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In your search of Periquia, you come across a roving band of hostile lamia rangers. You kill them one by one, until finally you slay their leader, causing the remaining monsters to flee. After the battle, you find Razfahd with a group of Immortals and a cluster of trained lamia. Luzaf, Aphmau and Flit warp to shore, and the puppetmaster watches in horror as the Grand Vizier gives orders to the lamia.
Outraged, Aphmau charges into the open and confronts the Grand Vizier. She can't believe he, a leader of the Empire, has aligned himself with sworn enemies of Aht Urhgan. Razfahd defends his actions, saying the controlled Lamia are no different than you, Aphmau's mercenary. Still, Aphmau doesn't believe it. She said to manipulate the Lamia goes against what the Empire should stand for.
Then, something unexpected happens... Razfahd says he is only doing what must be done, in order to protect the Empire... and that Aphmau wouldn't have it in her to do the same.
That's when you learn Aphmau's true identity; she is Nashmeira, the Empress of Aht Urhgan! Upon hearing this, Luzaf, stunned, locks his gaze on the empress.
Razfahd -- who is Nashmeira's brother -- then shares a secret about himself, the reason why it was Nashmeira, not him, who was named the heir of the Empire. In a battle against the Far Eastern forces, Razfahd suffered a mortal wound. He would have died, but he was infused with the regenerative blood of an engineered Lamia. For this reason, he feels a special connection with the beastmen -- but his parents refused to give him the throne.
Nashmeira is no longer angry with her brother... but now, Luzaf is furious. He is determined to kill everyone, starting with Nashmeira and Razfahd, the bloodline of the Empire. Light flashes as Luzaf floats into the air. Suddenly, his body begins to flash and contort, and another shape begins to emerge -- the shape of The Dark Rider. But at the final moment, Luzaf cannot complete his dreaded transformation, and he falls to the ground, unconscious.
Bound by her will to help Luzaf, Nashmeira rushes to the side of the fallen corsair. He's alive, but barely. The Empress shouts out for Flit, Luzaf's imp, who makes a portal appear in the ground beneath Luzaf and the Empress. They disappear through the portal, along with Nashmeira's two puppets, and then the portal disappears. They are gone.
Razfahd vows to continue the search... but he has other things on his mind.
After returning to Whitegate, you stride into Salaheem's Sentinals to find a very excited Naja. The Imperial palace is offering a massive reward for the capture of a fugitive called Luzaf the Blackbelly! If one of her mercenaries could find a way to catch him, Naja would be rich beyond her wildest dreams.
Feeling loyal to Naja, you try to tell her what happened at Periquia -- that the puppetmaster was really the Empress, that Luzaf the Blackbelly was really the cursed Luzaf the Blackheart, and that the Empress had ran away with him to sail on his ghost ship.
Of course, Naja doesn't believe a word you say. She's too busy thinking about the money to give it much thought.
You return to Salaheem's Sentinels, and Naja has come to realize that this Luzaf the Blackbelly is none other than Luzaf the Blackheart! (You feign surprise, clapping to keep the mace-wielding Mithra happy.)
Naja wants to collect the bounty by capturing Luzaf, but she has spent nearly all of the company's budget gathering information about his possible locations. So, she wants you to once again track down the Black Coffin ghost ship to find the legendary corsair. Once you know where he is, Naja says she'll send out the troops to haul Luzaf in.
Meanwhile, aboard the Black Coffin, Nashmeira and her puppets are watching over Luzaf, who is still knocked out. Luzaf wakes up, muttering about the age of judgment... and the Black Coffin sails on into the mist.
You want to find Nashmeira, and Naja wants you to find Luzaf. You believe you know how to find them both.
First, you warp out to Caedarva Mire, where you return to the graveyard and find Jazaraat's tombstone. You search through the grass at the base of the stone, and find exactly what you were looking for -- another Ephramadian gold coin.
Then, you head out to Arrapago Reef, where you find the cutter that once ferried you to the Black Coffin. Again, the cutter's ghastly skipper appears, and he takes you out to Luzaf's ship in exchange for your Ephramadian coin.
As you sail out toward the ship, Nashmeira and her puppets sit next to Luzaf, who is still knocked out after nearly changing into The Dark Rider. He stirs awake, and he can't believe Nashmeira is there, especially considering he tried to kill her. Luzaf talks about the unbridled rage he once held toward the Empire. When the Imperial army sank his Black Coffin, Luzaf said he used his final moment of consciousness to make a plea to Odin, the dark lord of the underworld. He asked Odin to resurrect him and his crew, so that he may get his revenge on the Empire. Odin agrees, but on one condition -- that Luzaf allow himself to be consumed by Odin, to become The Dark Rider.
Now, though, Luzaf isn't so sure. He realizes his rage was toward Nashmeira's parents, but not toward her. In fact, he admires the young Empress for her optimism and compassion. Nashmeira tells Luzaf that the descendants of Ephramad are waiting for a leader to rebuild their kingdom, and that, if he tried, perhaps he could be that leader. Luzaf agrees. He no longer desires to destroy the Empire. Rather, he believes he can peacefully rebuild the Kingdom of Ephramad.
However, too many things have been set in motion, Luzaf says. He would have to confront Odin and break off his pact, and he would also need to clear his name with the Empire. Nashmeira assures him that she's in control of the Empire, and to not even worry about that. But Flit, Luzaf's imp, warns him against trying to break off his pact with Odin. The dark lord would never allow it, Flit says. A pact is a pact, and Luzaf must follow through.
But Luzaf, now a changed man, is convinced he can talk Odin out of their deal -- or, at least buy some more time before his transformation.
Luzaf, Flit and Nashmeira are interrupted by shouts from the crew. They run outside to find you, standing on the deck of the Black Coffin, surrounded by Luzaf's corsairs. At first, Luzaf believes you are a spy, but then Nashmeira says you're her private mercenary, and that you can be trusted. Flit seems more difficult to convince, but eventually, he warms up to you, too. In fact, Flit even gives you an assignment: you are to travel to Talacaa Cove and retrieve an artifact from a hidden room.
Luzaf sets the Black Coffin on course for the Hazhalm Testing Grounds, and you head off to find the artifact in Talacaa Cove.
You find the secret chamber, hidden behind a stone slab in Talacaa Cove. You push the slab off to the side, just far enough to squeeze through the crack into the chamber beyond.
Inside, the chamber is glowing with shining gold coins, ornate treasure chests and aged weapons. But standing in the middle of the beautiful treasure is a figure that makes your heart sink.
Gessho.
He said he expected an Imperial agent to come, but that he didn't think it would be you. He is sworn to protect the contents of the room, even if it means a fight to the death.
The Yagudo unsheathes his katana blades and charges toward you, kicking up swirls of dust in his wake. You brace for impact, meeting Gessho head-on as his weapons collide with yours. Blow by blow, you begin to wear him down, even surviving when he attacks you with several replicas of himself. Finally, after a long battle, Gessho is too weak to continue his assault. He sinks to one knee, defeated.
Gessho said he doesn't resent you for winning the battle -- in fact, he admires you, and his is proud to die by your weapon. He asks you to strike the final blow. Slowly, you walk around Gessho, so that you are standing over him, facing him head-on. You unsheathe your weapon... and then lower it, an act of mercy, allowing Gessho to live.
When Gessho stands up, he tells you how Flit, Luzaf's imp, had ordered him to find the treasure chamber and to kill anyone who entered. Upon hearing that, you tell Gessho how flit had told you the opposite -- to find the chamber and retrieve the treasure at all costs.
The thought hits Gessho like a ton of bricks. Flit, the imp, is betraying Luzaf! He told you to come to the chamber, knowing full-well that Gessho would try to kill you. But why would he do that?
Because, Gessho says... that means Flit is alone with Luzaf, and the Empress, without anyone around to protect her.
Gessho vows not to lay a single talon on the treasure in the chamber. He begs you to hurry to the Hazhalm Testing Grounds, and he prays it is not too late to stop whatever vile plans Flit has in store for Luzaf and Nashmeira...
You arrive at the testing grounds to find Luzaf, Flit, Nashmeira and her puppets gazing into a pillar of blue flame. Unnoticed, you crouch down and watch from the other side of the blue pillar. The fire isn't of this world, Luzaf tells Nashmeira. In fact, it is a gate to the underworld, and the blue flames have the power to devour mortal souls.
The blue pillar begins to darken, and a deep hole forms in its center. Odin, the Dark Rider, emerges from the black depths with such force that Nashmeira and Ovjang are thrown backward by the Astral Wind. The Empress and the puppetmaster lay on the ground, motionless. Luzaf rushes to her side, then stops as Odin appears before him atop his celestial steed.
Odin asks to Luzaf: "Hast thou sated thy rage?" Luzaf replies that his rage against the Empire has subsided, and that he's discovered a more noble purpose -- to reorganize the remnants of Ephramad and rebuild the lost kingdom. He asks Odin for time to act freely.
The Dark Lord of the Underworld will hear none of it. Odin simply repeats his question: "Hast thou sated thy rage?"
It's too late, Flit says -- Luzaf already made a pact with Odin. In exchange for the chance to destroy the Empire, Luzaf must become the next Dark Rider. It is his destiny. However, after the manifestation, Luzaf would retain free will for a short period of time, Flit says.
Then, Flit's words turn venomous. For the manifestation to happen -- for the pact to be fulfilled -- Luzaf must kill the Empress. She's right there, on the ground. All Luzaf has to do is remember the suffering of his people, and hurl that ball of rage at her.
Luzaf looks at Nashmeira, who is still knocked out after being hit by the Astral Wind. She's probably going to die anyway, Flit tells Luzaf. Beginning to believe in the imp, Luzaf draws his gun and points it at the Empress.
That's when Luzaf sees you, crouching on the other side of the blue flames.
Growing suspicious, Luzaf asks Flit whether you're overseeing the safety of the treasure at Talacaa Cove. Flit says you are. But Luzaf had given you an item called a percipient eye that allowed you to see the treasure room, and he thought there were only two in existence; one given to you, and another held by Flit. The imp says this is true, and that nothing is wrong, and he shows Luzaf a tracker showing the percipient eye's position in the treasure room.
In Luzaf's mind, everything clicks. Flit lied about the number of percipient eyes, and he lured Luzaf here to kill the Empress.
"Traitorous imp!" Luzaf shouts, and he shoots Flit out of the air.
Then Luzaf turns back to Odin, and asks whether the dark lord is even hearing his words. Odin repeats his earlier question: "Hast thou sated thy rage?" Luzaf draws his swords and prepares to battle Odin. He tells you it's time to put an end to this, and to keep an eye on Nashmeira. She is the light of the future of Ephramad, he says.
Odin leaps in the air on his powerful horse, telling Luzaf again to sate his rage and to be his arm in the Age of Judgment, until Alexander lies in ruin. Flit calls the Dark Lord his master, and says he'll do whatever he is told; then, he and Odin disappear.
Nashmeira wakes up, and Luzaf tells her they must destroy the iron colossus, before Razfahd reactivates it. A battle between the Dark Rider and Alexander would lead to the destruction of Vana'diel, he said. Then, Luzaf says the unthinkable: after destroying the colossus, he, himself, must also be killed. He cannot be allowed to live as the Dark Rider, he said.
Suddenly, Razfahd and a group of Immortals warp into the room. Razfahd says he has captured all of Luzaf's crew members who were hidden in the testing grounds, as well as Ephramad descendants who had followed him there. Nashmeira orders the Immortals to release Luzaf and his crew, but Razfahd overrides her, telling her he has revoked her authority of Empress of the Empire. When Nashmeira objects, Razfahd tells her that you are working for him, and that you have been spying on her all along -- but Nashmeira knows better. She tells Razfahd he knows nothing of the size of Luzaf's spirit, or the size of your heart.
Amid the chaos of the moment, the Empress stands close to you, and hands you an item -- a luminian dagger -- and tells you to take it to Salaheem's Sentinels.
There's no point in resisting, Razfahd says. He is the new leader of the Empire. And as his first legal act of leadership, he places both Nashmeira and Luzaf under Imperial arrest.
The Immortals take the two puppets, too... but Razfahd has other plans for them.
Upon returning to Naja's office, you find the mithra in a state of calm hysteria. She is talking to her assistant, Abquhbah, who says the Empire has canceled its search for Luzaf. There is no loot, no reward money to be had.
Naja drops her mace, and staggers from side to side as she realizes she has lost out on 2,000 Imperial gold pieces. She picks up her mace and begins swinging it wildly, yelling, wondering where you are and what you've been doing.
Still swinging wildly, Naja's mace slips out of her hand... just as you walk in. Abquhbah leaps in front of you, but the spinning weapons slips through his outstretched arms and clubs you square in the head, knocking you out cold!
Meanwhile, back in the Imperial palace, Razfahd is with his galkan alchemist inventor, Ghatsad. The galka talks about Razfahd's father, Emperor Jalzahn, who first hatched the idea of building a colossus using technology. But Razfahd doesn't want to be compared to his father -- he has his own plans.
Ghatsad has built a new colossus, and he is confident Alexander will use it to manifest himself. The new colossus, although smaller, is several times more powerful than the Alzadaal construct.
First, though, Alexander must be unleashed by unraveling the Gordeus. To unravel the Gordeus requires using Nashmeira's two beloved puppets, but the late Empress Jubleel modified the puppets, rendering them useless to Razfahd. He summons an Immortal and tells him to deliver a message to Nashmeira: he might reconsider Luzaf's fate, if she reveals how to make the puppets unravel the Gordeus.
Of course, he tells Ghatsad, Razfahd has no intentions of releasing Luzaf. He believes there is too much at stake, and he's aware of some connection... that Luzaf appeared, just as work on the colossus was nearing completion.
Razfahd vows to control Luzaf, even if he takes the form of a god.
Back in Naja's office, you wake up on the mithra's hard, cold floor. Naja apologizes for cracking your head, but she's still upset over losing her bounty. However, her tone changes from disappointment to surprise when you deliver Nashmeira's message, and give her the luminian dagger.
It's too much for Naja to bear. She asks you to leave her office, and to return later.
Outside her office, you are greeted by Travialce, who asks you to accompany him to Balrahn Way. Once there, the Elvaan from San d'Oria introduces you to Rodin-Comidin from Windurst and Lady Ayame, a Mythril Musketeer from Bastok. The three nations are all prepared for war, they say. Travialce says the state of the Empire is growing catastrophic, and that an emergency council is being called into session in Jeuno. Such a council has not been called since the end of the Crystal War.
You head up to the teahouse, where you meet Naji, a hume from Bastok. He, too, is heading to the allied council in Jeuno. After a brief discussion, you go your separate ways. You will meet again, and soon.
You arrive at the summit in Jeuno, and pause to collect your thoughts before stepping into the meeting room.
Inside, the group is debating what the next step should be in dealing with the threat of an Aht Urhgan war. Volker, the hume, believes the best thing would be to prevent the completion of Alexander, the Empire's secret weapon. Shantotto, who has been posing as Lady Karababa, says she agrees -- and that there's not a moment to lose. However, Prince Trion -- who had been posing as Raillefal the mercenary -- said to mobilize the troops against Aht Urhgan would give the Grand Vizier the reason he needs to go to war. Trion believes the Empress still has some power over the Empire, and that open confrontation may not be required. Wolfgang also agrees that a diplomatic solution might be better. The downside to that, Volker says, is that failure to act first could result in casualties for the Allied Nations of Altana not seen since the Crystal War.
Shantotto disagrees with Volker -- she believes the outcome of a war with Aht Urhgan could be far worse. She speaks of the Gordeus, and then of an event that happened 900 years ago: A supernova, she said, was born from the earth and stole the night sky for an entire year. This was the miracle bestowed by the Goddess Altana that marked the beginning of the Crystal Era.
Shantotto says she discovered an ancient papyrus in the vaults of the Optistery, on which the following text was written: "When the light deity clashed with the dark, rent in twain were the heavens, and devastated was the earth by a storm beyond comprehension." This passage describes the arrival of Ragnarok, the northern legend that tells of the twilight of the gods.
Shantotto has a theory about how current events fit in with the supernova and the Ragnarok legend. She believes the old Empire of Aht Urhgan launched their iron colossus, imbued with the spirit of Alexander, high into the air in an attempt to dominate the land. The kingdom of Ephramad, which worshiped Odin, The Dark Rider, sent up their deity to do battle with Alexander. After a long battle, both gods fell to the earth -- Alexander in pieces, and Odin with grave wounds to his material form -- but their battle was so intense, it had left a void in the heavens and launched a cataclysmic storm... an apocalypse.
Shantotto believes the Gordeus to be the heart of Alexander, the key to raising the iron colossus. By focusing on the astral candesance, nobody realized the true threat was sitting in Walahra Temple. She only hopes the Grand Vizier has not realized the object's true power.
At that moment, you and Naji enter the meeting chamber. You share what you've learned while in Aht Urhgan.
Meanwhile... an unknown speaker claims to have retrieved data from the mind of the Empress. She is on her feet, but unaware of what is happening... Razfahd is there, and the Empress's two puppets are standing in front of the Gordeus. The puppets float into the air, and reach out toward the spinning artifact...
"So," the puppet Mnejing says. "This day has finally come."
Razfahd is shocked by the familiar sound of the puppet's voice. The puppet speaks again: "I know not who you are, but it appears you have completed construction of Alzadaal and unraveled the Gordeus. Congratulations are in order! You will soon hold the most awe-inspiring weapon in Urhguum in the palm of your hand -- the power of light." To Razfahd, the voice sounds like his father's.
Then, in Razfahd's mother's voice, Ovjang speaks: "But the power of Alexander is a double-edged sword. The infinite energy of a star... The legends -- not to mention the ruins -- speak eloquently of the destruction that will befall should you make a single misstep. It is not too late. If you possess a shred of compassion, you will halt the program immediately. We hope you choose the wiser course..."
Razfahd dismisses the warnings as a trick from his sister, Nashmeira. Then the puppets shoot light toward the Gordeus, which unravels and flashes brilliant light throughout the temple.
When the light clears, Alexander stands before them. The puppets, overloaded with magic, explode. Ovjang's head rolls to the feet of the Empress, who snaps out of her trance. Overcome with fear and sadness, she clutches the head of her beloved puppet and screams.
Back in Jeuno... after hearing your story, the leaders of the three nations agree that war is inevitable. They begin talking about mobilizing their forces, and preparing to attack.
Then Naji steps in. If what you say is true, he said, then Luzaf and the Empress want to prevent Ragnarok -- an apocalypse -- as much as anyone. He sees no need to go head-to-head with the armies of Aht Urhgan; rather, he said they should focus on trying to rescue Luzaf, to stop or delay the coming of The Dark Rider, and to possibly even restore authority to the Empress. War, Naji says, should only be considered after every other avenue has been exhausted. Naji even volunteers to lead this mission himself -- and, surprisingly, the others agree.
Shantotto offers Naji the best cardians to carry out this mission, and Trion offers two veteran knights. Wolfgang of Jeuno promises his fastest airship, flown by the nation's best pilot.
Last but not least, the leaders of the Allied Forces of Altana want you to accompany Naji to Aht Urhgan to carry out his dangerous mission.
After the summit, you stop by the guard station in Ru'Lude Gardens to speak with Pherimociel about your mission, which has been named the Wajaom Infiltration Operation. He says the airship Endymion is being prepared for takeoff.
You return the next day. The airship is ready to go, and your team members are waiting for you in the courtyard -- everyone except Naji. You meet your team in the courtyard, and moments later Naji arrives from Bastok with a "secret weapon" -- an astral detection device designed by Chief Engineer Cid, which can be used to track down Luzaf and the colossus.
Once inside the airship, Naji briefs you on the mission details. The airship, the Endymion, will touch down in the waters of the Sicklemoon Straits, and then the group will travel north under the cover of darkness. The ground team will leave the ship on the coast of the Wajaom Woodlands. Then, the team will don mercenary clothing and slip into Al Zahbi, meeting up with Rodin-Comidin.
On the airship's bridge, the pilot, Horand, is piloting the Endymion toward the Near East, when suddenly he sees a brilliant light. The light flashes through the bridge, and the ship begins to shake...
Meanwhile, in Whitegate, Luzaf stands in the Imperial prison, his wrists bound by magical handcuffs. He sees the light overhead, and fears the Age of Judgment is at hand...
Back to you... You have fallen from your ship. You find yourself in Wajaom Woodlands, and you look up just in time to see your airship get blown apart by a powerful beam of light.
Meanwhile, in the Imperial palace... it was the Grand Vizier -- controlling the iron colossus imbued with the power of Alexander -- who shot down your airship. Gatshad, who built the colossus, is impressed by his own work. Razfahd believes the reign of Aht Urhgan is at hand.
Then, the Immortal named Amnaf materializes in the room and says Lady Nashmeira has fled the palace. Apparently, Razfahd knew this would happen, and ordered the Immortals not to try and stop her, but only to follow her. However, Nashmeira got away from them! Razfahd, no longer worried, decides to let the Empress go. She has lost her position of power, and Razfahd does not view her as a threat. As for Luzaf, the corsair king is being taken to a special facility. Once Luzaf is taken care of, Razfahd plans to unleash Alexander to defeat the Dark Rider, and then to use the iron colossus on the Empire's rival nations.
There is one small problem with transferring Luzaf, Amnaf says...
Back to you... The ruins of your airship burn in the forest, but Naji and the King of Hearts are safe and sound. Naji says he'll check for survivors at the crash site, and that he wants you and the cardian to proceed with the mission.