From FFXIclopedia, the free Final Fantasy XI encyclopedia
| Mission Name:
| Magicite
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| Start NPC:
| Windurstan Ambassador in Jeuno
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| Requirements:
| Mission: 3-3
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| Suggested Level:
| 45
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| Title:
| Have Wings Will Fly
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| Repeatable:
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| Reward:
| Airship Pass 10,000 gil Rank 5
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| Previous Mission:
| A New Journey
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| Next Mission:
| The Final Seal
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Important Note
After completing this mission, you will not be able to change your allegiance until you talk to your government's representative. The Immigration NPC will state that your home nation is in trouble and refuse your application. You will be able to change nations as long as you do not agree to start the next mission during the cutscene in your home nation.
Walkthrough
Trade some crystals for Rank Points. (Two to three stacks of crystals is enough to unlock this mission.)
Report back to the embassy in Ru'Lude Gardens. Your gate guard will not hand out this mission, this mission is handed out by your embassy instead.
This mission is the same for all three nations.
This is not a simple Mission, so give some thought to the party level and size recommendations given below.
Before Heading Out
1. Talk to your ambassador for a cutscene to get the Archducal Audience Permit key item that lets you see the Archduke.
2. Head to the Duke's Audience Chamber (H-6) for a cutscene. He promises you an Airship Pass in exchange for 3 Magicites from the strongholds. In the cutscene Mawl'gofaur will give you the key item Letter to Aldo (if redoing this mission after you changed allegiance, it is important to get this key item again and talk to Aldo again before heading out to the strongholds).
3. Collect 5 key items to access the three Magicite locations you will travel to.
Note: You need to talk to Aldo before you can do the Crest of Davoi or Yagudo Torch parts.
Note: If you change allegiance and receive the mission again from your new country, go directly to the beastmen strongholds once you had your cutscene with Aldo. You don't need to repeat the preliminary quests, as you still have the Yagudo Torch and other Key Items.'
These items are needed to enter Magicite areas.
Note:
You need to complete the Tenshodo Membership quest to be able to gain access to the back rooms of the Neptune's Spire. Complete the quest to continue with this mission. You can also purchase this item from AH.
Travel to the Tenshodo in the Neptune's Spire in Lower Jeuno. Talk to Aldo [J-8] (make sure you have the Tenshodo Invite otherwise you can't get in the door at the end of the hall way) who stands in the back, cutscene. You will receive a key item: Silver Bell.
Travel to the Tenshodo in the Neptune's Spire in Lower Jeuno. Talk to Sattal-Mansal, a Tarutaru who stands by the door to Aldo's room. He will ask you to bring him a Quadav Charm dropped from De'Vyu Headhunter and a Quadav Augury Shell dropped from Go'Bhu Gascon. Talking to Sattal-Mansal will initiate the quests Mysteries of Beadeaux I and II. Upon completion of these quests he rewards you with the key items: Coruscant Rosary and Black Matinee Necklace.
Baudin (G-8) in Upper Jeuno requests that you bring 1 Coeurl Meat back to him. This can drop off any Coeurl or can be bought from the Auction House. Trade him the Coeurl Meat and he will give you the Crest of Davoi. See: Crest of Davoi quest of more information.
Travel to Upper Jeuno, and talk to Paya-Sabya (I-8) who stands between the armor and weapon shops, cutscene. Then head to Muckvix's Junk Shop at (H-9) in Lower Jeuno and talk to Muckvix in the back room and he will give you the Yagudo Torch.
1. Ensure that you have the Key Item Crest of Davoi from Upper Jeuno before leaving for Davoi.
2. Upon entering Davoi from Jugner Forest, follow the right wall until you cross a bridge at (H-7). Continue forward until you come to an intersection at (G-7), where you should make a left turn. You will see the Wall of Dark Arts immediately, which will be guarded by Orcs.
3. Kill the two Orcs -OR- cast Invisible on yourself and walk up to the wall and drop it when they are not looking. Activate the wall by inspecting it. If you get aggro after you inspect the wall, continue to pass through until you zone into Monastic Cavern, which is just a few short steps away.
4. Follow the path safely to the end (there are no monsters in this part of the cavern). At the end of the path, you will find the Magicite. Click on it for a cutscene. After the cutscene, you will receive a temporary key item: Optistone. Now you may leave.
NOTE: If you are below level 35, do this during the daytime to avoid the bats during the evening times. During daylight, only invisible is necessary in Davoi.
Note: The following only needs to be done if you have not already done Mission 4 in another city. If you have changed cities and are re-running this mission skip to the bottom of this section for directions to the Magicite.
Two NMs need to be killed to proceed with this mission, fulfilling Mysteries of Beadeaux I and Mysteries of Beadeaux II for the other two key items necessary to access Beadeaux's Magicite. These NMs are De'Vyu Headhunter and Go'Bhu Gascon. To solo these NMs easily and without fear of aggro on the way, Soloable by 50 MNK/THF with Cross-Counters or equivocal job. Otherwise, a larger group will need to go through Beadeaux. In this case, Silencing Potions are recommended, as your mages will be silenced to avoid the "Afflictor" machines scattered throughout Beadeaux. Mages should also bring Echo Drops to remove the Silence effect after the group finishes passing the Afflictors.
De'Vyu Headhunter drops 1-4 Quadav Charms when killed, and Go'Bhu Gascon drops 1-3 Quadav Augury Shells. Be sure to bring some combination of players able to take down level 45 NMs.
Upon entering Beadeaux, hug the left wall until coming to a tunnel. Go down the tunnel, making two right turns to come to a "Mute" machine, which will inflict Silence on the any player that checks it. Turn around and go straight until a T-intersection, then turn right, coming to a room with an "Afflictor" machine, which will inflict a powerful Curse on any player who is not silenced. Take the northern exit from the Afflictor room, and go straight, eventually coming to a spiraling tunnel leading back above ground. Head south, then east. Another Mute is here; refresh your silence status before turning south again, hugging the right wall and passing an Afflictor. There is a ramp at (E-10) that leads to the upper level; take it and cross the nearby bridges across two land-island formations, passing directly above another Afflictor. After the final north-south bridge, you are free of the Afflictors and your mages are safe to use their Echo Drops.
Turning right and heading Southeast will lead to De'Vyu Headhunter at (J-9). Kill this NM, then hug the right wall until coming to Go'Bhu Gascon at approximately (F-6). Note that it is possible, but sometimes difficult, to pull Go'Bhu Gascon from the bottom level, near the entrance to Beadeaux. Continue to run back and forth between the two NMs' spawn points until everyone in the party who needs them has them.
Once everyone has both items, warp everyone back to Lower Jeuno. Report back to Sattal-Mansal and trade both items, one at a time. You will receive the final key items that let you enter the Magicite room of Beadeaux.
Re-enter Beadeaux and hug the left wall, and do not open any doors. Only people under the level of 35 should need Sneak. You will go into the lower level. Take a left turn at the intersection, and you will zone into Qulun Dome. After you zone, just head straight and you will open the door. Inspect the Magicite. After a cutscene, you will receive another magicite, Aurastone. Now you may leave.
Form a full level 45 party (alliance suggested) and purchase several prism powders (at least 2-3 stacks). If anyone is level 40 or below, they must have Sneak and Invisible as bats will still aggro. Head to Castle Oztroja. This is the longest part of the mission and it may take at least 2 hours to finish if too much time is wasted on killing aggro and recasting Sneak and Invisible. If you are high enough level to not take aggro, or have a higher level clear a path, this won't take much time at all. Purchasing a map of this place is suggested.
Head to (I-8) and make sure only one person is standing between the levers. Once the door opens, run inside and go up the stairs.
Note: One lever will land you in a trap pit below which you will need Escape to get out of or you can tab around to find the point to open the secret door and walk back up, but it's a long walk. The other lever opens the door. It changes daily (game time). An easy way to check which is the correct lever you need, have one person stand in between both levers and as you check one, run out from between to clear the door if it happens to open.
When you reach an intersection at (I-8) of the second floor, make a right turn. Ignore the turn at (I-7) and continue going straight, eventually you will reach (G-7) where you will head outside.
You will be at an overpass. Be careful not to fall down. Go right and take the tunnel at (I-7). For now this is straight-forward. Unless you are level 60+, you will need to have Invisible up at all times. Once you reach an intersection at (H-8), make a right turn and go straight, left at (G-8), then left at (G-9), always hugging the right wall. You will find the torch door. There are no more bats once you get to the torch room, so low-level characters will not need Sneak. Clear all Yagudo that are near the torch door, as everyone must light the torch to get through. To light the torches, each person must individually stand between the torches in front of the door; standing off to the side of one torch will result in failure. Once you light a torch, you will automatically go through the door. You may encounter a few more Yagudo just past the door. While passing the door will erase hate, it is still possible to catch aggro through the door.
- This part (above) is the part that requires the before mentioned level 45 party. However, it was completed by 4, level 40, players (PLD, DRK, THF, SMN). Just stop in the hall outside the door, have someone or something (in our case, an avatar) get the attention of the Yags outside the brass door, and everyone else runs to the door, opens it, and invis's to the next part.
Once past the door you lit with the Torch, turn right at the intersection of (H-10) and you will find another brass door. Simply click to open it. If any aggro happens, the zoneline is just past the door. Once inside the Altar Room, just head straight as there are no mobs. Target the Magicite and watch a long cutscene. After the cutscene, you will get the magicite, Orastone. Once everyone is done with the cutscene, Warp or have a White Mage use a Teleport spell on everyone.
This all part might be done solo, with a WHM using Invisible, Sneak, Deodorize and reraise. It's hard and tough, but doable.
After all 3 Magicites are obtained
Return to the Archduke and a cutscene will play. At the end of the cutscene, you will get your Airship Pass--or 20,000 gil, if you already have an Airship Pass. Now, return to your embassy (in Ru'Lude Gardens) and talk to the person behind the counter. He will give you Rank 5, the Message to Jeuno and 10,000 gil.
You will be unable to unlock new missions once you obtain Rank 5, as Mission 5-1 starts instantly. Report back to your home nation for further instructions.
SPOILER WARNING: Details about a quest, mission or other Final Fantasy XI in-game storyline follow.
Game Script
| Magicite/Bastokan Embassy - Ru'Lude Gardens
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| Altair: Thanks for volunteering, Player name.
Altair: According to a message we received from the Court of Jeuno, they want someone for a special mission.
Altair: 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, Player name. I'm sure you'll gain the archduke's trust.
- Proceed to the archduke's palace?
- Right away.
- Let me think about it.
Altair: That's the spirit!
- Proceed to the archduke's palace?
- Right away.
- Let me think about it.
Altair: Don't stress over it. All new diplomatic personnel have to report to the archduke anyway. It's always darkest before the dawn, as they say.
Goggehn: Here's an archducal audience permit.
Altair: Our reputation with Jeuno depends on you. Don't let us down.
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| Magicite/Grand Duke Palace (Pt.1) - Ru'Lude Gardens
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| Kam'lanaut: So, you're the new attaché.
Kam'lanaut: I am Kam'lanaut, Archduke of Jeuno. I'd like your nation's help with a certain matter.
Eald'narche: Oh, a visitor?
Eald'narche: Hello there. My name's Eald'narche. Pleased to meet ya.
Kam'lanaut: This is my brother. Don't let him bother you.
Kam'lanaut: 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'lanaut: They seek to do so by harnessing the power of mysterious stones called magicite.
Kam'lanaut: To stop their nefarious plan, I want you to go to those three places and seize that magicite.
Kam'lanaut: Of course, I intend to reward you for a task of this magnitude. I will issue an airship pass upon receipt of the three magicite.
Kam'lanaut: 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 a world under the control of the beastmen makes me shudder.
Eald'narche: 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!
Mawl'gofaur: A moment, please.
Mawl'gofaur: By the order of His Grace, we have decided to seek the assistance of the Tenshodo, the organization run by that Aldo fellow.
Mawl'gofaur: This secret dispatch outlines our wishes. Would you be so kind as to deliver it to him?
Mawl'gofaur: He is a man of many talents. It would be wise to seek his acquaintance. Good luck!
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| Magicite/Tenshodo - Lower Jeuno
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| Aldo: So you're the new diplomatic attaché. What, you've got a secret message from the archduke? Well, let me see it.
Aldo: I see. Thanks for getting this to me. It says I'm supposed to tell you about magicite.
Aldo: Magicite is found deep inside Castle Oztroja, Davoi, and Beadeaux. But those places are thick with beastmen, and those beastmen are quite cunning.
Aldo: You'll need this to get inside Beadeaux.
Verena: Aldo...
Aldo: What is it, Verena? Can't you see I have a guest?
Verena: I know. That's what it's about.
Verena: 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!
Verena: 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.
Aldo: You've heard about all that, 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.
Aldo: Well, I'll see if I can think up a better alternative. Don't worry. I'd be the last guy to chase them out of town.
Verena: Okay. You promised, remember!
Fickblix: Verena...
Aldo: Oh!
Verena: Fickie!
Verena: Ficke... Are you all right?
Fickblix: Thats 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.
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| Magicite/Davoi - Ru'Lude Gardens
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| Francmage: You called for me, Your Majesty?
Destin: Francmage?
I was not expecting you so soon. Monarlais...tell him.
Periduque: Yes, sire.
Periduque: 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 true! The Humes are fools, and no better. Can they truly believe that some ancient power lies hidden in that forsaken wasteland?
Muchavatte: Hah! Do they hope to find the gates to eternal Paradise there, in that lair of fiends most uncouth? Preposterous!
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."
Periduque: 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.
Periduque: 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.
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...
Muchavatte: 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!
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 Xarcabard 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: 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!
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!
Francmage: There are too few of us left to continue. I say we 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 have seen enough.
There is nothing here but dust and ruins.
Francmage: We 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.
Francmage: Just...do not cause any more trouble with such trivial matters while I am around.
That is all.
Ulrich: ...
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: 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, nooo--
Courisaille: ...
S-Sir...Francmage?
Lion: So that's what magicite looks like.
Lion: What could they possibly want with it?
Lion: What the...?
Shadow of Darkness: You are too late.
I have awoken.
Shadow of Darkness: Your rage, cowardice, envy, arrogance, and apathy...From these I will spread the bane of Vana'diel.
Lion: Who are you!?
Shadow of Darkness: Your kind has awoken me...and this time, you will be destroyed!
Shadow of Darkness: You cannot stop me. Vana'diel will be a grave for you and all your kind!
Lion: The Shadow Lord!? It can't be! His powers have returned!
Lion: Then it is true! The beastmen are trying to resurrect the Shadow Lord.
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| Magicite/Beadeaux - Ru'Lude Gardens
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| 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...
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.
Ulrich: Huh. Nothing.
With all the Quadav guarding the place, you think we'd find a treasure or two!
Ulrich: C'mon, let's move! Let's just finish this job and go.
Cornelia: Ulrich, wait!
Raogrimm: As I thought...they were trying to protect their eggs...
Raogrimm: But they don't even try to understand...
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!
Raogrimm: ...Cornelia!?
Ulrich: Wh-what have I done!?
Raogrimm: Why...!?
Cornelia: I...couldn't let you die here, Raogrimm... There are people who need you...
Raogrimm: Cornelia!!!
Raogrimm: No... NOOOOO!
Lion: So, that's what magicite looks like.
Lion: What are they trying to do with it, though?
Lion: !!!
Shadow of Darkness: You are too late...
I have already awakened.
Shadow of Darkness: Your rage, cowardice, envy, arrogance, and apathy...from these I will spread the bane of Vana'diel.
Lion: Who are you!?
Shadow of Darkness: Your kind awakened me...and this time, you will be destroyed!
Shadow of Darkness: You cannot stop me.
Vana'diel will be the grave for you and all your kind!
Lion: The Shadow Lord!? It can't be!
His powers have returned!?
Lion: Then it is true.
The beastmen are trying to bring back the Shadow Lord.
Lion: ...Be careful.
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| Magicite/Fickblix's flowerbed - Upper Jeuno
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| Paya-Sabya: I'm helping Verena and Fickie grow flowers. We water them every-wevery day. I sure hope they bloom soon!
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: They'll never grow.
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.
Fickblix: 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.
Fickblix: And thanks for bringing the fertilizer, Geebeh.
Geebeh: Whatever! I'm not doing it for you.
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| Magicite/Muckvix's Junk Shop - Lower Jeuno
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| 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!
Muckvix: 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!
Muckvix: And whaddaya know... We're all outta the stuff! Maybe Fickie's got some extra. He stops by Oztroja once in a while.
Muckvix: 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!
Fickblix: Muck, I'm home!
Muckvix: Well, speak of the devil! Hey, you got a Yagudo torch on ya?
Fickblix: Yeah, I've got one.
Muckvix: Well, cough it up for this sweetheart 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.
Fickblix: The beasties outside town are getting restless. That makes Verena worried. So I'm going to Oztroja and ask them to settle down.
Fickblix: 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.
Muckvix: Yeah, my generation can't forget the war, so it's real hard to relate.
Muckvix: But you kids don't remember none of that. So I think you can bridge the gap. Yeah, for all of us!
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...
Verena: 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.
Muckvix: 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.
Muckvix: That girl understands things that only us beasties do. Maybe Fickie and her can break down the walls that keep us apart.
Muckvix: I just hope they watch out for those guys cravin' that mysterious power.
Muckvix: Oops... Hey, forget about it.
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| Magicite/Castle Oztroja - Ru'Lude Gardens
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| Star Sibyl: Summoning, you say?
Karaha-Baruha: Yes, I would like to name this magic "summoning."
Karaha-Baruha: The divine texts depict it in the form of the Star Sybil commanding a great beast.
Karaha-Baruha: At any rate, we are very close. Soon, the magic of summoning will be complete.
Star Sibyl: Hmmm...
Karaha-Baruha: Are you uneasy, Your Holiness?
Star Sibyl: Yes... Very.
Star Sibyl: Time is of the essence.
The lines of battle are at Tahrongi Canyon, and draw close to Sarutabaruta.
Star Sibyl: 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.
Karaha-Baruha: The Book of the Gods has taught me everything.
Karaha-Baruha: It told me the meaning of the tower and the fountain. And it has taught me how to command the greatest of beasts.
Ajido-Marujido: Shoo! Shoo! Keep your grimy claws off of Windurst Orastery miniter, Ajido-Marujido!
Yagudo Avatar: You are a fool for coming here to the throne room...alone.
Yagudo Avatar: 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!
Yagudo Templar: 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.
Yagudo Avatar: Kahk-ka-ka! You came all this way to ask about the Full Moon Fountain?
Yagudo Avatar: Well, you Tartutaru have probably already realized why the Horutoto ruins were built and why the Full Moon Fountain exists underneath them.
Yagudo Avatar: Those ruins are evil.
Yagudo Avatar: The towers sponge dry the areas around Sarutabaruta of all their magic.
Yagudo Avatar: 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?
Ajido-Marujido: 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.
Yagudo Avatar: But the reason Sarutabaruta is becoming a wasteland has nothing to do with those stones.
Yagudo Avatar: That night, twenty years ago, when we were defeated by your armies, you made a grave mistake...
Yagudo Avatar: Kahk! Kahk! You still do not understand?
Yagudo Avatar: Make your way deep into the central tower of the Horutoto Ruins. There you will see first hand what the Star Sibyl and those summoners really did.
Yagudo Avatar: The moon and the stars no longer smile upon Windurst. Now, the world shall kneel before the Yagudo!
Star Sibyl: Stars of the heavens, tell me what to do!
Star Sibyl: Tell me, Karaha-Baruha! Help me!
Lion: What happened? Are you all right?
Lion: So, that's what magicite looks like.
Lion: What could they possibly want with it?
Lion: What the...!?
Shadow of Darkness: You are too late...
I have already awakened.
Shadow of Darkness: Your anger, cowardice, envy, arrogance, and apathy... from these I will spread the 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!
Shadow of Darkness: You cannot stop me.
Vana'diel will be the grave for you and all your kind!
Lion: Was that a phantom?
An image...of the Shadow Lord?
Lion: The Shadow Lord? It can't be!
His powers can't have returned!
Lion: Then it is true.
The beastmen are trying to bring the Shadow Lord back.
Lion: You be careful, too.
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| Magicite/Grand Duke's Palace (Pt.2) - Ru'Lude Gardens
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| Kam'lanaut: Magicite! Yes, these stones emit the same power as crystals. Though impure, that power is great indeed.
Kam'lanaut: Now it is clear why the beastmen gathered where they did. They were drawn to the magicite's great power!
Kam'lanaut: Yes, it is time to eradicate the beastmen threat once and for all.
Kam'lanaut: I thank you for your service. 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...
Mawl'gofaur: Perhaps then the Shadow Lord will rise again.
Kareh'ayollio: Of course, the talisman that seals Zvahl's inner depths was put in place over twenty years ago. It would stop any attempt.
Kareh'ayollio: I've also read that the three keys to open the seal were kept safely by the three great nations...
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.
Kam'lanaut: So, they seek to resurrect the Shadow Lord... Quite a lofty goal for the beastmen.
Kam'lanaut: So be it, then. Perhaps you should return to your embassy.
Kam'lanaut: I will call for your aid again soon. Until then, be well.
Eald'narche: Hey, what's going on? Oh, you don't have to tell me.
Eald'narche: Oh, so you went to Castle Oztroja and met a girl named Verena there.
Eald'narche: And she gets along with the beastmen. Wow, so maybe we could get along.
Eald'narche: Hey, Wolfgang! Wolfie, you here?
Wolfgang: What would you ask 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.
Eald'narche: 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!
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Game Description
- Mission Orders
- Confiscate the three kinds of magicite in Davoi, Beadeaux, and Castle Oztroja to prevent the resurrection of the Shadow Lord.