Final Fantasy XI: Game Script Written by CRtwenty This guide is written in honor of Emrys, former LS leader on Cerberus. I wish you well in all your future adventures. ----------------------------- Table of Contents: I. Update History II. Disclaimer III: Table of Contents IV. Game Script V: Credits ----------------------------- I. Update History Friday January 21, 2005 Added the script to the opening FMV Monday January 17, 2005 Added magicite script... how fun Sunday January 16, 2005 Added the prologue and races guide. Saturday December 5, 2004 More work on the table of contents. Sunday November 28, 2004 More Promathia... oh joy, oh rapture Friday November 12, 2004 Finished Zilart! Woot! Woot! Tuesday November 9, 2004 Added more Promathia... Thursday November 4, 2004 Table of Contents Woot! And some Promathia Missions. Sunday October 31, 2004 Added Zilart Missions... lots of Zilart Missions. Friday October 29, 2004 Started work on a table of contents Thursday October 28, 2004 More Promathia Wednesday October 27, 2004 Added some scenes from the Shadow Lord fight, and Bastok Missions Tuesday October 26, 2004 Added some scenes to the script... You have to love the Chebukki Brothers Sunday October 24, 2004 Reformatted the document to fit with GameFAQs format settings. Friday, October 22, 2004 Did some formatting to make the script more readable. Added the Credits section. Thursday, October 21, 2004: Finished Chapters 1 and 2 of Chains of Promathia, started Chapter 3. Sunday, January 16, 2005 Added some more stuff to the Bastok section, and the history of Vana'diel. ----------------------------- II. Disclaimer While the script itself was not written by me, that claim belongs to Square-Enix. I put a lot of hard work into transcribing it into this format. So please, don't steal it, and don't E-mail me asking to use it. Any site that I wish to post it on, I will do myself. So any e-mails asking to use it will be ignored. Please E-mail me with any suggestions or mistakes in the script. FFXI belongs to Square-Enix, all rights reserved. ----------------------------- III. Table of Contents Prologue (I-1) The Birth of the Three Nations (I-2) The Crystal War (I-3) The Races of Vana'diel (I-4) The Fall of Tavnazia (FMV) (FMV-1) Country Missions: Bastok Magicite (BM4-1) The Shadow Lord Battle (BM5-2) Zilart Missions: (ZM0) The New Frontier (ZM1) Welcome t'Norg (ZM2) Kazham's Chieftainess (ZM3) The Temple of Uggalepih (ZM4) Headstone Pilgrimage (ZM5) Through the Quicksand Caves (ZM6) The Chamber of Oracles (ZM7) Return to Delkfutt's Tower (ZM8) Ro'Maeve (ZM9) The Temple of Desolation (ZM10) The Hall of the Gods (ZM11) The Mithra and the Crystal (ZM12) The Gate of the Gods (ZM13) Ark Angels (ZM14) The Sealed Shrine (ZM15) The Celestial Nexus (ZM16) Awakening (ZM17) Promathia Missions: (PM0) Ancient Flames Beckon: (PMCH1) The Rites of Life (PM1-1) Under the Arks (PM1-2) The Mothercrystal (PM1-3) The Isle of Forgotten Saints (PMCH2) An Invitation West (PM2-1) The Lost City (PM2-2) Distant Beliefs (PM2-3) An Eternal Melody (PM2-4) Ancient Vows (PM2-5) A Transient Dream (PMCH3) The Call of the Wyrmking (PM3-1) A vessel without a Captain (PM3-2) The Road Forks (PM3-3) Emerald Waters (PM3-3A1) Vicissitudes (PM3-3A2) Descendants of a Line Lost (PM3-3A3) Louverance (PM3-3A4) Memories of a Maiden (PM3-3B1) Comedy of Errors (PM3-3B2) Comedy of Errors pt 2 (PM3-3B3) Exit Stage Left (PM3-3B4) Tending Aged Wounds (PM3-4) Darkness Named (PM3-5) The Cradles of Children Lost (PMCH4) Sheltering Doubt (PM4-1) The Savage (PM4-2) Lyrics (L-0) Memoria de la^Stona (L-1) ----------------------------- IV. Game Script |--------------------------------------------------------------------| |NOTE: Many scenes in FFXI can be slightly different dependings on | |your Home nation, and what other quests/missions you have completed.| |This guide may not reflect what your personal character has seen. | |So please be aware thatsome lines of text may be different then what| |you may have seen. Also, if you find any errors, typos, or have | |suggestions. E-mail me at whitedragon_my@yahoo.com | |--------------------------------------------------------------------| Prologue (I-1) The world of Vana’diel is a crossroads of magic, swords, and technology. It is also a battlefield where those who believe in light face monsters that thrive in darkness. The struggle centers on the control of crystals: sacred stones that are the fundamental source of all creation. The monsters showed no mercy as they laid waste to beautiful towns, ravaged the land, and polluted the streams and rivers of Vana’diel. But the people united to seize victory from the jaws of the beastmen, earning themselves temporary respite from a life-and-death struggle. Twenty years have passed since the people’s great victory. But now, even as the memories of battle have begun to fade, a new evil grows inside Vana’diel... And it hungers for the power of the crystals. The Birth of the Three Nations (I-2) Ancient Memories: Long, long ago, an ancient race, descended from the gods, flourished in Vana'diel. They traveled through the sky, extracted gold from stones, and gave birth to grasslands across the world. But one day, they decided to build a pathway to the divine entrance of paradise. Enraged by such a brazen display of insolence, the holy gatekeeper destroyed their path and cast their homes to the bottom of the sea. Shortly thereafter, the goddess Altana awakened and saw the ruin that had had once been Vana'diel. Saddened, She wept five divine tears. When the five tears fell upon the earth, they gave life to the five races of Vana’diel. But the god Promathia saw this from His place in the shadows. Promathia saw fit to condemn Her work, cursing the people with eternal conflict amongst themselves. He created terrible beasts and spread them across the world, commanding them to fight the people of Vana'diel and occupy their minds. Never again would they think to open the door to the gods. The Age of Beasts: The beastmen thrived in the ensuing era of darkness. But the demihuman Galka and Mithra, blessed with bodies powerful enough to resist the advances of the beastmen, grew in number as well. They fought tooth and nail to cast the hordes from their homelands in an age of unending battle and chaos. The Tarutaru race grew weary of the never-ending conflict, and wandered the world in search of peace. After discovering an uncharted continent, they named the land Windurst and settled down to build a brighter future for their kin. Several decades after the Tarutaru’s long journey had come to an end, a young Tarutaru girl lost her way in one of the mysterious towers scattered across the outskirts of Windurst. It was there that the secrets of magic were revealed to her, and this knowledge would spread to her entire race. The Tarutaru worked as one to harness and understand the mysterious power that had been given to them. So began the Great Age of Magic. The Age of Magic: Empowered by their expanding magical abilities, the Tarutaru united themselves as the Federation of Windurst, and worked to drive the hordes of Yagudo beastmen from their lands. The Tarutaru prospered, unified by their knowledge of magic and the solidarity of a new federation. It was a glorious age for their people. But revealed secrets cannot be suppressed, and the knowledge of magic slowly spread to all the people of Vana'diel. Within a short time, other races – and even beastmen – began to employ magic techniques for themselves. Filled with regret, the Tarutaru entered an era of isolation. They closed their borders to all but their longtime friends, the Mithra. And so, a once-proud civilization became more and more out of touch with the rest of the world. The Age of Power: The use of magic brought both happiness and conflict to the other races of Vana’diel. Perhaps the most satisfied were the proud Elvaan, who made their home in the Kingdom of San d'Oria in the northern reaches of the old continent. With the Tarutaru monopoly on magic broken, the Elvaan were able to create powerful orders of knights who feared no adversary. Beastmen strongholds and Tarutaru villages alike fell before the power of the knights of San d'Oria. Within a short time, nearly the entire Quon continent had come under San d’Orian control. But pride comes before the fall. The nation of Bastok, founded by the Hume and Galka races, lay on the outhern edge of the Quon continent. Fortified by the growing economic and intelligence-gathering abilities of the Hume race, Bastokan forces crushed the elite San d'Orian knights at the Second Battle of Konschtat Cutting-edge firearms technology turned the tide of battle and cemented victory for the people of Bastok. This humiliating defeat sent the Kingdom of San d'Oria into an age of internal turmoil and civil war. Piece by piece, territories that the Elvaan had conquered slipped from their grasps. The Age of Technology: The fall of the Kingdom of San d'Oria ushered in an era of prosperity for the Republic of Bastok. Hume tradesmen spread across Vana'diel in an unprecedented era of economic development. Bastok’s fortunes grew as Humes sold products forged from the precious metals and rare ores extracted from their mines. The trend only accelerated with the appearance of the engineering genius named Cid. Ever practical, the Humes set about creating another nation-state: the Grand Duchy of Jeuno. Jeuno had long been a tiny fishing town on an isolated island between the two continents. The construction of great bridges transformed the sleepy village into a teeming metropolis of trade and industry. The Crystal War (I-3) The End of the Age of People The one known only as the Shadowlord appeared without warning, and his name remains synonymous with terror to this day. Consumed by hatred of all living things, he enslaved the beastmen and employed them in simultaneous attacks against the nations of Vana'diel. So began the Crystal War. After years of peace and prosperity, the nations fell one after another, unable to halt the relentless onslaught. The nightmare spread across the lands of Vana'diel like hellfire. In response to the seemingly unstoppable beastmen assault, Grand Duke Kam'lanaut of Jeuno convinced the people of San d'Oria, Windurst, and Bastok to unite as the Allied Forces of Altana – and defeat the beastmen once and for all. A stalemate ensued for some time. Finally, at the legendary Battle of Jeuno, the Allied Forces of Altana were able to gain the upper hand. They claimed total victory over the beastmen at the merciless Battle of Xarcabard. Finally, the heroes of the five races cornered the Shadowlord in his stronghold of Castle Zvahl, where Volker, champion of Bastok, delivered the final coup de grace. Thus the Crystal War drew to an end, with victory marred by the uncountable corpses scattered throughout the devastated lands and cities of Vana'diel. The Dawn of the Age of Adventurers: Although the war had ended, the long-suffering nations of Vana'diel pledged to maintain their alliance. Each nation built a consulate in their sister countries. The Duchy of Jeuno unveiled enormous airships based on ancient technology, bringing the nations of Vana'diel closer together, and promising a new era of peace and prosperity. Or so the nations of the world had hoped. In reality, the beastmen had regrouped and continued to construct strongholds throughout the world. Although they lacked the organization of previous eras, they launched a new campaign of looting, plundering, and terror against the people of Vana'diel. Still, the three great nations continued to mistrust one another. Rather than dispatching their own forces to deal with the beastmen threat, they began to employ a new generation of independent youth to deal with the situation on an individual level. These stalwart people are called adventurers. They are intrepid souls who follow their own beliefs, moving freely from city to city in spite of their own national allegiances. Truly, it is the dawn of a new era in Vana'diel history. The Races of Vana'diel (I-4) Hume: Making their home in Bastok, Humes have spread to the farthest reaches of Vana'diel. Humes are characterized by equally-balanced abilities, and are intelligent and highly skilled. This combination of traits has played no small role in Bastok’s growth into a prosperous nation of technology and industry. Elvaan: A race of proud warriors, The Elvaan are the founders of two legendary orders of knights in the nation of San d'Oria. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters. Tarutaru: The Tarutaru are a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them. Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well. Mithra: The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity. Galka: The Galka are a hulking race of powerful warriors. The Galka's capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race. The Fall of Tavnazia (FMV-1) A brilliant gemstone floats in midair, light pouring from it. Narrator: It all began with a stone or so the legend says in ages past, this sentient jewel banished the darkness its many colored light filled the world with life and brought forth mighty gods. Bathed in that light the world entered an age of bliss until after a time the gods fell into slumber that world was called Vana'diel The Marquisate of Tavnazia appears, a small boy looks through his fingers at the city. He turns towards his sister, who is standing beside him Male Voice: Company, Forward! The children turn to look at a group of soldiers marching past. They are a mixed group, composed of all five of the races of Vana'diel. The children march next to them, into the city. Narrator: In the 863 year of the Crystal Era, Vana'diel was in the midst of a great war. Faced with invasion by the Shadow Lord and his hordes of Beastmen, the leaders of the enlightend peoples united their forces in desperate alliance, they were the Kingdom of San d'oria the Republic of Bastok, the Federation of Windurst, and the Grand Duchy of Jeuno. Together they struggled for survival in battle after battle, as chaos engulfed the land. The night is silent, suddenly a ball of flame appears in the sky, it slowly falls towards the gates of the city, blowing them apart. Male Voice: What's going on? Male Voice: What was that? Male Voice: What the? Male Voice: Huh!? From outside the broken gates, a hail of arrows comes. Slamming into the troops in the city. Orcs come rushing towards the soldiers, weapons at the ready. Male Voice: We're under attack! Female Voice: We're under attack!!! Male Voice: Defend the gates! Drawing their own weapons the soldiers rush at the orcs. Engaging them in fierce hand to hand combat. Archers rush to the walls of the city, shooting arrow after arrow at the Beastman horde outside. Male Voice: Fire at will! The army outside is enormous, giant warmachines advance towards the city. A cannon from inside one of them fires, destroying a building inside the city. Terrified townspeople flee for their lives. Male Voice: This way! Female Voice: Hurry! The little boy and his sister run through the city with a group of people they are pushed through an alleyway and down a flight of stairs. Meanwhile up on the walls a group of Tarutaru mages cast a combined spell on the Beastmen Army. Giant chunks of ice fall onto the orcs. However, large shadows in the distance emerge from the back ranks of the army. The Tarutaru scream in fear as Behemoths rush towards the city gates. In the city the children rush through an underground tunnel. Without warning orcs come rushing in from the tunnel ahead, slaughtering the people in front of them mercilessly. They turn to run, but the way behind is crowded with orcs too. They duck down and crawl beneath a nearby hole in the wall. On the walls, the Behemoths rear up on their hind legs, and crash forward, destroying the walls. They start stomping through the city. Under the city, the children find themselves at a dead end. A small hole in the rock wall ahead shows the sky. Their only hope of escape. Roars from behind announce the approach of Orcs. The girl kneels down, and faces the boy. Girl: Aldo, Aldo listen, you've got to climb. The helps boost her brother up, he pushes himself through the hole, and out of the cave. He looks around, the area ahead is clear, no sign of Beastmen. Aldo: Uh, Sis? Girl: Can you lower yourself down? Aldo: I think so... He disappears from the girls view, she gets ready to climb up herself when an orcish axe flies from behind her, embedding itself in the rock wall next to her. She ducks down and looks down the tunnel, several Orcs are running towards her. Outside, Aldo shouts to her. Aldo: Sis? Are you alright? Inside, she backs up against the wall, the Orcs are drawing nearer. Aldo: Emilen? Emilen: Aldo just run! Aldo: No! Emilen! She frantically jumps for the hole as the Orcs reach to grab her. Outside Aldo waits nervously. Aldo: Emilen? Suddenly he sees Orcish hands reach through the hole in the rock, trying to grab him. He steps back in shock, stumbling backwards he turns, and runs away, crying. Orcs march through the burning city, while Aldo slowly walks away from it, as the sun begins to rise. ~20 Years Later~ The city is now overgrown, Aldo, now a grown man overlooks the city. He sizes it in his hand, as before. While a large group of adventurers gather behind him. Bastok Missions: Magicite (BM4-1) ~Ru'Lude Gardens~ Lindain enters the Consulate of Bastok in Ru'lude Gardens. The Secretary Goggehn tells him that his presence has been requested by the Consulate for a special Mission. He enters Altair's office. Altair: Thanks for volunteering, Lindain. According to a message we received from the Court of Jeuno, they want someone for a special mission. At Delkfutt's Tower, you demonstrated bravery above and beyond the call of duty. That's why I want you to spearhead this mission. Goggehn: This kind of thing is a great honor, Lindain. I'm sure you'll gain the archduke's trust. Lindain: I'll proceed to the archduke's palace right away. Altair: That's the spirit! Goggehn: Here's an archducal audience permit. Altair: Our reputation with Jeuno depends on you. Don't let us down. Lindain proceeds to the Ducal Palace, to meet with the Archduke. Seeing his permit, the guards to the throne room let him enter. Noiselessly the doors open, and Lindain walks slowly towards the throne. Archduke Kam'lanut lounges in his chair, surrounded by his aides. He regards Lindain with interest. Kam'lanaut: So, you're the new attache. I am Kam'lanaut, Archduke of Jeuno. I'd like your nation's help with a certain matter. A voice form behind the throne interrupts, and a small child comes walking out. He is dressed in the outfit of the archduke's aides, and wears an eyepatch. Eald'narche: Oh, a visitor? Hello there. My name's Eald'narche. Pleased to meet ya. Kam'lanaut: This is my brother. Don't let him bother you. Now, let us get down to business. I summoned you here for a certain mission. Have you heard word of the Shadow Lord? Eald'narche: My sources tell me that beastmen in Davoi, Beadeaux, and Castle Oztroja are conspiring to return him to Vana'diel. Kam'lanut: They seek to do so by harnessing the power of mysterious stones called magicite. To stop their nefarious plan, I want you to go to those three places and seize that magicite. Of course, I intend to reward you for a take of this magnitude. I will issue an airship pass upon receipt of the three magicite. with it you can swiftly travel home, or to any civilized land, for that matter. Eald'narche: So they're after magicite, are they? I wonder what this means... Take extra special care. The thought of the world under the control of the beastmen makes me shudder. I bet the beastmen have traps waiting. First you've got to find out as much as you can. Kam'lanaut: Eald'narche speaks the truth. Start by finding out what you can in town. I'm counting on you. Lindain prepares to leave, one of the aides detains him. Mawl'gofaur: A moment, please. By the order of His Grace, we have decided to seek the assistance of the Tenshodo, the organization run by that Aldo fellow. This secret dispatch outlines our wishes. Would you be so kind as to deliver it to him? He is a man of many talents. It would be wise to seek his acquaintance. Good luck! Lindain leaves the Ducal Palace, and goes to seek out Aldo. ~Lower Jeuno~ Lindain enters the Tenshodo shop, and goes to speak with Aldo. Aldo: So you're the new diplomatic attache. What, you've got a secret message from the archduke? Well, let me see it. I see. Thanks for getting this to me. It says I'm supposed to tell you about magicite. Magicite is found deep inside Castle Oztroja, Davoi, and Beadeaux. But those places are thick with beastmen, and those beastmen are quite cunning. You'll need this to get inside Bedeaux. He hands Lindain a Silver Bell. Suddenly the door opens, a woman comes walking in. Verena: Aldo... Aldo: What is it, Verena? Can't you see I have a guest? Verena: I know. That's what it's about. I heard that the archduke has made a statement... Aldo: He's ordered all beastmen out of Jeuno. He must not think it's safe to have them around anymore. Verena: What? I think those creeps in the palace are a lot worse than any beastmen we have here! It's like they're wearing masks... you can't tell what they're thinking. And their eyes are like cold stones. You're not gonna follow that order, are you? Aldo: Well, I know how you feel, but with beastmen on the rampage out there, you can't blame people for feeling jittery about the ones in here. You've heard all about this, haven't you? Verena: Yeah, I've heard. But the beastmen in town haven't ever hurt anybody! Aldo: I know that, Verena... But I don't think the average Jeunoan would agree. Verena: No... Aldo: Maybe it's the wise thing to do. You know, taking action before things get out of hand. Well, I'll see if I can think up a better alternative. Don't worry. I'd be the the last guy to chase them out of town. Verena: Okay. You promised, remember! The door opens, and a Goblin enters. Fickblix: Verena... Aldo: Oh! Verena: Fickie! Fickie... Are you all right? Fickblix: That's a weird thing to ask. I'm always all right. How about you? You look pale! Verena: Oh, um... No. No, I'm fine. Fickblix: Oh, all right. Well let's get going! Verena: Um, okay. Fickblix and Verena leave together. Aldo, motions for Lindain to leave as well. ~Upper Jeuno~ Lindain, searching for information on the Beastmen hideouts, comes across a small taru and galka, working in a small flowerbed. Paya-Sabya: I'm helping Verena and Fickie grow flowers. We water them every-wevery day. I sure hope they bloom soon! Fickblix and Verena come up to examine the flower bed. Paya-Sabya: Hi Fickie! Hi, Verena! Fickblix: So, still no sprout, huh? Paya-Sabya: I know, it's such a bummer-wummer. I water them every-wevery day, though! Geebeh: Water 'em all you want. No way Fickie's seeds'll ever sprout here in Jeuno. Ever! Verena: Look, why don't you just hush! You never know till you try. Geebeh: Oh! You're always on Fickie's side, aren't ya? Fickblix: I think they'll sprout. Verena: Huh? Fickblix: Everyone talks to me now that I've planted them. That makes me so happy. So, even if the flowers never bloom, it was still good. Verena: Fickie... Geebeh: Whatever! Fickblix: I have to get back to Muck's. I'll see you guys tomorrow. Verena: Take care, Fickblix. I'm going home, too. Paya-Sabya: I hope they sprouty-wout tomorrow! Bye! Fickblix: Thanks for everything. And thanks for bringing the fertilizer, Geebeh. Geebeh: Whatever! I'm not doing it for you. ~Lower Jeuno~ Seeking information on Castle Oztroja, Lindain visists Muckvix's junk shop. Muckvix: Castle Oztroja? What you gonna go there for? Well, you can go get killed for all I care. Ain't got nothin' to do with me! But, hey, you gotta have a Yagudo torch to get in there. And not just any old torch... You need a special one from a tree on the Sauromugue Champaign! And whaddya know... We're all outta the stuff! Maybe Fickie's got some extra. He stops by Oztroja once in a while. He's out on the streets again, ain't he? I can never figger out why he's gotta be so buddy-buddy with all them people! The door opens and Fickblix comes walking in. Fickblix: Muck, I'm home! Muckvix: Well, speak of the devil! Hey, you got a Yagudo torch on ya? Fickblix: Yea, I've got one. Muckvix: Well, cough it up for this tough guy right here. Fickblix: No problem. I was just going to head out to Castle Oztroja right now. Muckvix: Hey, whaddaya tryin' to say? I never asked you to head out there. Fickblix: I was just playing with Verena, but she's feeling down. And I know why. The beasties outside town are getting restless. That makes Verena worried. So I'm going to Oztroja and ask them to settle down. I think the beasties outside can get along with people, like I could with Verena. I really believe so. Muckvix: Yeah, maybe you got a point there. Fickblix: Well, I'm off. Muckvix: Hey, Fickie... Fickblix: Yeah, Muck? Muckvix: You be careful out there. Fickblix: I'll be okay. They'll listen to me. Fickblix leaves the room, after handing the torch over to Lindain. Muckvix turns to Lindain. Muckvix: Yeah, my generation can't forget the war, so it's real hard to relate. But you kids don't remember none of that. So I think you can bridge the gap. Yeah, for all of us! The door opens again, Verena enters. Verena: Fickie? Is Fickie here? Muckvix: Hey, you just missed him. Said somethin' about goin' to Castle Oztroja. You didn't see him on your way in here? Verena: No, it's just... Some adventurers said they were going out to hunt beastmen, so I got so worried... I always told him to stay here in town. I told him if people found him in a dungeon somewhere, they might mistake him for a bad beastman, and then they'd... Muckvix: Ain't nothin' you can do. That kid's a beastie, and even the people in this town give us the cold shoulder. Well, he don't belong out there none neither... But I still think he's safer out there than in here. Verena: I'm so worried about him. Verena leaves Muckvix: That girl understands things that only us beasties do. Maybe Fickie and her can break down the walls that keep us apart. I just hope they watch out for those guys cravin' that mysterious power. Oops... Hey, forget about it. |--------------------------------------------------------------------| |Author's Note: | |The following contains the description of the scenes you see when | |you get the magicite pieces. You are able to do them in any order. | |depending on which one you do last, you will get a slightly | |different scene there, then with the others. However, this little | |extra scene is basically the same, no matter the location. So I | |have decided to only show the scene in the Castle Ozotroja script. | |--------------------------------------------------------------------| ~Davoi~ Lindain enters the Orcish stronghold of Davoi. Using the item he acquired in Jeuno he is able to pierce the magical barrier set up by the Beastmen. And enter the magicite chamber. To his surprise he sees part of what appears to be a crag, it has been broken open. And small bits of glowing material lie on the ground. On a large altar is a large, pure chunk of the material, which Lindain guesses to be Magicite. He reaches out to grab it, when suddenly he has a vision. The Papasque stands in front of the throne of King Destin, of the Kingdom of San d'Oria. He turns at the arrival of a Royal Knight. Who kneels in front of the throne. Francmage: You called for me, Your Majesty? Destin: Francmage? I was not expecting you so soon. Monarlais... tell him. Periduque: Yes, sire. Francmage, I've summoned you here today to talk about one thing--the Northlands investigation. Francmage: Oh, yes, that. Those Bastoker Humes are causing no end of trouble --saying they want to investigate here, there, and the other place... Muchavatte: It is ture! The Humes are fools, and no better. Can they truly believe that some ancient power lies hidden in that forsaken wasteland? Hah! Do they hope to find the gates to eternal Paradise there, in that lair of fiends most uncouth? Presposterous! Periduque: We must take control of this situation immediately. Still, we cannot let them walk about the Northlands freely. Who knows what they're plotting under the guise of this "investigation." Francmage, listen. Go with the investigation party, and keep a close eye on what our foreign "friends" do. They are up to something, it is certain. I am sure nothing will come of this, but in case they do find something in that wasteland, do not let them take it. Understood? Francmage: As you command, my lord. I would give the very blood that runs in my veins if it were to further the cause of our kingdom. You can rely on me. Muchavatte: These foreigners are wily and faithless. Never let down your guard, and may the Goddess of the Dawn protect you in Her mercy. The Papasque turns towards King Destin. Muchavatte: The king has taken a beautiful queen, and I think a splendid addition to the royal family is not far off. An heir, perhaps... We people of San d'Oria, too, must ever look to the future. The Elvaan must never fall behind foreigners, in power or faith. Francmage: I understand, Your Grace. Destin: Very good. Do well, Francmage. Francmage: Yes, sire! My life for the kingdom! The scene shifts to the icy wastelands of Xarcarbard. Francmage walks up to the Windurstian members of the expedition. Francmage: As I thought, there is nothing here... Only barren wastelands as far as the eye can see. Iru-Kuiru: But there is something wrong about this place, I can feel it. I don't think-wink we should leave Xarcarbard yet. Rabntah: I agree. My nose has never failed me, but I don't smell anything that's not normal. Something really terrrible must've happened here a long time ago. Francmage: Ridiculous. We cannot base our decisions on your feelings alone. You can stay and look for whatever "terrible thing" is supposed to be here, but I-- Ulrich, one of the Bastokan members of the expedition comes running up to the party. Ulrich: Help! Come quick! Raogrimm and Cornelia, they-- Francmage: Ulrich? What happened!? Ulrich: We were attacked by fiends, and Raogrimm and Cornelia fell down a crevice... Iru-Kuiru: Oh, no! Oh, no! Rabntah: Grr! Where!? Ulrich: This way! Ulrich runs off, followed by the members of the Expedition, they soon arrive on the edge of a great cliff. Iru-Kuiru: Raogrimm and Cornelia... where could they have gone? Rabntah: We have to assume the worrrst. If I can't find them, no one can. Francmage: Why must Humes and Galka be so irresponsible!? It is their fault for wandering off without telling us! There are too few of us left to continue. I was se go back. Besides, we would find nothing even if we stayed. Rabntah: I second that. I've had enough of this crrreepy place anyway. Iru-Kuiru: B-but, there are still places we haven't looked-- Francmage: We ahve seen enough. There is nothing here but dust and ruins. We have accomplished nothing but losing two members of our party and wasting an extraordinary amount of time... Ulrich: Yeah, you're right. This whole expedition was a failure. Let's head back tomorrow. Francmage: Ulrich. Tell me something... Was it really an accident? Ulrich: What do you mean? Francmage: Is it not true that there is some... shall we say, tension between Humes and Galka in Bastok these days? Ulrich: Are you accusing me of something, Elvaan? Francmage: Hah! Calm down. I do not care if it was an accident or not. I care even less about your little country's problems. Just... do not cause any more trouble with such trivial matters while I am around. That is all. Ulrich: . . . The scene shifts again, Francmage wanders the dungeons of Chateau d'Oraguille. He walks past one of the guards. Courisaille: It is quite late to be up and about, Sir Francmage. Is something wrong? Francmage: Ah, Courisaille. It's nothing. I could not sleep, so I decided to take a walk. Leave me; I am fine. Courisaille: Yes sir. Francmage walks down a tunnel, disappearing into the shadows. Courisaille leans back against the wall. Suddenly he hears Francmage screaming in the distance. Francmage: No! Not you...? Raogrimm? What do you mean!? He died in an accident! I know nothing! Courisaille: Sir Francmage? ARe you all right, sir? Francmage: Stop! Do not come any further! No, noo-- Courisaille: ... S-sir... Francmage? Courisaille starts running down the tunnel Francmage entered. The vision fades, and Lindain finds himself back in the magicite room. Taking the piece of magicite, he leaves Davoi. ~Beadeaux~ Using the items he recieved from the Tenshodo, Lindain is able to enter the magicite room of Beadeaux. It is similar to the one in Davoi, he walks towards the altar in the center of the room. Upon touching it he begins seeing more visions. Several miners walk through Bastok's West Gate, into the city. Two Hume miners talk with each other as they walk by. Blamor: Those "explosiveS"-- pretty amazing, aren't they? Omran: Indeed. Without them, we would not have been able to dig that mine. Now, finally, we can compete with San d'Oria for power. Blamor: Heh, Quadav aren't good enough to live in there! One blast should take care of them... A Galka miner stares after them. Babenn: . . . A small galka comes up and starts talking to Babenn. Raogrimm: What is the matter, Babenn? Babenn: Lord Raogrimm... We've found the Quadav temple in the mines, as you suspected. I-I could not stop them. Raogrimm: That is unfortunate... As always, they don't even try to understand. The vision changes, a grown Raogrimm, with Ulrich and Cornelia fight against several Quadav. The beastmen are easily defeated. Ulrich: Huh. Nothing. With all the Quadav guarding the place, you think we'd find a treasure or two! C'mon, let's move! Let's just finish this job and go. Cornelia: Ulrich, wait! The two humes run off. Raogrimm kneels down over one of the Quadavs, he finds a nest of eggs near it. Raogrimm: As I thought... they were trying to protect their eggs... But they don't even try to understand... The scene changes again, to the wasteland of Xarcarbard. Ulrich hits Raogrimm with his sword, then stands over him, mockingly. Ulrich: Is that all you've got, Raogrimm!? Raogrimm: Ulrich, why!? Ulrich: Why? Because I never liked you, that's why! Raogrimm: You will never get away with this, Ulrich! Ulrich: Watch me! He lunges at Raogrimm, ready to deliver a killing blow. Suddenly Cornelia dives in front of Raogrimm, she is impaled on Ulrich's sword. Raogrimm: ...Cornelia!? Ulrich: Wh-what have I done!? Shocked, Ulrich flees the scene, Raogrimm crawls over to Cornelia and hold her in his arms. Raogrimm: Why...!? Cornelia: I...couldn't let you die here, Raogrimm... There are people who need you... Raogrimm: Cornelia!!! No... NOOOOO! The vision fades, Lindain finds himself back in the Magicite room. Taking the piece of Magicite there, he turns and leaves. ~Castle Ozotroja~ Lindain advances towards the magicite altar. He touches it, and is once again given visions. The Stay Sybil stands in the library of Heaven's Tower. She is talking to Karaha-Baruha, the Minister of the Orastery. Star Sybil: Summoning, you say? Karaha-Baruha: Yes, I would like the name this magic "summoning." The divine texts depict it in the form of the Stay Sybil commanding a great beast. At any rate, we are very close. Soon, the magic of summoning will be complete. Star Sybil: Hmm... Karaha-Baruha: Are you uneasy, Your Holiness? Star Sybil: Yes... Very. Time is of the essence. The Lines of battle are at Tahrongi Canyon, and draw close to Sarutabaruta. The attack on Oztroja shall fail, and many flames of life will be extinguished... like the Star Reading, long ago. Karaha-Baruha: Place your trust in me, Your Holiness. Windurst shall escape its fate of ruin. The Book of the Gods has taught me everything. It told me the meaning of the tower and the fountain. And it has taught me how to command the greatest of beasts. The scene changes, a Tarutaru runs through Castle Ozotraja, several Yagudo are chasing him, but he dodges their attacks easily. Ajido-Marujido: Shoo! Shoo! Keep your grimy claws off of Windurst Orastery minister, Ajido-Maurjido! He runs towards a large Yagudo, who chuckles at him. Yagudo Avatar: You are a fool for coming here to the throne room... alone. You say you are the Windurst Orastery minister, Ajido-Marujido? Yagudo Templar: Gawk! Orastery minister? And I am Aviatory minister! How do we know what you speak is not lies? Gawk! I should cut you up and send you to Heavens Tower! Gawk! Gawk! Yagudo Avatar: Kahk! Silence... Our little friend came all the way from Windurst to greet us. Let us hear what he has to say. Kahk-ka-ka! You came all this way to ask about the Full Moon Fountain? Well, you Tarutaru have probably already realized why the Horutoto Ruins were built and why the Full Moon Fountain exists underneath them. Those ruins are evil. The towers sponge dry the areas around Sarutabaruta of all their magic. You think that we Yagudo are the cause of these wastelands, but you only have yourselves to thank. You--the Tarutaru that activated those towers! Ajido-Marujido: The towers are all damaged! How do you explain magic still being drained from the plains of Sarutabaruta? What about you Yagudo? What are those things that you continue digging? Those stones...maybe they are the cause of all this? Yagudo Avatar: Kahk-ka-ka... I commend you on your perceptiveness. But the reason Sarutabaruta is becoming a wasteland has nothing to do with those stones. That night, twenty years ago, when we were defeated by your armies, you made a grave mistake... Kahk! Kahk! You still do not understand? Make your way deep into the central tower of the Horutoto Ruins. There you will see first hand what the Star Sybil and those summoners really did. The moon and the stars no longer smile upon Windurst. Now, the world shall kneel before the Yagudo! The scene changes, the Star Sybil paces back and forth in the viewing chamber in Heavens Tower. Star Sybil: Stars of the heavens, tell me what to do! Tell me, Karaha-Baruha! Help me! The water in the pool begins to glow, a strange robed figure appears behind the Star Sybil and begins walking towards her. Lindain opens his eyes in the Magicite room. The sound of footsteps behind him makes him realize he's not alone. He turns and sees Lion behind him. Lion: What happened? Are you all right? She walks up and examines the altar. Lion: So, that's what magicite looks like. What could they possibly want with it? A laugh echoes throughout the room. A strange darkness appears near the altar, it slowly forms a humanoid shape. Lion: What the...!? Shadow of Darkness: You are too late... I have already awakened. Your anger, cowardice, envy, arrogance, and apathy... from these I will spread that bane that will destroy Vana'diel. Lion: Who are you!? Shadow of Darkness: Your kind has awakened me... and this time, you will be destroyed! You cannot stop me. Vana'diel will be the grave for you and all your kind! The Shadow vanishes. Lion: Was that a phantom? An... image of the Shadow Lord? The shadow Lord? It can't be! His powers can't have returned! Then it is true. The beastmen are trying to bring the Shadow Lord back. She turns to Lindain Lion: You be careful, too. Lion runs out of the chamber, Lindain leaves as well. ~Ru'Lude Gardens~ Lindain returns to Jeuno, with the three pieces of magicite. He presents them to the archduke. Kam'lanaut: Magicite! Yes, these stones emit the same power as crystals. Though impure, that power is great indeed. Now it is clear why the beastmen gathered where they did. They were drawn to the magicite's great power! Yes, it is time to eradicate the beastmen threat once and for all. I thank you for your services. Here is an airship pass. With it you may travel to any nation you please. Mawl'gofaur: The three stones are incomplete, but with the powers of the fourth stone that rests deep beneath Castle Zvahl... Perhaps the Shadow Lord will rise again. Kareh'ayollio: Of course, the tailsman that seals Zvahl's inner depths was put in place over twenty years ago. It would stop any attempt. I've also read that the three keys to open the seal were kept safely by the three great nations... The door to the throne room bursts open, and a Ducal Guard bursts in. High Wind: Your Grace! Kam'lanaut: What is it? High Wind: Dire news, Your Grace! The leaders of all three nations have been attacked! Kam'lanaut: Attacked... By beastmen? High Wind: Yes, Your Grace. Kam'lanaut: Confound them! They're one step ahead of us. So, they seek to ressurect the Shadow Lord... Quite a lofty goal for beastmen. so be it, then. Perhaps you should return to your embassy. I will call for your aid again soon. Until then, be well. Lindain starts to leave the Palace, at the exit, he is met by Eald'narche. Eald'narche: Hey, what's going on? Oh, you don't have to tell me. He raises his hand, and points it at Lindain for a moment. Eald'narche: Oh, so you went to Castle Oztroja and met a girl named Verena there. And she gets along with the beastmen. Wow, so maybe we could get along. Hey, Wolfgang! Wolfie, you here? Wolfgang appears from a nearby room. Wolfgang: What would youa sk of me, Lord Eald'narche? Eald'narche: Could you find someone named Verena and bring her here? I heard she's Aldo's little sister. Wolfgang: Of course, my lord. But may I ask why? she seems of... questionable intentions. Eald'narche: I think she has some nifty powers, so I just want to play with her. that's all. Oh, and don't tell this to Kam'lanaut. I want to surprise him. Wolfgang: As you wish, my lord. Eald'narche: Heh. I can't wait! BM5-2 The Shadow Lord Battle Lindain enters Castle Zvahl, fighting his way through countless hordes of the Kindred Demons he eventually makes his way to the Throne Room. Zeid stands there, waiting for him. In the back of the room lies a large stone casket, surrounded by magicite crystals. Zeid: Could this be... Yes, it is the tomb of the Shadow Lord! The magicite begins to glow, and the casket shakes violently. Violet light gathers above it, and the lid of the casket slowly begins to raise. Mist flows out from inside the coffin. Lying inside is the corpse of a mammoth Demon. He is slowly raised out of the coffin, coming to the ground with a loud thump onto the ground. He opens his eyes and strides boldy towards Zeid. Shadow Lord: Ah, the dark knight... It's been twenty years since we last met, Zeid. Zeid: No! How is this possible? I defeated you! Shadow Lord: I cannot die. Not until I have eradicated you and your kind from this world. Zeid: So it is true... I suspected as much since we last met. You are a Galka! Shadow Lord: Thirty years ago, I was in a group that came to this cursed land, seeking to uncover the secrets of a lost civilization. And it is here that I fell, betrayed by one I trusted with my life. My friend Ulrich could not abide the fact that I was the best swordsman of the Mythril Musketeers. That I was advocating peace with the beastmen at the time was not to his liking, either. Cornelia died protecting me... But I came back. Not even death could keep me from exacting revenge on those who wronged me. A power hidden deep beneath the earth gave me a new form and granted me control over the nether beasts. It was then that I became aware--that I was made aware--of the dark anger smouldering deep within my soul. I realized it was not revenge that drove me, but the old, undying anger of our race: the wrath of the Galka! Others cannot fathom the depth of our rage. But I cast myself willingly into its flames, and broke the chains of mortality! Your kind awoke the fury within me, and I was reborn into rage incarnate--as the Shadow Lord! I swore to myself then to purge this world of your kind, and I will not rest until I crush every last one of you! The Shadow Lord casts a binding spell on Zeid, rendering him immobile. Shadow Lord: I underestimated you twenty years ago, but I will not make that same mistake again! Zeid: What!? No! Shadow Lord: Stand there and watch, Zeid. Search within for the dark rage, the flame that burns in the souls of all Galka! The Shadow Lord turns to Lindain, a smile upon his face. Shadow Lord: Now... I will cleanse this world of your filth, unless I am first consumed by fury! Come, it is the hour of reckoning! Death itself failed to stay my wrath. Let us see if you can do any better! Lindain hurls himself at the Shadow Lord, a ferocious battle commences. Though the Shadow Lord has a wide variety of skills, he is eventually defeated and collapses to the ground before Lindain. Shadow Lord: No... it is not over yet! I told you, even death cannot stop my revenge! I will not fall! I will keep coming back, until the fires of wrath consume me! Zeid: Raogrimm, stop! Listen to me, it is over! Shadow Lord: "Rao...grimm"? No, that is not my name! I am... I am the Shadow Lord! Zeid: You are no such thing! Search your memories for your true self! You are Raogrimm, the Galka's greatest swordsman! Shadow Lord: I... I am... Rao...Raogrimm!? Aaargh! A vision of a Hume woman appears before the Shadow Lord, it is Cornelia, who gave her life to save the Galka Raogrimm. The Shadow Lord is consumed by light, when it clears it is not the Shadow Lord that lies before Lindain, but Raogrimm. Former Talekeeper of the Galka. Zeid breaks free of his binding and rushes to Raogrimm's side. Zeid: Do you remember? Raogrimm: Yes... I do now Zeid: Raogrimm, it is good to have you back. How has all this come to be? Raogrimm: As you know, I was the Talekeeper fo the Galka--the keeper of our race's memories. But there was so much pain, so much anger... I let myself become trapped in a dark abyss of swirling rage and madness... Zeid: Raogrimm... Raogrimm: People are capable of kindness beyond angels, yet we also commit sins that would put a demon to shame... We all stand precariously on the edge between darkness and light... And when we fall, we are greeted by only madness and chaos. And so I have fallen... There is no salvation for me. The Raogrimm who you once knew is gone, forever. I expect no forgiveness for what I have done, but... Lion comes running into the room. Lion: Come on! This way, hurry! The Throne room begins to shake, and the Shadow Lord appears, looming over Raogrimm, the image of Raogrimm fades, he is the Shadow Lord once more. A light appears inside him, and Lion, Lindain, and Zeid run out of the room. Raogrimm: My true self died thirty years ago... All that remains is an empty shell... Cornelia... Finally, we may meet again... The Shadow Lord is engulfed with a brilliant explosion, at last he has found Peace... Outside Castle Zvahl, the snow falls silently before Lindain, Zeid, and Lion. And so the Shadow Lord was defeated thanks to Lindain's selfless courage and sacrifice. Through the clouds shines a symbol of newfound hope for the peoples of Vana'diel. But none should forget that wherever there is light, there is always shadow. The Legend goes on to say... From the darkest depths of the eart the Warriors of the Crystal rose... Lion: So... I guess this is goodbye for now. I hear they'll start flights to the Outlands soon. When they do, come see me in Norg sometime. I'll be seeing you, Lindain. Bye! Zeid: I, too, feel that our paths may cross again. Until then, I wish you farewell. Bastok Missions: ~Metalworks~ (After the Shadow Lord Fight) Lindain returns to Bastok with information about the defeat of the Shadow Lord Volker: You stopped them from bringing back the Shadow Lord!? Cid: What are you talking about, Volker? They probably defeated him and sent him back where he belongs! Am I right? Volker: What? Defeat him? But that's... Lucius: Impossible? You find it hard to believe that some adventurer could defeat the Shadow Lord, Captain? Have you not heard what the townspeople are saying? Cid: They're saying the Age of Adventurers has come! Karst: Hmph. Only historians, in posterity, have the privilege of saying such things. And it does not matter if they only stopped the Shadow Lord from returning, or if they actually defeated him. And that I believe, deserves a reward. Good work. I am raising your rank, and here is your well-deserved reward. Lucius: The Shadow Lord may have been vanquished again, but the Kindred are far from defeated. I have received reports of strange goings-on in the beastment's strongholds. Cid: You've probably heard this too many times, but... we're counting on you. Cid leads Lindain outside and speak to him privately. Lindain tells him of the Shadow Lord's true identity. Cid: So that was who the Shadow Lord was... Zeid must have known, and that's probably why he went off on his own. Don't tell Volker about this. Ulrich's fate should also be kept from him, too. He may not be able to accept it yet. He admired his grandfather a lot... that's why it pained him to hear people say that Volker, himself, only became Captain because Raogrimm was gone. I know that hiding the truth from him is not a good thing, but most of us are not as strong as you are. We need time to heal. Lucius and Volker come walking up. Lucius: Sorry to interrupt. What are you two talking about? Cid: Uh... just saying that Karst really hasn't changed, even after all of this. Volker: Yes, but I think I understand him better now. I may have been judging him too harshly. Cid: I remember when the Quadav took Palborough. People panicked, everything was still in chaos, trying to find more people to blame for the accident in Palborough. But there was one junior senator there who proposed we abandon Palborough and repopen the Zeruhn Mines. That junior senator was Karst. The Miner stood to lose a lot, but at the time, his proposal was Bastok's best bet. I'm an engineer, so I respect skill. And I felt that Karst's political skills could be trusted. And he's a real Bastoker, too-- very ambitious, and real easy to figure out. I can still remember the eager look on his face when he announced his proposal to the Senate! Cid, Lucius, and Volker nod and go their seperate ways. Peace has, for now returned to the Republic of Bastok. Rise of the Zilart ZM0 ZM1 The New Frontier ~Norg~ Taking up Lion on her invitation, Lindain makes his way to the Pirate town of Norg. He is stopped by one of the gate guards. Koetsu: Hold it right there, buddy. This ain't no cafe. What business do you have here? Lion approaches, she smiles at Lindain. Lion: You finally made it, Lindain Koetsu: Lion! Lion: You don't have to worry about Lindain, He's okay. Anyway I thought you guys welcomed adventurers. Koetsu: Understood. Lion: Well for starters, I should welcome you to Norg. However, as much as I'd like to sit down and talk about old times over a bottle of 813 Rolanbery, we must first face out new problem with Kam'lanaut. Lindain looks up in surprise, what does the Arch Duke have to do with anything? Lion: You mean you don't remember what happened at Castle Zvahl? The world slowly spins, as Lindain remembers the horrifying event. A memory he had kept locked up since defeating the Shadow Lord. Lion: .........Lindain....... Are yo..... lright.....Lindain..... Bathed in that light, the world entered an age of bliss until, after a time, the gods fell into slumber, that world was called. Vana'diel. The legend goes on to say... From the darkest depths of the earth the Warriors of the Crystal rose... Zeid and Lindain lean over the awakened Raogrimm, Shadow Lord no more the tired Galka looks up at Zeid. Zeid: Do you remember? Raogrimm: Yes... I do now. Zeid: Raogrimm, it is good to have you back. How has all this come to be? Raogrimm: As you know, I was the Talekeeper of the Galka--the keeper of our race's memories. But there was so much pain, so much anger... I let myself become trapped in a dark abyss of swirling rage and madness... Zeid: Raogrimm... Raogrimm: People are capable of kindness beyond angels, yet we also commit sins that would put a demon to shame... We all stand precariously on the edge between darkness and light... And when we fall, we are greeted by only madness and chaos. And so I have fallen. Suddenly Raogrimm is interrupted by the sound... of clapping!? Turning to the throne Lindain is surprised to see Archduke Kam'lanaut and his little brother, Eald'narche. Kam'lanaut: Quite an interesting show you put on. Eald'narche: I don't know. It could have used a little more excitement. The Galka can never do anything right. Zeid: The Archduke of Jeuno and... What are you two doing here!? Kam'lanaut: We come to reap the seeds that we have sown. You've performed your duty well, as ignorant as you are. I can see that we still have a little more cleaning up to do, but that won't be a problem. Zeid: What are you going on about? Give us some answers! Kam'lanaut: Listen carefully, you sorry excuses for sentient beings. The Crystal Line will soon be revived and the Gate of the Gods will open. This is when the true Vana'diel of legend will be reborn. Eald'narche: Eternal paradise. The land of the gods. The dream we Zilart have held on to for ten thousand years is about to become a reality. Raogrimm: Zilart? You.. You can't be! That civilization perished thousands of years ago! The great bane will devour the fair land of Vana'diel. The ancient seal will be broke, awakening nightmares of ages past. The blood of the innocents will soak the earth, and the world will fall into darkness and despair. Eald'narche: Hah! Galka, Humes, beastmen--no life on this planet has any purpose or meaning. Like I told you before, we will not be handing over Vana'diel to anyone. This is our world. He turns away and walks up the steps of the throne room, to the magicite lying there before the coffin of the Shadow Lord. Eald'narche: Yes, I am no longer sensing the impurities that were blocking the power that lies deep within Vana'diel. The "noise" has gone. Simply defeating "him" twenty years ago did not silence the noise. We ran into a snag. We were unable to release him from the crystal with our power alone. However, with the Talekeeper, we had what we needed. But there is no need to go into the details of that here. He closes his eye and puts his hand out, as if searching for something. Eald'narche: Wait... I can hear them... I can hear the five lifeforces... I can hear them approaching... Minions of the Crystal. But as one bright light shines through the clouds at night... And as one song rings clear above the roar of beasts... We hold to one hope in these darkest of times. Kam'lanaut: This world is nothing but a grave, and you are the maggots that squirm through the rotting corpse. It is time we put an end to Vana'diel as it is now. Hear us! We sing the song of hope... and your requiem! That they will come, with the wisdom of ages and the strength of thousands, to deliver us from our plight. We await the awakening of the Warriors of the Crystal. Throwing his arms into the air, Kam'lanaut calls upon the Minions of the Crystal. The magicite behind him glows with energy. Kam'lanaut: Come forth, Warriors of the Crystal, and cleanse this world of the filth that plagues it. Five translucent gemstones appear in the room, glowing with light. They descend to the floor, and shatter. Revealing the creatures inside them. They seem to be grotesque mockeries of the five races of the free people. Skin as pale as a corpse, armor black as night. And eyes that glow with a fiery light. They draw curved blades and stand before the Archduke and his Brother. Zeid: Warriors of the Crystal!? Drawing his sword Zeid lunges at Kam'lanaut. But with a simple gesture Kam'lanaut summons forth a magical shield, throwing Zeid across the room. Kam'lanaut laughs at his weakness. Kam'lanaut: Farewell, lowly vermin. Your time is up. This is the beginning of the end. Finish them, Warriors of the Crystal! Raogrimm kneels down next to Zeid with concern. Raogrimm: Zeid! Are you alright? Zeid: Ughhh... Don't underestimate them... Their power is immeasurable... Brandishing his scythe, the Tarutaru Warrior flies at Lindain, throwing him to the floor like a ragdoll. Raogrimm: No! Lindain! The Hume Warrior descends the steps, staring at Raogrimm without blinking. Raogrimm rises to his feet to face him. Lion runs into the room and stares at the unfolding scene with horror. Lion: Stop! You'd have to be crazy to stay any longer. We've got to get out of here! Turning to face Lion Zeid leaves his back unprotected. Zeid: Lion!? The Hume Warrior seizes his chance and rushes at Zeid preparing to kill him. Raogrimm tosses himself in the way and is impaled. He glares at the Crystal Warrior, and collapses to his knees. Lion summons forth a ball of magical energy and throws it at the Hume Crystal Warrior. Lion: Oh, no you don't! The energy ball hits the crystal warrior and explodes. But the Crystal Warrior isn't injured at all, he looks up at Lion blankly. Zeid kneels near Raogrimm. Trying to assist him. Zeid: Raogrimm!? Raogrimm pushes Zeid back, and staggers to his feet. Raogrimm: I can still draw energy from this land. If I can concentrate it for one last time, I may be able to slow them down. Zeid: Raogrimm... Raogrimm: There is no salvation for me. The Raogrimm who you once knew is gone forever. I expect no gorgiveness for what I have done, but... Don't let them have Vana'diel. Now, go! Zeid grabs ahold of Lindain and helps him to his feet. Together they follow Lion out of the Throne Room. Zeid turns around and calls after Raogrimm. Zeid: Farewell, brave warrior! Lion: Come on! This way, hurry! Alone, Raogrimm faces the five Crystal Warriors, they surround him. Raogrimm: one does not be a prophet to foresee the outcome of this battle. However, I do not fear death. With a cry of rage Raogrimm summons forth the energy of Xarcarbard, the power of the Shadow Lord! The Shadow Lord engages in combat with the Crystal Warriors. Together the Warriors knock the Shadow Lord to his knees Chains of Promathia, the Hume Crystal Warrior readies his blades, then plunges both of them deep into the Heart of the Shadow Lord. Dying, the Shadow Lord begins to lose control of the power that sustains his body. Looking up he sees the ghostly image of Cornelia standing before him. Shadow Lord: My true self died thirty years ago... All that remains is an empty shell... Cornelia... Finally, we may meet again... With a violent explosion, Raogrimm, and the Shadow Lord are no more. In Norg, Lindain awakens from his daze to Lion's concerned face. Lion: Hey, Lindain. Are you alright? You mean you had forgotten what happened at Castle Zvahl? Hmm... You must have lost your memory from the overwhelming shock of the whole experience. But by the looks of you, everything else seems to be working. See that staircase over there? When you're feeling a little better, walk up those stairs and come to the room at the end of the hallway. There's someone there I'd like you to meet. I'll go there first and tell him that you're coming. Oh, and here, take this map of Norg. Think of it as a present from a friend. She hands Lindain the map and walks off. ZM2 Welcome t'Norg Lindain enters through the doorway Lion mentioned. Inside Lion is waiting, sitting nearby is a middle-aged Hume. Dressed in extravagent armor, with a red eyepatch. He introduces himself to Lindain. Gilgamesh: Arrrg, welcome t'Norg. I'm Gilgamesh, the leader of these scallywags. Me daughter's filled me in on your tale. I've had me suspicions about Jeuno fer years. That's why I had Lion investigatin' these past months. But blimey! I had no idear that the Archduke and his wee brother were Zilarrrt. and who be these five Warriors of the Crystal? Lion: If they really are the Warriors that legend speaks of... Does this mean that the "bane" the song sings of... is us? We will cause the blood of innocents to soak the earth? We will cause the world to fall into fear and despair? So we are the plague that the Warriors of the Crystal have come to cure? Gilgamesh: I don't know nothin' bout no Crystal Warriors or ancient legends, but I do know I'm not gonna sit around waitin' fer these Zilart to take over the world. "Cleanse the world?" "Beginning of the end?" That be a lot of fancy talk. But let's see them say that in front of yours truly! I'm not runnin' away from no fight! Lion: But how can we stop Kam'lanaut's plan? Gilgamesh: We're settin' out fer the Temple of Uggalepih. Lion: The Temple of Uggalepih.? Gilgamesh reflects on the last time he went to the Temple. While not as ancient as Fe'Yin, I do know of some old ruins in the Temple of Uggalepih, beyond the Yuhtunga Jungle. Years ago I journeyed there, thinking some booty had to be hidden in a place so ancient. That is where I met up with this strange old woman. Gilgamesh stands before a strange ghostly woman in the Temple, she glances at him and says. "Are the ancients still in slumber? Come again when the minions awake." Gilgamesh: Arrrg, and then she vanished into thin air. I didn't know what to make of it then, but I never though it would be somethin' big like this. I'm sure that old lady must know what's goin' on. Lindain, I want ya t'travel to the Temple of Uggalepih and find her. And before you go, stop by an' see the Chieftainness in Kazham. If you tell her I sent ya, she may be of some help. No one's going to believe such a crazy story. We're going t'have t'work by ourselves on this one. Aldo: I believe... The doors open, and Aldo. Leader of the Tenshodo walks in, Lion turns to him with surprise. Then grins at him. Lion: Aldo! How long's it been? Waht brings you all the way out here? Aldo: Lion, Gilgamesh... It's Verena. She's disappeared. Lion: But why would she go anywhere now? I have a bad feeling about this... Gilgamesh: It may have somethin' t'do with Kam'lanaut's plan. Lion: I'll help you look for her, Aldo. If anything happened to Verena... Gilgamesh: No, Lion. I have another job for you. Lion: What? Aldo: Lion, I appreciate your words, but let me gather some information around Jeuno first. Just knowing that Kam'lanaut is up to no good is a start. If I find out anything new, you will be the first to know. ZM3 Kazham's Chieftaness ZM4 The Temple of Uggalepih ~Temple of Uggalepih~ Lindain travels into the depths of Yhoator Jungle, and into the Temple of Uggalepih. Fighting past the ferocious Beastmen known as the Tonberries, Lindain slowly makes his way to the Sacrifical Chamber located in the depths of the Temple. Using the key granted to him by the Chieftaness of Kazham he opens the door to the chamber. And finds himself the Tonberry King, and several minions. He engages them in battle, and slowly gains the upper hand, yet before he can slay them a strange voice echoes through the air. Wait. Lay down thy blades. The Tonberries comply, and lower their knives, a mysterious old woman appears before Lindain. The Tonberries part to allow her passage. Grav'iton: Welcome, brave adventurer. Thy arrival can only mean one thing. "They" have once again begun their rise. Thou must forgive my companions. They remain bound to this place by the spirits of the past. Though they do not yet realize it... Ah, I have yet to introduce myself. My name is Grav'iton Berisacci, a scholar from the lost civilization of Kuluu. However, my colleagues oftern referred to me by the sobriquet, Tonberry. I represent the collective consciousness of the remains of what was once a great race of people. Listen carefully, for the tale I am about to tell thee reaches far across the plains of time--back ten thousand years. It all started with a mere crystal and the mysterious power it held... Deep beneath Vana'diel rest five enormous crystal, all more pwoerful than any force on this planet. The Zilart used that power to develop their civilization. The five arks, also known as crags, tap the crystal of their power... The Crystal Line ties the arks... And Delkfutt's Tower controls the flow of energy... However, this was only the beginning. They had other plans for the power of the crystals. As she speaks, Lindain is granted a vision. Kam'lanaut and his Brother stand before a group of people, speaking to them in front of a sealed doorway. A statue of the Goddess Altana is behind him. Standing over the doorway. Grav'iton: The Gate of the Gods... it is said that bringing the power of the five crystals together will open the gate to the heavens and transform Vana'diel into a paradise for the gods. However, we Kuluu, along with the followers of the Goddess, the Dawnmaidens, were against this plan. We voiced our disaproval to the Zilart, but they were too driven by their self-centered motives to lend an ear to our pleas. The Gate of the Gods--the floating island of Tu'Lia--was constructed, and the Zilart's plan was put into motion. Lindain sees scores of Zilart, using magic to create the Crystal Line. The Dragon Spine, and the Crags. He suddenly sees a dense forest. There is a flash, and suddenly all is consumed with a brilliant white light. Grav'iton: A fantastic amount of energy was drained from the crystals and focused into Tu'Lia. However, while this was taking place, we Kuluu led an attack on the northernmost ark and destroyed it, putting and end to their abominable plan. The vision ends, and Grav'iton looks closely at Lindain. Grav'iton: This world belongs to all who reside on its fertile soil. We could not let it be tansformed into a mere playground for the gods. However, when I learned that Delkfutt's Tower was unchanged even after the accident, I could sense that something was amiss. At that moment, I knew our fight was not yet over. Heed my words, young adventurer. Thou must travel to the small island of Zepwell, located to the southwest of Bastok. There thou wilt find the remains of an ancient temple. With those parting words, the image of the Kuluu fades. The Tonberries glance at Lindain, and they too shuffle off. ZM5 Headstone Pilgrimage Seeking out Zilart ruins, Lindain travels Vana'diel, collecting fragments that correspond to the eight elemental powers. Located in large headstones throughout the land, and guarded by fierce monsters. Lindain perserveres, and eventually acquires them all. ZM 6 Through the Quicksand Caves ~Quicksand Caves~ Traveling to the island of Zepwell, located to the southwest of the Quon continent. Lindain enters the Quicksand caves, the last remnants of the ancient capital of the Galka. Now overrun with Anticians, insectlike Beastmen. Buried beneath the surface of the Altepa desert, the ruins are very well preserved, and Lindain encounters many heiroglyphics detailing the history of the Galkan race. Deep in the ruins Lindain finds a strange teleport platform. He is transported to the center of what appears to be a Zilartian shrine. Several powerful Anticians ambush him inside. But Lindain manages to dispatch them. He goes deeper into the shrine. ZM 7 The Chamber of Oracles Inside the shrine Lindain finds a room with eight pedestals. In the center of the room is a strange platform, above it are eight crystals. Acting on a whim Lindain places the eight elemental fragments into the eight pedestals. The pedestals begin to glow and hum with energy. And the center platform begins to glow as well. Hearing footsteps behind him, Lindain turns around and sees Zeid entering the room. Zeid: So that is how it works... It is as if this place has been waiting for your arrival. Hm? What is this? On top of the pedestals, and on the central platform, ghostly robed figures appear, the central one speaks. Illusory Image: We are the Dawnmaidens, servants of the Goddess Altana. Let us be your guide as you venture into the unknown. We have long awaited your arrival, son of the five crystals. Just as the Crystal Warriors, your people, too, were born from the great force that dwells deep beneath the surface of Vana'diel. Zeid: What does this mean? Who are the Crystal Warriors? Illusory Image: Using the power of the crystals, the Zilart created the five warriors. Children of the crystals--their senses enhanced to assist them in their duty of guarding the five arks. As for you... A great explosion-- the Meltdown--ended the Zilart's evil plan ten thousand years ago. Over the milennia, the power of the crystals has transformed the people of that era to the five races that exist today. However, the effect the crystals had on you was not nearly as great as that it had on the five Warriors. Zeid: So, the reason that they resemble us is a direct result of the five crystals? What did you people try doing ten thousand years ago? And what does that have to do with what the Archduke and his brother are up to now? Illusory Image: While visiting Delkfutt's Tower, the elder of the two Zilart princes made a "connection" with the crystal. It was then that he had his "vision." Using his spiritual power, the prince became an antenna and broadcast this vision--a vision of the gods and eternal paradise--to the masses. According to the vision, people had been cast from this paradise long ago. However, those who saw this vision also heard an accompanying voice-- a voice telling them that the light of the crystal would lead them back to paradise. When the energy of the five crystals was joined as one, the Gate of the Gods would open and the path to paradise would once again be lit. These words, though, were not taken lightly by all. The Kuluu of the Northlands and we, the Dawnmaidens, spoke out against the vision. "What would opening the Gate of the Gods bring upon this planet?" "With Vana'diel transformed, what would become of those who remained?" However, the Zilart were already enchanted by this vision of paradise, and our cries went unnoticed. They proceeded in constructing a floating island above one of their temples in the center of their nation. This island was to become the Gate of the Gods. However, as you have already learned from Grav'iton, the Kuluu thwarted the Zilart's plan, leading to the annihilation of a complete civilization. The Kuluu cannot be blamed for what they did. Had they not acted, the Vana'diel as we know it would surely have perished. They sacrificed the honor of their people to save the world from certain destruction. However now, the two Zilart princes have one again put their plan into motion. They are once again attempting to open the Gate of the Gods. You must do everything in your power to stop them, or Vana'diel...will be lost for eternity. Vana'diel belongs to you. No one has the right to take it from you. Make your way to Delkfutt's Tower. In that tower await the answers to all your questions. The figures slowly begin to fade... Illusory Figure: There is still time... The end is near... You must stop them from opening... The Gate of the Gods... The figures fade, the crystals in the machines stop shining... a glowing sphere of blue light remains hovering above the center platform. Zeid: Delkfutt's Tower? Gate of the Gods? The end of the world? This is more serious than I had imagined. The blue light fades, revealing a large glowing crystal. Zeid: Hm? What is this? A prismatic crystal... You should probably take this with you on your journey. I will take a shard of it as well. Zeid takes a piece of the crystal and leaves. Lindain follows him back to the surface. ZM8 Return to Delkfutt's Tower ~Lower Delkfutt's Tower~ Aldo and Lion stand inside the entrance to Delkfutt's Tower. Lion: what exactly is going on here? There was no reason for Verena to be involved in the first place. Aldo: Sorry about maing you wait, Lion. Now let's get going. Lion: The problem is, we can't get near them without a prismatic fragment. Aldo: You mean you didn't bring it? Lion: Don't worry. Zeid approaches the two Zeid: You again. What business do you have coming here? Lion: The same as you. Isn't that good enough an answer? Zeid: I need no companions on my journey. And what do you think you can accomplish, coming here without a prismatic fragment? Lion: We knew you would have it. So we're coming along for the ride. Zeid: Do as you wish. Lion: Whatever. Aldo, let's go. Aldo: I am sorry. My name is Aldo, head of the Tenshodo. Zeid: Zeid... Just make sure you don't get in my way. Ignoring them, Zeid continues down the passage. Lion: He never changes. Aldo: Just hold on a little bit longer, Verena. I'm coming. Lion and Aldo run after Zeid. Lindain enters the tower, shortly afterwards. And begins his ascent. Using the crystal given to him by the memory of the Dawnmaidens, he is able to unlock the path to its upper levels. ~Stellar Fulcrum~ Archduke Kam'lanaut stands on a large platform suspended above a crystal by three bridges. He strokes the platform lovingly. Then rises and turns towards one of the bridges. Zeid stands on it, sword at the ready, spinning around Kam'lanaut sees that Aldo and Lion occupy the other two bridges, also with weapons drawn. He laughs at them. Kam'lanaut: Ha, were you three still alive? Now you can watch as life is breathed into the Chrysalis Core once again! Aldo: The Chrysalis Core? Kam'lanaut: What you see below you is the heart of Delkfutt's Tower. Regenerating it will open the path to Tu'Lia. Lion: Isn't Tu'Lia the flaoting island also known as the Gate of the Gods? I thought it was destroyed when the ancient capital of the Zilart was submerged. Kam'lanaut: Just as we Zilart slept for thousands of years, Tu'Lia also remains in slumber. Miles above the surface of Vana'diel, it bides its time until the day of awakening. And when it awakes, eternal paradise will be within our grasp. Lion: Slept? You mean to tell me that you've been sleeping here in Delkfutt's Tower for ten thousand years? Kam'lanaut: You are fairly intuitive for a mere Hume. Thirty years ago, when Raogrimm came into contact with the crystal in the cursed Northlands, some of its energy flowed to this tower. It was that burst of energy that awoke us, giving us the opportunity to continue our quest for paradise. Zeid: Long ago, your people paid the price for what you did. What's to be gained by chasing after lost dreams? Kam'lanaut: Every soul in Vana'diel wants to believe that there's a gate to eternal paradise somewhere on this planet. Zeid: ... Kam'lanaut: A pure, untainted world, perfect in every facet. A crystalline paradise fit for the gods. That is the vision... and you vermin are not part of it. Aldo: I've had enough! You've spent the last thirty years deceiving all of us in Jeuno. You could care less about the people of this world! You are just using the power of the gods in an attempt to take over Vana'diel! Kam'lanaut: Hm-hm-hm... Hah-hah-hah! I can no longer fool you. Behold! I am the will of the crystal! And now I shall wield its true power and make this planet mine! Rise forth Crystal Warriors! Raising his hands, Kam'lanaut summons forth the Crystal Warriors. The Hume Warrior moves to block Lion, while the Galkan and Elvaan Warriors step in front of Zeid and Aldo respectively. The Tarutaru and Mithra stand near Kam'lanaut in a defensive position. Aldo: Who the hell are these characters? Kam'lanaut: I will let them take care of you. Lindain rushes into the bottom part of the room, he looks up at the scene unfolding above him. Kam'lanaut looks down at him, a smirk on his face. Kam'lanaut: Ah, we have an uninvited guest. So you have come here to die, have you? Well, I'll give you the honor of being taken down by my blade. This is your end, Perish fools, in the name of the crystal! Gathering energy around himself, Kam'lanaut vanishes, and reappears under the platform. He is now dressed in shining white armor, and his formerly short hair now falls down to his ankles, in a long blonde ponytail. He summons forth a glittering sword, and black shield. And flies at Lindain, hovering inches above the ground. Lindain draws his weapon and engages the Zilart Prince in combat. Battling across the floor of the chamber. The battle is intense, but Lindain succeeds in besting the former Duke of Jeuno. Kam'lanaut drops to the floor, back in his normal form. The power of the crystal has left his body. Kam'lanaut: W-why? I am the will... of the crysal... How could I be defeated by mere mortals? Warriors! Why do you just sit there and watch? Eald'narche appears on the platform above Kam'lanaut, he looks down at his brother smiling, the Crystal Warriors standing placidly behind him. Eald'narche: My poor brother, haven't you realized? The crystal doesn't need you anymore. Kam'lanaut: Eald'narche!? What do you mean? W-why are you... Eald'narche: You were foolish to believe that the crystal ever chose you. Kam'lanaut: The crystal doesn't need...me? It can't be possible... You can't leave me here like this! Yes... You still need me to revive Tu'Lia! Eald'narche: Regenerating the Chrysalis Core? You need not worry, my brother. I have found another way to do that. Now let the show begin... Clapping his hands, Eald'narche watches with glee as the Crystal Warriors easily succeed in sends Aldo, Zeid, and Lion off the edge of the platform, they land near Lindain and the defeated Archduke. Zeid: Ungh! Lion: Ahh! From behind Eald'narche, a young Hume woman appears. It is Verena! Aldo's sister! Aldo: Verena? Verena! Are you all right!? Eald'narche: of course she is all right, you imbecile. Why would I harm my key to the Chrysalis Core? A lucky find, this girl was. Who would have thought this simple Hume would have such extrodinary resonating ability? Kam'lanaut: No... So, you were planning to use her all along... Eald'narche: Farewell, my little brother. Return to the crystal from which you were born. Pleading, Kam'lanaut reaches desperatly towards Eald'narche, who simply turns his back to his dying brother and walks towards Verena. Kam'lanaut collapses in despair. Kam'lanaut: Why... What did I do to deserve... this... Falling to the floor, Kam'lanaut dies. His life energy flowing from him as a brilliant white light. Lion rises to her feet, and stares up at Eald'narche in disbelief. Lion: Little brother... But then... You're the elder prince of the Zilart? Eald'narche: You shouldn't be deceived by appearances. My growth was stopped the moment I came in contact with the crystal, ten thousand years ago. And ten thousand years I have waited to put my plan into motion. Lion: Plan? You mean, to open the Gate of the Gods? Eald'narche: What else? To open the gate, the regeneration of the Chrysalis Core was necessary. However, the unexpected arrival of that Raogrimm character interfered with the crystals' power. His existence created too much "noise." Luckily for me, you people succeeded in defeating the Shadow Lord, causing the noise to disappear. My plan took a turn when I realized that Raogrimm was a Talekeeper. I could utilize the long lost "memories of the ancients" he carried to regenerate the Chrysalis Core. Zeid: "Memories of the ancients"? What does this have to do with Raogrimm? Eald'narche: I would not think you would know of such matters. I assume that not even Raogrimm himself knew. What he carried was not in his mind, but in his blood. If I were to obtain a part of him, I could use it instead of having to rely on my useless brother. Aldo: But even if you did have it, you wouldn't be able to use it on your own! Eald'narche: Yes, you are right. That is where your sister Verena comes in. The soul of your younger sister resonates with the souls of the beastmen. Only she can communicate with them. I plan to use her ability to unlock the "memories of the ancients" and project them into Delkfutt's Tower, thus regenerating the Chrysalis Core and opening the path to Tu'Lia. Just as I did ten thousand years ago. Now, Verena. Let us begin. Verena walks to the center of the platform, Eald'narche brings out a strange object. With a flash of nausea, Lindain realizes it is the severed head of the Shadow Lord. Aldo: Stop! What are you doing to her!? The head hovers in front of Verena, it suddenly opens its eyes and begins speaking. Verena too speaks, but her words are drowned out by a sudden rumble. Verena is surrounded by bright light, and the crystal below the platform begins to shine. A strange pattern appears below it. Bubbles of pure energy flow from the bottom of the device up into the platform, which begins to glow a fiery orange. A brilliant beam of light shoots up from Delkfutt's Tower and collides with the floating temple of Tu'Lia, hovering high in the sky above it. A gigantic crystal on the bottom of the temple begins to glow. In the Stellar Fulcrum the beam of light returns, the gateway to Tu'Lia has been opened. Zeid: It... It cannot be! Eald'narche: Behold, the Gate of the Gods--Tu'Lia! Lion: Gate of the Gods... Eald'narche stands in the center of the platform, basking in the power sent down from Tu'Lia. Aldo: Verena! Eald'narche: I have no more use for her. If you want her that much, you can have her back. He throws Verena off the platform, Aldo runs towards her and manages to catch her before she hits the ground. He holds her unconscious body in his arms. Aldo: No! Verena! Open your eyes! Verena! Eald'narche turns to face the group of people who came to stop him. The people who were powerless to prevent him from opening the path to Tu'Lia. Eald'narche: Don't you, too, want to pass through the Gate of the Gods? Don't you, too, want to know waht awaits in eternal paradise? Come to Tu'Lia, and see with your own eyes. Only after you enter paradise will you mortals know true happiness. The questions to which you have no answers--you will find those answers in Tu'Lia. And once you have come to realize that your exitence is meaningless, I will change the world into a crystal, set to shine for all eternity... Lion: You wouldn't dare! Eald'narche: However, only those who have been blessed by the light and whose power has been accepted by the crystal can pass through the gate. Travel to Ro'Maeve and prove yourselves. I will be waiting for you on the other side. Zeid: Wait! Aldo: Why, you! Lion: Stop! Eald'narche: Heh-heh-heh... Ah-hah-hah-hah! Laughing, Eald'narche teleports himself to Tu'Lia. The light fades, and Zeid slowly turns to face the others. Zeid: Someone has to stop him, or it will mean the end of Vana'diel as we know it. Lion: I'm going back to Norg. I'll see if my father can give us any help. On the far side of the room Aldo is silent. He stares at the limp body of his sister silently. ZM9 Ro'Maeve ~Norg~ Returning to Norg, Lindain meets again with Gilgamesh and his daughter Lion. Gilgamesh: Arrrg, I heard from Lion about what happened at Delkfutt's Tower. Our ancient friend called that island floatin' over Qufim "Tu'Lia" ... The Gate of the Gods. Lion: Eald'narche also said that only those who have been blesses by the light and whose power has been accepted by the crystal can pass through the gate. Gilgamesh: What does that boy think he's doing, playing some kind of game with Vana'diel as his prize? Lion turns towards Kamui, Gilgamesh's advisor. Lion: Kamui. Have you ever heard the name Ro'Maeve? Eald'narche mentioned it before he left Delkfutt's Tower. Kamui: Ro'Maeve? Hmmm... On the northern tip of Mindartia is a wild, untamed region called the Sanctuary of Zi'Tah. In this area there remains a set of ancient ruins. I remember those ruins being referred to as Ro'Maeve. However, those ruins, also known as the Temple of Desolation, have long been feared by many. Gilgamesh: Arrrg, a frightenin' place that Zi'Tah be. Ya never know what's gonna creep up behind yer back. Lindain, take care when traveling up there, unless ya want to be swimmin' in Davy Jones' locker. Lion: Ok, I'll be careful. Gilgamesh: Hold on there, missy. You're not going with Lindain this time. I need ya t'travel t'Jeuno and keep an eye on them beastmen. Lion: But...but! Gilgamesh: Don't talk back t'me. You know what ya have t'do, now go do it! I'll stay here and watch after me hideout. Lion: ... ZM10 The Temple of Desolation ~Ro'Maeve~ Lindain travels through the Sanctuary of Zi'tah, to the ancient temple of Ro'Maeve. He slowly walks through the silent halls, filld with statues of long forgotten Gods. He finds his way blocked by a strange wall, with a crystal shaped hole in the center. However this wall does not appear to be a doorway, as it is built into the nearby walls. But, why would there be a stairway clearly visible thorugh the holes in the wall? ZM11 The Hall of the Gods ~Norg~ Returning to Norg with news of his discovery in Ro'Maeve, Lindain meets with Gilgamesh. Gilgamesh: arrrg, so ya say ya could't journey deeper into the temple because a grate was blockin' yer way? What? Ya saw a stairway on the other side of that blimey grate? Ha! Leave it t'the Zilart t'build somethin' crazy like that. But this ain't no time fer complain'. We've got t'figger out a way t'get t'that stairway. There's got t'be some way t'open that wall. Some kind of key... Arrrg! I've got it! Ya say the Zilarrrt used crystals t'power their strange machines, right? Then maybe... I think we may know the way t'get through that grate. Listen up, Lindain. I want ya t'find a Mithra named Mary, or Maroo or somethin' like that. She was in Norg a while back, but now she could be anywhere on the mainlands. Why all this trouble over a cat? Well, when that lady was here, she tried sellin' us a strange crystal she said she found in the Sanctuary of Zi'Tah. I don't think she was tryin' t'pull a fast one, but no one was interested in her booty, so she packed up and left fer somewhere else. But now that me thinks of it, that crystal she found in Zi'Tah may be jus' what we're lookin' fer. ZM12 The Mithra and the Crystal ~Rabao~ Lindain eventually finds the Mithra that Gilgamesh spoke of in the desert Oasis of Rabao. Mayoh Comyujah: Ho there! Aren't you the adventurer known as Lindain? The winds carry word of your interest in the ruins of Li'Telor. I know how to get in. Into the very center of the rrruins, I mean. I wouldn't mind just telling you, but...you know what they say, "Nothing of value should come for free." I have a little favor to ask. Underneath the Altepa Desert lie the expansive Quicksand Caves. I've got a hunch that there's some undiscovered trrreasure in there, still waiting to be claimed. Just head a short way into the caves and pick up anything that strrrikes you as valuable. If I like what you brrring me. I'll tell you everything I know about the rrruins. Not a bad deal, rrright? You scrrratch my back, and I'll scrrratch yours. Lindain thinks the situation over, and nods. Mayoh Comyujah: Okay then, it's a deal. The Quicksand Caves are expansive and have many entrances, but I'm sure you'll figure them out. ~Quicksand Caves~ Lindain travels to the Quicksand Caves once more. He finds a deep crevasse, with a strange object in its depths. Before he can investigate it more he is attacked by a magic pot! It is no match for him, and on its shattered body, Lindain finds a note written in an unknown language. ~Rabao~ Meeting once again with the Mithran Thief, Lindain gives her the note he discovered in the Caves. Maryoh Comyujah: Wow, this is incrrredible! Now listen carefully, and I'll tell you what I know about the rrruins, just like I prrromised. What I'm about to tell you happened long before I came to Kuzotz. I went alone to explore Li'Telor, a place that has been known as a holy land since ancient times. I was traveling through a dense fog and, though it embarrasses me to rrrecal, completely lost my way. After wandering for a time, I somehow found myself at the rrruins. What I saw there, you already know. Those huge statues facing one another in that great hall, and beyond... The immovable wall that bars the way into the heart of the rrruins. I searched every inch of that place. And then I found it. A mysterrrious crystal glowing with a clear, blue light. I don't know why it was there, but it was shining from below the surface of the lake in the great hall. ... Glowing as if in rrresponse to the moonlight that poured in from above. She hands Lindain a sparking blue crystal. Maryoh Comyujah: This is that cerulean crystal. I brought it back with me thinking I could sell it, but I haven't been able to find a buyet. I might as well give it to you. Place it into the hollow in the center of that wall and see what happens for yourself. You wouldn't want me to spoil it for you now, would you? Hehehe. ~Lower Jeuno~ Lindain goes to check up on Aldo and Verena in Jeuno. Aldo meets him in the Neptune's Spire. Aldo: Oh, it's you. I see that you made it out of there alive. Me? I'm fine, but Verena's been unconscious since we returned. Come with me. He leads Lindain into a nearby room, inside Verena lies motionless on a nearby bed. Aldo: From what I see, her mind's been poisoned. I never knew that Eald'narche had that kind of power... Now that you mention it, I hardly know anything about him. I guess I never really thought that I needed to know. If I got what I wanted, I was happy. At the sound of his voice, Verena slowly sits up, she turns to her brother. Verena: Al...do... Aldo: Verena! Do you know who I am, Verena? Verena: Aldo? Yes, I'm alright... Aldo: So, do you... remember what hapened in the Stellar Fulcrum? Verena: Not really... It was all like watching a play... Aldo: I see... Verena: I was controlled by the... the Shadow Lord's sheer will... Aldo: You don't have to say any more. It's all over now. And I thank the heavens that you're back here safe with me. Verena: Aldo... Aldo: I appreciate you traveling here, Lindain. However I don't know if I can carry on this game with Eald'narche anymore. Hurrying Lindain out of the room, Aldo returns to his sister's side. ZM13 The Gate of the Gods ~Ro'Maeve~ Lindain places the cerulean crystal into the opening in the grate, following the instructions he was given. The grate begins to shine with a blue light. Footsteps behind him announce the arrival of Zeid, and... Aldo!? Aldo: We've been waiting for you, Lindain. I've got a score to settle with Eald'narche, It's time to put an end to that midget's plan! Zeid: I am not certain about what he meant by being "blessed by the light," but I do know that we need that cerulean crystal you hold to find out. A shaft of blue light hits the stone in the grate, and the grate vanishes. Lindain, Aldo, and Zeid walk down the corridor. Aldo: So that's how it works... Well, there's no turning back now. Let's go, Zeid. You too, Lindain. Traveling down the corridor, Lindain arrives at a platform, it looks similar to the one he saw in the Stellar Fulcrum. Zeid and Aldo walk onto the platform... nothing happens. Zeid: It seems as if we cannot continue on any further. Aldo: What's going on? Does this mean our power was not accepted by the crystal? A female voice resonates through the chamber. Yve'noile: Long have I awaited thy arrival... A ghostly figure appears, it is a Dawnmaiden. Yve'noile: Thou has come here to try and stop Eald'narche--to keep him from opening the Gate of the Gods... I am Yve'noile, a servant of the Dawn Goddess. I watch over the path leading to the gate. All of the Zilart, including Eald'narche, are still bound by our cursed past. As thou already know, his plan began ten thousand years ago when he came into contact with the five crystals that rest beneath the surface of Vana'diel. The true crystals... The crysals that exist above the earth now are nothing but mere replicas, lacking true power. We Zilart harnessed the five true crystals' power, divided it elementally, and succeeded in containing it in as smaller form. However during the Meltdown, the energy of these smaller crystals was simultaneously released and spread to the far reaches of Vana'diel. Over centuries, that energy accumulated inside the bodis of the living beings on this planet, causing them to crystallize. Thus, they took the form of the crystals that are found throughout Vana'diel. Mortals are an incomplete species. When Eald'narche's quest for paradise was thwarted, life on this planet lost its perfection. Particulary, the inability to communicate with the others of thy races casts a shadow over they development. This inability became increasingly evident after the Meltdown divided thee into the five races. The arrogance of the Elvaan, the envy of the Mithra, the cowardice of the Tarutaru, the apathy of the Humes, the rage of the Galka... These are the traits thou must carry with thee as thou make thy journey through life. However, unlike thy legends tell, these traits are not some ancient curse. They are merely an aftereffect of the energy released during the Meltdown. She begins to summon energy, a series of fiery runs surrounds Lindain, Zeid and Aldo. Yve'noile: One can understand why Eald'narche would aspire for perfection... However, one can see why others would acknowledge the benefits of imperfection. The runes form a circle around the three adventurers. Then shoot to the ceiling of the chamber. Yve'noile: On the other side of this gate lies the Gate of the Gods, Tu'Lia. I beg of thee. Release Eald'narche, and what remains of the Zilart consciouness, from the crystal's binds. I pray for thy safe journey. May the Goddess of the Dawn protect you in Her mercy. But as one bright star shines through the clouds at night... And as one song rings clear above the roar of beasts... We hold to one hope in these darkest of times. Energy gathers on the platform, and Lindain is transformed into a ball of bright red light. The runes form into a cylinder, and Lindain is shot through it into the heavens. He rematerializes in another chamber. And someday, that hope will become out dreams... our prayers... Lindain walks out of the chamber, through a corridor. The floor is made of a translucent crystal. He emerges outside, an enormous crag looms above him, overgrown with green ivy. Standing in a beautiful garden, Aldo and Zeid walk up behind him. ~Ru'Aun Gardens~ The great bane will devour the fair land of Vana'diel. The ancient seal will be broken, awakening nightmares of ages past. The blood of innocents will soak the earth, and the world will fall into fear and despair. Aldo: Fear? Despair? There won't be any blood soaking the earth if I have anything to say about it. I don't know who these Crystal Warriors are, but I'm not going to let them have their way with my Vana'diel. I'll show them what this "incomplete" Hume is made of! Zeid: If the song of legend sings of our demise, then so be it. But when the song is over, we shall write a new verse of hope with our blood, sweat, and toil. Aldo: Come on, Zeid. We have no time to lose. Zeid: Be careful, Lindain. I have a feeling we will be seeing each other again soon. ZM14 Ark Angels (NOTE: I included the Divine Might Quest/BCNM in here as well, as it ties in directly to the Ark Angel part of the Zilart Storyline) Lindain walks to the center of the gardens, to a gigantic gate that appears to lead into the large crag structure in the center of the floating island. He is unable to open the gate, a sound behind him draws his attention, and he turns to find himself facing Yve'noile. Yve'noile: This place is part of a now forgotten Kingdom. T'was known as the Shrine of Ru'Avirau. It is the heart of Tu'Lia. The Celestial Nexus, the key that opens the Gate of the Gods, lies within... The path to the Celestial Nexus, with the Shrine at its center, is guarded by the power of give beings born of the crystal. Yes, the power of the crystal. Those five guardians hold the might of deities. However, the potential to shatter those powerful beings has grown within the Children of Altana these past ten thousand years. I see that potential now in the person who doth stand before me. She pauses, looking closely at Lindain. Yve'noile: Even so... The power of Eald'narche is incalculabe. It far exceeds the might of even the Crystal Warriors. I do not know if the strength I can lend thee will for certain aid in they struggle against Eald'narche. It also entails great risk... Thou must have in they possession the five shards obtained from the Crystal Warriors, charged by the energies released in the class of titanic forces. Shards broken from the warriors at the same time, in the same place. Following the advice he was given, Lindain makes his way to a round chamber. The Elvaan Ark Angel waits in the center. At the sound of his approach, she rises to her feet, drawing forth a long curved sword, and raising her black shield. Ark Angel EV: You shall be overwhelmed by the arrogance that disfigures you... Attacking with Holy Light she lunges at Lindain, who fights furiously with her. He is able to defeat her, and she collapses, shattering into crystal shards. Lindain moves forward and soon comes across the Tarutaru Ark Angel, floating in the center of a similar room. Ark Angel TT: You shall be consumed by the cowardice that blinds you... Summoning a scythe the Tarutaru floats in front of Lindain. Hurling himself at the weapon Lindain engages the Arch Angel in combat. Despite his powerful dark magic, the Tarutaru is defeated, clutching its throat in pain, it reverts back to its crystal form, and shatters into thousands of pieces. Continuing his journey, Lindain eventually arrives in a similar chamber, and finds himself facing the Mithran Arch Angel. Ark Angel MR: You shall be twisted by the envy that drives you... She draws out an axe, and summons a tiger to her side. Lindain easily defeats the tiger, and engages her in a pitched battle. He manages to deliver a fatal blow, and she falls, shattering into her base crystal form. Lindain presses forward, and enters the chamber occupied by the Hume Arch Angel. Ark Angel HM: You shall be defeated by the apathy that plagues you... He pulls out two swords, and attacks Lindain using Ninjitsu techniques, nevertheless he too is defeated, and falls to his knees. Letting forth one last feeble cry before shattering. In another chamber Lindain finally comes face to face with the final Arch Angel, a Galka. Ark Angel GK: You shall be burned by the rage that controls you... He draws forth a great Katana, and summons a Dark Wyvern to his side. Lindain presses the attack and is able to defeat both, staggering back from Lindain's final blow the last Arch Angel is destroyed. He gathers a shard from each of their shattered bodies, and returns to the entrance of the shrine. Yve'noile: The shards thou now possess are the five children of the crystal returned to their original form. From a living creature's perspective, it is a state close to death. Left in this state, rather than regenerating, they will slowly lose their power and meet with true oblivion. Even now, the energy of the shards is evaporating. Travel to Ro'Maeve when thou canst see the full moon clearly in the night sky. The power of the ruins will awaken, filling the spring with water that will reflect the lunar sphere. Immerse the shards in the waters of the spring, along with the bottle of illuminink and the parchment. The fading powers of the shards will be revitalized, and the parchment will transform into an ark pentasphere. The ark pentasphere is used to alter the magical properties that govern La'Loff Amphitheater... The five warriors that guard the boundaries of Tu'Lia will be drawn to one place and returned to their primary forms for a short time. It also contains the power to circumvent the restrictions on the amphitheater. The ark pentasphere will make it possible for those many companions who have joined thee on they adventures to assist in this endeavor. She begins to fade away. Yve'noile: Please do not forget, however this is not necessarily the path thou shouldst travel. Even without the strength I could lend thee, it is not impossible thou wilt prevail. Following the instructions, Lindain creates an Ark Pentasphere. He uses it in the La'Loff Amphitheater. The Five Ark Angels slowly appear... drawing his weapon Lindain engages all five in combat... and manages to defeat them. They fall back to the ground, shattering once more. Lindain returns to Norg to rest a while. ZM15 The Sealed Shrine ~Norg~ Lindain travels to Norg, to meet once more with Gilgamesh. Gilgamesh: arrrg, so were ya able t'make it t'Tu'Lia? Oh, so ya made them Crystal Warriors walk the plank now, did ya? Then that jus'leaves us with that wee prince. But first, we've got t'find a way into the darn shrine. Is it Eald'narrrch that's keepin' us out, or is it something else? Listen close, Lindain. If the prince had already opened the Gate of the Gods, Vana'diel wouldn't be here anymore. But as you can see, nothin's changed so far. Which means all we can do is wait. When Eald'narche makes his move... that's when we attack! You'n me both hate the Zilarrrt makin' fools out of us, but there's nothing much we can do right now. ~Ru'Aun Gardens~ Returning to the entrance to the Shrie, Lindain is met by Yve'noile. Yve'noile: Use the power of the guardians of Tu'Lia to close the Gate of the Gods. Such a terrible sin... Yet the era of the Zilartian people ended ten thousand years ago. Live on in this age. The fate of Vana'diel has been passed into thy hands, thou who hast attained this peak... I will crystallize the power of the shards into a new form for thee. This power was not meant to be held by mere mortals. Even one who controls such divine strength such as thine canst only handle a single item born of this energy. She weaves the shards into a powerful artifact for Lindain. And vanishes, Lindain enters into the shrine, while opens easily. He is ready to fight Eald'narche. ZM16 The Celestial Nexus We hold to one hope in these darkest of times. The darkness must be vanquished. The bane must be purified. No matter the consequences. That they will come, with the wisdom of ages and the strength of thousands, to deliver us from our plight. We await the awakening of the Warriors of the Crystal. Lion: So you've made it this far, Lindain. Wait, don't tell me that I shouldn't be here. I know my father forbade me from coming, but I can't just sit back and watch Eald'narche wreak havoc on our Vana'diel. I'm ready to fight to the finish! When I first met you, you were just another little fish in a big pond of adventurers. But now, look at you. You're putting your life on the line for the fate of all those on Vana'diel... Even though no one will know what you did. You know... When this is all over, how about we hop on a ferry and sail around the world, just the two of us? She looks at Lindain's shocked reaction. Lion: Ha ha. It doesn't look like you were ready for that. Well, just think about it, okay? I've got to go now. Don't forget what I said, Lindain... She walks off... Lindain continues deeper into the shrine. He makes his way into the Celestial Nexus, the heart of Tu'Lia. Inside Aldo, Zeid, and Lion face a gigantic crystal core. In front of the core stands Eald'narche. with a wave of his hand he summons forth a burst of energy, knocking them backwards. Aldo: I couldn't lay a finger on him... Zeid: I-I cannot move... So this is the true power of the crystal... Eald'narche: Nice to see you all again. I was beginning to wonder if you'd make it this far. But enough with the greetings. We all know why we've gathered here today. Let me be brief. Thanks to you adventurers, the beastmen interfering with my plans to revive the Crystal Line will soon be vanquished. Once that is complete, the Gate of the Gods will finally be opened. And as for what happens to Vana'diel then--who knows? But what I do know is this: What lies on the other side of that gate is the dream that I have seen for the past ten thousand years--the dream of Paradise. He pauses, making sure his words have sunk in. Eald'narche: And what aobut you? Don't you want to see what is on the other side? Don't you want to be reborn as a god? Come with me. The Zilart Prince looks at the Adventurers, annoyed. Eald'narche: Hah! Are you still answering to your foolish pride? Come on. I'm giving you one last chance. The chance to be almighty...and you're just throwing it away. You people truly are the plague of Vana'diel. You don't think you can stop me, do you? You don't think that petty beings such as you can make a difference in the world? You're pitiful and useless. The darkness that lurks within all of you is a disease that eats away at this planet. And if you want to die meaningless deaths, then I won't stand in your way. Now is time to say good night to all those who fail to cooperate. He climbs onto a floating platform above the crystal, floating bits of Zilart Machinery surround him, as several other machines fly up from the ground and begin their attack. Aldo, Lion, Zeid, and Lindian fight furiously against the machines, and their Zilar Pilot. And eventually succeed at knocking him from his platform. Eald'narche: Ha ha... I underestimated your ability. You fight well, for such lower life forms. But there's no more time for playing games. Prepare to witness my true power! He flies above them, hovering in front of the crystal. Pure Crystal Energy flows from his body as he faces the Adventurers. With a start Lindain realizes that Eald'narche's eyepatch fell off during the fight. The entire left side of his face is nothing more then a glowing crystal. Teleporting in the midst of the Adventurer's Eald'narche fights them throwing balls of Energy at will. However Lindain manages to catch him off guard, and with a powerful strike, mortally wounds Eald'narche. Who falls to the ground, screaming in frustration. ZM17 Awakening Eald'narche: Wh...why!? In...in the eyes of the gods, I, too, am no different from...Kam'lanaut... But that won't stop me from restarting the Crystal Line...wheter it's completed or not! He climbs in front of the crystal core, and rises his arms in triumph. Eald'narche: The crystals will spin out of control as they did ten thousand years ago, and create another Meltdown that will destroy this world and everything on it! You fought well, but it's time to say goodbye. He reaches both arms into the core, connecting the cermet power lines to his body. Channeling his energy Eald'narche begins to control the power of the crystal, the core glows blue with its energy. The platform rises above the central crystal, and a ring of crystal energy forms around it, preparing the charge a blast that will destroy all of Vana'diel. The crystal below begins to crackle with electricity, as the reaction becomes more and more unstable. Zeid: I cannot believe what I am witnessing... Eald'narche: The light has begun to converge. Soon, all will end...and my dream will begin! Aldo: We can't... let him get away with it. Zeid: So it all ends here... Slowly rising to her feet, Lion stares at the crystal core. Lion: Then I guess it's up to me... There might be another way to do this, but I couldn't think of anything better... She turns to look at Lindain, and smiles sadly. Lion: I'm sorry, Lindain. I don't think I'm going to be able to keep our promise. Without warning Lion starts sprinting towards the Crystal Core. Aldo: Wait! What do you think you're doing!? Zeid: Lion!? Pulling her dagger out, Lion leaps into the crystal, hitting it with a spinning slash. The crystal shudders, and begins to crack. There is a brilliant flash, and Lion is no more, consumed by the energy of the crystal. Up above, the platform begins to shake. Eald'narche: Wh-what is this noise!? The power of the crystal is fading... But how can this be!? No! Nothing can get in my way! Despite his fading strength, Eald'narche attempts to reclaim the power of the crystal. A light appears next to him, and Yve'noile appears next to him, a floating apparation. Yve'noile: Stop, Eald'narche. Thou must cease thy vile ambitions. Eald'narche: !? Yve'noile: Thou must no longer bring harm to the world of Vana'diel. Dost thou not yet realize? Harming Vana'diel will only bind thee from attaining thy dream of Paradise. Eald'narche: Yve'noile... Yve'noile: Eald'narche. Something can never really be destroyed. It only changes to take on a new form. And now, they time hast come to take on a new form. Let us go... His arms slowly falling free from the energy line, Eald'narche collapses to the floor of the platform. Shining the crystal energy leaves his body as he dies. Yve'noile watches his death silently, then turns towards the Adventurers. Yve'noile: Until we meet again...Warriors of the Crystal. She fades away. Silently Aldo, Zeid, and Lindain walk out of the shrine, into the floating gardens. Aldo finally breaks the silence. Aldo: Well, let's hope that that puts an end to the Zilart's plans. You did a great job in there, Lindain. And Lion... If it wasn't for her, who knows what would have become of Vana'diel? Zeid: I speak for all of Vana'diel when I say thank you, Lindain. Aldo: Well, now that we got that out of the way, let's get out of here. This place gives me the creeps! I think that if Lion was still here, she would agree... Ahem... Be seeing you around, Lindain! Zeid: Lindain. I, too, bid you farewell. But I do not feel that this meeting will be out last. Until our paths cross again... They silently return to the surface. Somewhere in Yhoator Jungle, Grav'iton looks at the rising sun... for now at least the world is peaceful, the floating temple of Tu'Lia is silent once more. The Celestial Nexus lies still. It all began with a stone, or so the legend says. In ages past, a sentient jewel, enormous and beautiful, banished the darkness. Its many-colored light filled with world with life and brought forth mighty gods. Bathed in that life, the world entered an age of bliss until, after a time the gods fell into slumber. That world was called Vana'diel. However, this age will not last. The great bane will devour the fair land of Vana'diel. The ancient seal will be broken, awakening nightmares of ages past. The blood of innocents will soak the earth, and the world will fall into fear and despair. But as one song rises clear above the roar of beasts... We hold to one hope in these darkest of times. That star is you, and the song is yours. And someday, that hope will become our dreams...our prayers... Shine forth, star of hope! Let your song ring out across all of Vana'diel! And what was split asunder will once more become whole. Complete and inseperable for all eternity. ~Norg~ Lindain returns to Norg, bearing news of Lion's death. Gilgamesh meets him at the docks. Gilgamesh: Arrrg, I see you made it back safe 'n sound. Yer story won't be going down in the annals of history, but there are some things that best go unknown. Though if it wasn't fer you, we'd all be sleepin' down in Davy Jones' locker. Ya have me thanks, matey. As fer Lion... Aldo came and gave me all the details on what she did. What was she thinkin', goin' off and gettin' herself killed before her own father... She washed up on shore here when she was still just a wee lass. Nobody knew where she came from... But that wasn't uncommon during the Great War. Many a life was torn apart back then. And when me father told me I was t'take care of her...well, I can tell ya, I wasn't ready fer that. But raisin' Lion taught me a lot about the world. If it wasn't fer her, I wouldn't be the man I be today. I never knew what she thought about her father bein' a pirate... But I can tell you one thing--I be mighty damn proud to have her as a daughter. Gilgamesh turns to look at the ocean... Lindain decides to leave him in peace. ~Lower Jeuno~ Entering the Tenshodo HQ, Lindain is swarmed by the workers inside. Yin Pocanakhu: Hold up there, Lindain. Where's Aldo? You didn't just leave him on that cursed island to die, did you? Garnev: If anything has happened to our boss, don't even think you'll be leaving here alive! Aldo comes walking down the stairs, grinning. Aldo: What's with the long faces? You guys look like you just got back from a funeral! Sattal-Mansal: Boss! Yin Pocanakhu: You're... still alive! Aldo: Did you really think that I, the great Aldo, would flop at the hands of a couple worms like those Zilart? It wasn't easy, but thanks to Lindain here, the princes were no match for us! He turns to look at Lindain. Aldo: Thanks again, Lindain. You did really well up there. The first time you came through my doors, you were nothing but a little punk. But now, look at you. You've matured into a fine adventurer. Verena hurries down the stairs. Verena: Aldo! Aldo: Verena! Sattal-Mansal: Miss Verena! Verena: Aldo, you're all right! I've been praying every moment of every day for your safe return. Aldo: I'm sorry I kept you worrying. Verena: But... Where's Lion? Is she here, or did she go back to Norg? Aldo: Verena... Lion's...gone. Verena: What do you mean, gone? Aldo: Lion... Lion traded her life to stop Eald'narche's plan... Verena: No! She can't be... She just can't be gone! What did she do to deserve this!? Aldo: Verena... Lion fought bravely that day. Her sacrifice saved millions of lives. Verena: So what!? Nothing we can say can bring her back! She's... Why does everyone have to suffer!? What did Lion--what did Fickblix do to deserve their pain? I don't want to forget what they went through... Aldo: I'm sorry, Verena. Verena paushes, and looks around curiously. Verena: ...? I-I can feel something... This warmth... Lion? Is that you? It is you, isn't it... Aldo, Lion is still alive. I can feel it. She's weaker than before, but she's still with us. Aldo: You may be right, Verena. And if there's any shred of hope, the least we can do is continue to believe. He turns back to Lindain. Aldo: So, Lindain. As much as I'd love you to join us here at the Tenshodo, I think I already know your answer to that offer. But if you're ever in the neighborhood, be sure to drop by. You're always welcome. Well, I think it's time I took that vacation I've been promising myself. You should go someplace quiet and get some rest as well. I have a feeling that the real adventure has just begun... ~END ZILART~ Promathia Missions (PM0) Chapter 1: Ancient Flames Beckon (PMCH1) ~Lower Delkfutt's Tower~ Wolfgang leads a group of Ducal Guards across the Ice Covered Island of Qufim. Wolfgang: Listen up, adventurers! You are to keep clear of Delkfutt's Tower! That's an order! Several robed men are gathered around the core of Delkfutt's Tower, suddenly the energy flowing into the core begans to break free. Energy richochets around the room. ???: The northern line... The flow of energy has begun to reverse! ???: That's impossible! Out in the sea near Qufim island there is a disturbance. The water bubbles, suddenly a gigantic pillar of water shoots up into the Heavens. A beam of light descends from the sky with a blinding flash of light. From the pillar an enormous Dragon appears. Bahamut, the Wyrmking. Bahamut: Children of Vana'diel, I Bahamut, ruler of the skies, have come to deliver you a warning!The time has come... The arrival of the Keeper of the Apocalypse is near! Come forth, my minions! Let the blood of the gods spill forth on the soil of their creation. Wolfgang and the Ducal guards wait uneasily outside the entrance to the core of Delkfutt's Tower. Crooked Arrow turns to Wolfgang impatiently. Crooked Arrow: Why do we have to wait out here? What do they think we are, doorboys? It's not like they don't trust us... Wolfgang: Quiet soldier. You were ordered to stand by, not whine like a child. Crooked Arrow: Sir, yes sir! Wolfgang: But what really is going on in there...? Why did the society call for our assistance...? Suddenly there is a loud explosion, the door blasts open, knocking Wolfgang and the rest of the Ducal Guards into a nearby wall. Wolfgang: Crooked Arrow! Men! Ready your weapons and fall in! Neraf-Najiruf: Captain! The door! Wolfgang: Follow me and keep on guard! They rush down the stairs into the core chamber. Cloaked figures lie dead around the shattered core, a small boy dressedin black lies senseless on the main platform. Wolfgang: What the!? What the hell happened here...? Pherimociel: Captain! Wolfgang: What is it, soldier? Pherimociel: I've found someone. He's... he's just a boy. Wolfgang: He's still breathing. If we can revive him, he might be able to tell us what on Vana'diel happened here. Pherimociel: What are your orders, sir? Wolfgang: Get me Monber... Somebody call the Infirmary! The Rites of Life (PM1-1) ~Upper Jeuno~ Wolfgang walks into the Infirmary, Monberaux comes out of the room where the Boy is sleeping to meet him. Wolfgang: How is he doing? Monberaux: Well, there don't seem to be any external wounds. To tell you the truth, I don't exactly know what is wrong with him. Wolfgang: You don't exactly know? So you have some sort of theory? Monberaux: ... I'm sorry but I'm not inclined to speak of a patient's condition. Not even to the captain of the Ducal Guard. Wolfgang: As you wish. But that boy is an important witness. When he comes to, he will be taken in for questioning. Has he shown any signs of consciousness? Monberaux: I'm afraid not... Wolfgang, what really happened back in that room? What was that device, and what were Jeuno's scientists trying to do with it? You know something, don't you? Wolfgang: You need not worry yourself with the affairs of the duchy. Monberaux: I see... I suppose some things are better left unknown. I often ponder over whether to inform a patient when their disease is incurable. However, if there still remains even a thread of hope to cure that disease. Wolfgang: If you are trying to say that Jeuno is ill, you are quite mistaken. Monberaux: Let me rephrase my question. Friend to friend, what simply happened that day? Wolfgang: I... I truely do not know. That is why it is crucial we question that boy. If there is nothing wrong with him, then there is no reason why we cannot move him to the Grand Duke Palace immediately. Monberaux, make the preperations for his transport. Wolfgang leaves the Infirmary, Lindain walks in to speak to Monberaux Monberaux: Ah, it's you... As much as I'd like to sit and chat about your adventures over a nice pot of San d'Orian tea, now is not quite the time. Wait. Perhaps you know something of what took place near the Sea of Shu'Meyo. Recently I have been hearing some strange rumours. Leillaine: Doctor Monberaux, there is much commotion outside the infirmary. Do you think the Ducal Guards have returned? Monberaux: Those selfish bastards! Do they think of nothing but their own gain? I apologize, but there is something I must first take care of. Monberaux and Leillaine go outside. Suddenly the strange boy walks through the closed door. He looks at Lindain silently, reaching into his robe he pulls out a strange amulet with a large black gemstone. He offers it to Lindain, his eyes glowing a bright blue. The world shimmers, the infirmary is replaced with a vision of a sparkling landscape, trees grow alongside turquoise ponds of brilliant liquid. Following a sparkling road ruins appear, a dark gate appears at the end of the road, lined with many archs. As fast as it appeared, the vision ends. Lindain come to his senses, and finds himself clutching the Boy's Amulet. Meanwhile Monberaux argues with the Ducal Guards outside his Infirmary. A strange blonde haired Hume dressed in black robes yells at Monberaux. This man is named Nag'molada. Nag'molada: And we cannot get any answers without the boy awake and in custody! Hand him over! That is an order! Monberaux: You can order me all you wish, but I will not allow you to wake that boy! Wolfgang: Men, you have your orders. Monberaux: Wait Wolfgang! What are you planning on doing to him!? I won't allow you to manhandle my patients like this! Suddenly the Enigmatic Boy appears through the door to the Infirmary, he regards the commotion outside with vauge interest. He looks transparent, the door can be seen behind his shimmering body. Wolfgang: What is going on!? ...!? Crooked Arrow dives for the boy, who passes through him as if he were made of water, running through physical objects with ease the Enigmatic Boy makes his escape. Crooked Arrow: He... He just vanished! Wolfgang: Don't just stand there! Seal off the area! I don't want any man, woman, dog, or cat leaving Upper Jeuno. That boy can't hide for long. Nag'molada remains standing outside the infirmary, lost in thought. Nag'molada: I've seen that child somewhere before... Lindain walks out of the Infirmary, still holding the Amulet. Monberaux: I don't understand. No signs of consciousness for hours, and then he just wakes up and runs off... There must be an explanation for this...I'm sorry you had to witness that exchange. I'd like better to inform you of what just happened, but even I'm puzzled by the events that have transpired today. Are you all right? You look slightly pale. Well I hope it is nothing serious. Lindain holds out the Amulet, allowing Monberaux to see it. Monberaux: That amulet you hold. It belongs to the boy, does it not? What's this? You say he gave it to you? I suggest that you hold on to it. It may give us some clues as to what is really going on. It also may... Never mind. Perhaps I should begin my rounds in the Ru'Lude Gardens. I may be able to collect some valuable information. I've a feeling the situation up there may be even tenser then it is here. ~Ru'Lude Gardens~ Lindain walks into the Ducal Guard Room in the Grand Duke Palace. He overhears a conversation between some of the Guards. Neraf-Najiruf: Did you hear? Some of the Telepoint crystals in Holla, Mea, and Dem have broken into a million pieces! Adolie: So that's why Captain Wolfgang has been on edge lately...But what is really going on at those crags? Noticing Lindain's eavesdropping Pherimociel turns to him Pherimociel: I see you have begun to show some interest in the strange occurrences that have been taking place in the past few weeks. Let me tell you a little of what I have heard... Recently, the duchy has been abuzz with strange tales of travelers being drawn into strange whirlpools located in the Valkurm Dunes and on Qufim Island... and never coming back. From what I gather the ducal scientists believe this phenomenon has something to do with the shattered Telepoints at the Crags of Holla, Dem, and Mea. Still curious Lindain talks to other people around the Palace, searching for clues. Colti: You, a scruffy adventurer, spoke with Sir Nag'molada!? Did you know that he was a high-ranking member of the presigious Armathrwn Society --the advisiors to Archduke Kam'lanaut? Baran: I've heard rumours that a bright light shot out fo the sea somewhere to the north of Delkfutt's Tower. An investigatory party is scheduled to search the area for clues, but they'll have their work cut of for them. The currents in the Sea of Shu'Meyo are unpredictable and violent. Many a captain has lost his ship in those waters. Hearing about a strange scientist that recently arrived at the Palace, Lindain searches him out, but the vauge answers he receives are of no help. Harith: ...Emptiness............Possible weaknesses...Hmm...... Below the Arks (PM1-2) ~Tahrongi Canyon~ Lindain realizes that if he wants to learn more, he must seek out the shattered crystals at the crags, he first travels to Tahrongi Canyon, and the Crag of Mea. Arriving at the Crag he finds the telepoint, shattered into a thousand pieces. Suddenly the pieces begin to glow. Lindain shields his eyes, and when he opens them, finds himself in a strange room. ~Hall of Transference~ Lindain looks around the room. Apparently he is inside the Crag itself. A sealed doorway lies in front of him, at the top of a large stair. Two strange machines lie on each side of it. He approaches one, suddenly he hears screaming, two robed men try to rush out of the doorway, but are dragged back inside by a strange darkness. ???: Nooo!!! ???: Wha...? Aaagghh! Lindain rushes to their aid, running through the open door. But it is too late, he stares down the long tunnel in front of him. ~Promyvion-Mea~ The world shifts around Lindain, suddenly he plunges down a long dark tunnel, towards a pool of dark energy. When he comes to his senses he finds himself standing in a dark twised version of Tahrongi Canyon. A voice echos in his mind. Come, Lindain... It is... time... Return... to the darkness..... Lindain wanders through the wasteland, partiall disintegrated ruins dot the landscape, which appears similar to the Tahrongi Canyon, and the Sarutabaruta lains. Using the machines in the ruins he teleports himself from place to place. Fighting bizarre monsters along the way. Eventually he comes to a large tower an erie blue light shines from the top. Climbing the tower he finds himself inside a large round chamber. Suddenly darkness comes shooting out of the floor, solidifying into a monster! Lindain engages it in combat, and eventually defeats it. The Delver falls to the ground and slowly fades away. Crossing the room, Lindain teleports to another location. He finds himself standing in front of a gigantic shimmering crystal, light flows from it almost blinding him. He is interrupted by voices from behind. It is the two robed men, one removes his hood. It is Nag'molada. ???: You shouldn't move any closer... Nag'molada: Amazing. I don't know who you are, but I commend you on your ability to make it this far. There she is. The mothercrystal. Well, what do you think? Can't you feel her power? Can't you feel her marvelous light streaming through your body? Can't you fell the endless joy she brings? The light from this crystal feeds our souls and keeps us alive... It keeps the whole world alive. And that is why we cannot forgive any who attempt to harm the crystal. A cloud of Darkness appears near the crystal. It solidifies into the Enigmatic Boy, who faces Lindain and Nag'molada coldly. Nag'molada: !? Who are... What are you doing here!? That... That darkness...! Darkness consumes the Crystal, as well as all those around it. The scene fades suddenly, three mysterious robed women stand in meditation inside a ruin. ???: The end of Vana'diel... The world stands on the brink of oblivion. The final battle betwixt the Twilight God and the Dawn Goddess is at hand. And not a single soul shall escape its devastation. Lindain awakens alone, outside the Crag of Mea. The Mothercrystals (PM1-3) ~Konschtat Highlands~ Lindain approaches the Crag of Dem. The sound of approaching Chocobos causes him to turn away from the shattered telepoint. It is Cid, leading the Mithril Musketeers. Ayame: Hm...? Someone seems to have arrived here before us. You! What are you doing here? Cid: Calm down, Ayame. He's an adventurer. It's his job to go adventuring. We're here to investigate something. It could get pretty dangerous, so I suggest taking a few steps back if you know what's good for you. Wolfgang approaches the Crag, he calls out to Cid Wolfgang: Why, Cid. What business do you have here today? Cid: Why, if it isn't little Wolfgang. How have you been? We're here to check out the Crystal Line. Recently I've been receiving some very strange readings from this area. According to the data retrieved by the Republican party that visited here last month, the once stable energy flow has begun to fluctuate. I've never seen such high readings... The flow of energy is so overwhelming that the Telepoint you see over there was shattered to pieces! And now there are reports that a giant beast appeared over the sea, just to the north of Delkfutt's Tower. I have a bad feeling that these two events are connected, and that they're warning us of something worse to come. Wolfgang: ... I understand that research inclines you to pursue thes