all its members transformed into a singular mind, constantly debating amongst themselves what the Balance is.
The wielder of the Relic of Knowledge, seeking the Balance, always offers an agreement to those who disturb the Balance.
The wielder of the Relic of Knowledge knows everything and remembers everything but cannot act or interfere until the Balance is considered disturbed.
The wielder of the Relic of Knowledge has the power to conceal or erase memories in Reality.
Only the Relic of Blood surpasses the Relic of Knowledge.

Game rules of "Death Rooms".[26]

DEATH ROOMS
Two rooms, three shelves.
Each round lasts 3 minutes for players to talk to each other.
At the beginning of each round, the Spiral Skull will spontaneously appear on one of the three Shelves.
The first Player to acquire the Skull in the round can choose another player to consume its "potential energy" - stopping that Player in time for a round.
A stopped Player is named "Source". The Source cannot act or interact with others, nor can it be moved or attacked.
If the Source is locked in the Protected Room, it loses 1 Existence point and the Skull holder recovers 1 Existence point.
At the end of the round, each player must decide in which position it'll stay to compete for the Skull.
* If you stand next to a shelf, you will compete against those on the same shelf.
* If you stay in the middle of the room, you’ll compete for the bookshelves in your room that don't have other players.
At the end of the round, the Skull will be disintegrated to resurface on one of the Shelves, and the Source returns to normal.
DARK ROOM
> Everyone in the Dark Room at the end of the round loses 1 Existence point.
PROTECTED ROOM
> If all players are in the Protected Room at the end of a round, they all lose 2 Existence points.
Additional Rules
> Each player has the right to use one Attack and one Reaction per round
-- Reactions are: Dodge, Block or Counter-Attack
-- Counterattacks are not considered attacks.
Of all who have entered, only 2 can leave.

Page about the Relic of Death wielder. Found in the Ordo Calamitas Ruins' library.[27]

The wielder of the Relic of Death is unknown.
The Relic of Death manifests in cycles. It is destined to destroy and be reborn.
It is physically impossible to contain the Relic of Death in one place as it moves through Time and not space. Therefore, the Relic of Death can exist in multiple places simultaneously.
When free from a Wielder, the Relic of Death manifests in an unknown manner, but in its surroundings, an anachronistic civilization is always formed, declared with the same name, translated into numerous different forms: "Eternal Beginning", "Holy Cradle", "Sacred Start", "Divine Origin".
The civilizations form around Spiral Symbols. The symbols appear to vary from one to another, as if no Holy Cradle has yet achieved the "correct" version of the symbol.
Only the Relic of Energy surpasses the Relic of Death.

Page about the Relic of Energy wielder. Found in the Ordo Calamitas Ruins' library.[28]

The wielder of the Relic of Energy is The Host.
The Relic of Energy always transforms upon finding a new Wielder. It never has the same physical form.
The wielder of the Relic of Energy only cares about having fun with chaos, distorting the rules of Reality in their own games.
The motivations and purposes of the wielder of the Relic of Energy always seem irregular and contradictory, as if their desires and objectives transform with each new Wielder.
When free from a Wielder, the Relic of Energy takes on an ethereal non-solid form, like an infinite ray or flame, always in constant motion and transformation.
The Wielders of the Relic of Energy always seem to stumble upon it by pure chance or luck, in extremely opportune moments.
Only the Relic of Knowledge surpasses the Relic of Energy.


Episode cast[]

Trivia[]

  • The name of the Host's second game, The Masquerade Ball, is a reference to a music with the same name, made by Matheus VPS during the final stretch of the campaign Deconjuration.

Gallery[]

References[]

  1. Calamity - Episode 6 (watch on YouTube at 05h06m20s)
  2. Calamity - Episode 6 (watch on YouTube at 00h50m44s)
  3. Calamity - Episode 6 (watch on YouTube at 01h11m39s)
  4. Calamity - Episode 6 (watch on YouTube at 01h26m33s)
  5. Calamity - Episode 6 (watch on YouTube at 01h30m32s)
  6. Calamity - Episode 6 (watch on YouTube at 02h18m49s)
  7. Calamity - Episode 6 (watch on YouTube at 03h42m47s)
  8. Calamity - Episode 6 (watch on YouTube at 04h08m52s)
  9. Calamity - Episode 6 (watch on YouTube at 04h12m25s)
  10. Calamity - Episode 6 (watch on YouTube at 04h15m19s)
  11. Calamity - Episode 6 (watch on YouTube at 04h36m30s)
  12. Calamity - Episode 6 (watch on YouTube at 04h41m43s)
  13. Calamity - Episode 6 (watch on YouTube at 04h52m24s)
  14. Calamity - Episode 6 (watch on YouTube at 04h56m52s)
  15. Calamity - Episode 6 (watch on YouTube at 04h59m40s)
  16. Calamity - Episode 6 (watch on YouTube at 05h01m17s)
  17. Calamity - Episode 6 (watch on YouTube at 05h02m51s)
  18. Calamity - Episode 6 (watch on YouTube at 05h04m32s)
  19. Calamity - Episode 6 (watch on YouTube at 05h05m40s)
  20. Calamity - Episode 6 (watch on YouTube at 05h06m20s)
  21. Calamity - Episode 6 (watch on YouTube at 08m03s)
  22. Calamity - Episode 6 (watch on YouTube at 1h04m44s)
  23. Calamity - Episode 6 (watch on YouTube at 1h30m45s)
  24. Calamity - Episode 6 (watch on YouTube at 1h52m10s)
  25. Calamity - Episode 6 (watch on YouTube at 2h28m56s)
  26. Calamity - Episode 6 (watch on YouTube at 2h41m37s)
  27. Calamity - Episode 6 (watch on YouTube at 4h12m46s)
  28. Calamity - Episode 6 (watch on YouTube at 4h14m14s)
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