At your insistence, Ceana agrees to accompany you to the Isles of Umbra to help you acquire a corrupted crystal. Speak with the ferry skipper to begin your journey.
A cursory survey of the shore reveals no signs of undead. Even so, you observe that Ceana's hands are visibly shaking as she grips your warded pot. Find out what is troubling her
In the end, Ceana succumbs to her fear and flees back to the mainland, though not before returning your warded pot to you, and instructing you to speak with the man standing guard at the gates to Pharos Sirius.
Though Davyd understands your intent, he is nevertheless unable to oblige you. It would be easy to slay the man and proceed inside to claim your crystal. However, as that is not particularly heroic, you might as well make an earnest attempt to change his mind.
SWEET SOMETHINGS
In exchange for furnishing you with the corrupted crystal you seek, Davyd wants you to help him resolve the undead situation. To that end, he would have you first discover the cause behind the sudden influx of shambling corpses. Begin your inquiries by speaking with the party of adventurers who have made camp on the eastern shore.
The adventurers speak o a beautiful, irresistible voice heard at the Ship Graveyard, which may be connected to the undead. Report your findings to Davyd.
Although Davyd appears to have an inkling of what the cause might be, he does not deign to share it with you. Perhaps you should pressure him to voice his thoughts.
HISTORY REPEATING
Davyd informs you that Mimidoa has come to the Isles of Umbra in search of you. Return to the northern shore and greet the old man.
According to Mimidoa, a siren is behind the recent troubles. Declaring that the two of you must stop the creature, he furnishes you with a pair of brass earplugs and bids you follow him to the Ship Graveyard.
You arrive at the Ship Graveyard to find that the grizzled Lalafell has prepared a large campfire. Convinced that the flames will draw the siren to shore, he instructs you to wait with him by the fire until she appears.
Just as you and Mimidoa are about to drift off to sleep, the siren emerges and begins to sing her beguiling song. Shocked into wakefulness, you plug your ears just in time to prevent the creature from luring you to a watery grave. Finding that her words have fallen on hastily deafened ears, she proceeds to send wave after wave of undead thralls to assail you in vain, before at last relenting and retreating to the depths whence she came. Find out if Mimidoa is still in possession of his wits.
To your great relief, Mimidoa is unharmed and in good spirits. The redoubtable old Lalafell applauds you on your performance, and proclaims that the siren will not risk returning to the Isles of Umbra for some time. Return to Davyd and tell him that the siren is no longer a threat. Davyd is both shocked and relieved to hear your tale, and he rewards you with the corrupted shard as promised. Return to Aleport and present the shard to Ceana.
Betraying no hint of sympathy, Ceana reveals that the corrupted shard is the manifestation of an over-abundance of the element of fire, and tht it will do little if anything to tame the element of wind. It would seem that your adventures in Aleport have been a waste of time.
THE CURIOUS CASE OF GIGGITY
An associate of Ceana's is conducting studies on a corrupted crystal which fits your criteria. Return to Gridania and meet with Hedyn to learn where your quarry can be found.
According to Hedyn, ascertaining the precise location of the crystal at any given moment is difficult, due to the fact that it has been devoured by a notorious spriggan named Giggity. The creature has grown so fearsome that other spriggans, fearing for their safety, have begun to petition the kinder inhabitants of the Twelveswood for aid. One such spriggan recently visited Little Solace, and Hedyn suggests that you journey there and attempt to track down the wayward creature.
Komuxio confirms that a spriggan did indeed come to Little Solace, though he is deeply concerned for the creature's safety. It may be in your best interests to locate the spriggan quickly...
OF SYLPHS AND SPRIGGANS
Komuxio tells you that the wayward spriggan headed north into Larkscall, despite his warnings of hostile creatures and tempered sylphs. Search for the spriggan and offer assistance if necessary.
You come upon the spriggan desperately trying to escape the wrath of a tempered sylph. In typical heroic fashion, you rescue the creature, who promises to return to the safety of Little Solace. Return to the settlement and speak with Komuxio to ensure that the spriggan kept his word.
Tiggy, the wayward spriggan, had petitioned the sylphs of Little Solace to put an end to Giggity's reign of terror. However, Komuxio observes that the notorious spriggan is clever and cautious, and will likely not reveal itself unless it is tempted by an especially rare ore. While Komuxio knows little and less of ore, he remarks that a goldsmith helping to restore the Sanctum of the Twelve surely does. Journey to the sanctum and speak with Maerwynn.
Giggity's deeds are known even to Maerwynn the goldsmith. After a moment's thought, she states that she may have a way to lure out the rampaging spriggan, though she warns you that the idea is both unorthodox and convoluted.
CRAZY ENOUGH TO WORK
Calling upon wisdom she gained through a lengthy relationship with a thaumaturge, Maerwynn explains that the ore used to create a chert golem would surely prove irresistible to Giggity. She proffers this suggestion due to the serendipitous appearance of a chert golem not far from the gates to the Sylphlands. Should you lie in wait for an extended period of time, the construct is sure to appear.
After dealing the errant golem a right thrashing, you now find yourself in possession of a golem soulstone. However, in its current state, it will not serve as bait. In accordance with Maerwynn's instructions, you must journey to Amberscale Rock in the Central Shroud, and rub the soulstone against the giant concentration of amber in order to dispel the enchantments woven into the chunk of true heart ore.
Through a series of bizarre and rather random actions, you have obtained a chunk of true heart ore. Your new prize is being eyed hungrily by Tiggy the spriggan, who apparently followed you to Amberscale Rock. Explain your strategy to the spriggan before he attempts to devour your ore.
Tiggy is delighted to learn of your plans, and tells you that the ravenous Giggity is presently lurking within the Spriggan Dig. Make your way into the lair of the spriggans and use the true heart to lure out and slay Giggity.
The furry inhabitants of the Spriggan Dig can at last breathe a collective sigh of relief, for the notorious Giggity has finally fallen. In a primal frenzy, you rip and tear open the spriggan's huge guts and claim the corrupted crystal nestled deep within. Present your prize to Hedyn so that he can confirm it is the crystal you seek.
Hedyn confirms that the foul-smelling, offal-laden crystal is comprised of ice-aspected aether. To your chagrin, you learn that you cannot cleanse the crystal of the spriggan entrails, as the thick coating of digestive juices is the only thing protecting you from the crystal's detrimental effects. Hopefully Cid will have developed a less irksome way to do the same...
BETTER LATE THAN NEVER
Your inexplicably long and drawn-out quest to secure a corrupted crystal is at last at an end. Deliver the crystal to Cid at the airship landing in New Gridania.
Cid's work on the Enterprise is nearly complete, and all that remains is for him to test the crystal you have brought. His voice swelling with Pride, Cid declares that the airship will soon be transformed into something far greater, something extraordinary. You need only wait ti see the fruits of his labor.
LADY OF THE VORTEX
Stirred by the familiar roar of the Enterprise's engines, Cid endeavors to recall his past, but try though he might, he is unable to navigate the dark corridors of his mind alone. But what if he had company? Wielding the power of the Echo, you guide him through a series of forgotten memories, detailing the path that led the once loyal engineer to turn his back on Garlemald and flee to Eorzea. When you finally awake from the visions, Cid triumphantly declares that he remembers everything-- his name, his people, and his purpose. Shortly thereafter, he guides the Enterprise through Garuda's wall of wind without incident, delivering you to the Howling Eye at long last. Speak with Alphinaud before proceeding into the primal's sanctuary. Alphinaud declares that the end is at hand-- be it Garuda's or your own. Strike ffear into the hearts of beastmen across Eorzea by defeating the Lady of the Vortex.
※The Howling Eye trial.
Amidst the whirling winds, you succeed in striking down the Lady of the Vortex, only to see her rise once more, reinvigorated by the belief of her Ixali disciples. Yet the beastmen's prayers come to naught when Garuda's attempt to temper you fails, prompting a mysterious force to tear a Crystal of Light from her breast. It is at this moment that Gaius van Baelsar enters the fray, seemingly bent on goading the defeated primal into one final act of defiance. Garuda duly obliges, slaughtering her captive kobolds an Amalj'aa whose cries of agony serve to summon their own patron deities. As Garuda prepares to consume the aether of her lesser brethren, the Black Wolf calls forth an unknown imperial weapon which summarily dispatches and seemingly absorbs all three primals. Wholly unprepared to face this awe-inspiring new foe, you have no choice but to flee for your life.
Safely back aboard the Enterprise, with the imperial forces now fast-diminishing specks upon the horizon, Cid and Alphinaud begin to discuss how to address this grave new threat. Believing the best course of action is to reform the Scions of the Seventh Dawn, they decide to return to the Waking Sands. Having safely arrived in Ul'dah, speak with Alphinaud prior to continuing on to Vesper Bay.
Alphinaud reiterates that the beast tribes and their primals are no longer a threat, and that all efforts must now be focused upon destroying the Empire's ultimate weapon. But having seen what you have seen, it is plain that this task will ask far more of you than any you have undertaken thus far. For Eorzea's sake, you must hope that you are up to the challenge.
RECLAMATION
Before you can contemplate tackling the Empire's terrifying new weapon, the Scions of the Seventh Dawn must be reborn. Return to the Waking Sands with Cid and Alphinaud.
Within the echoing halls of the Waking Sands, you are reunited first with Yda and later Y'shtola, to the surprise and delight of all concerned. The pair reveal that they have spent the days since the raid searching for information on the location of the Scions taken prisoners by the Empire. What is more, Y'shtola's latest inquiries have borne fruit: your comrades are being held at Castrum Centri, an imperial stronghold in Mor Dhona. While the others begin to digest this news, you are left to reflect instead on the cryptic warning imparted to you by Hydaelyn in yet another vision...
CASING THE CASTRUM
Y'shtola states that before a rescue plan can be devised, the Scions must first gather intelligence on the stronghold of Castrum Centri. With this in mind, she suggests traveling to the Observatorium in Coerthas, and there petitioning Lord Portelaine for aid.
Lord Portelaine confirms that four prisoners matching the descriptions of Minfilia, Urianger, Papalymo, and Tataru were observed being led into Castrum Centri. Furthermore, he informs you that two men-- likely Biggs and Wedge-- escaped from a downed imperial airship not long ago. After a brief discussion, Y'shtola decrees that the Scions will immediately begin searching for the missing engineers, conscious that the Garleans are not like to spare their lives a second time.
EYES ON THE EMPIRE
According to Lord Portelaine, word of the imperial airship's emergency landing came to the Observatorium by way of Dzemael Darkhold. So as to expedite your mission, he provides you with an introduction letter to show to Ser Bircelt, a knight stationed at the entrance to the subterranean fortress.
Ser Bricelt informs you that two captives reportedly fled the airship the instant it landed. You are next directed to seek out a knight named Pierremons, who stands guard at the Aurum Vale.
At the Aurum Vale, Ser Pierremons, Ser Pierremons recounts his sighting of the imperial ariship. The vessel has since taken back to the skies, but not before deploying a contingent of imperial troops.
FOOTPRINTS IN THE SNOW
At the entrance to the Aurum Vale, Ser Pierremons confirms that two prisoners escaped from the airship when it made its forced landing. Evidence strongly suggests that the pair came in this direction. Search the area for footprints.
You have found a set of footprints. Search the area for another.
You have found another set of footprints. Search the area for more.
You have found a third set of footprints. They seem to be taking you northerly. Continue your search.
You have discovered a fourth set of footprints. Search the area for another.
Straining your ears, you hear the sound of teeth clattering interspersed with the occasional whimper. The noises seem to be emanating from the nearby bridge. Perhaps you should go and investigate.
Much to your relief, you find Wedge cowering under the bridge, frightened, cold, and hungry, but otherwise unharmed. Make your way to Monument Tower and await Cid's arrival.
Arriving at Monument Tower, you and Wedge receive a heartfelt welcome from Abelie. While the lure of warmth and rest is great, you are loath to sit idle while Biggs is still alone out there.
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Date: 2019-07-08 01:51 pm (UTC)