Welcome, Guest. Please login or register.
November 29, 2015, 12:54:01 PM

Login with username, password and session length
Search:     Advanced search
Check out the latest RPG news!
371667 Posts in 14967 Topics by 2314 Members
Latest Member: Artimicia
* Home Help Search Login Register
  Show Posts
Pages: 1 [2] 3 4 ... 146
16  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 18, 2015, 12:51:46 AM
Here we are at the ending to the Windurst story. Hope you enjoy it.

Windurst Part 14: Stars of Hope

Rapifafa and her party have no choice but to make a temporary escape. Semih Lafihna explains to Rapifafa that when Ajido-Marujido had reactivated the towers, he had broken one of the most important clauses in the peace treaty between Windurst and the Yagudo, and they did not sit idly by these past few weeks. Semih Lafihna takes Rapifafa to the Animastery, where everyone has regrouped.

Ajido-Marujido reexplains the plot to everyone, that Karaha-Baruha dragged Fenrir to death alongside him after taking control of him, and it was likely that the strange bearer of darkness which has been wandering around is the resurrected spirits of both Karaha-Baruha and Fenrir, brought back when Joker was reactivated. Now Joker has requested that they bring the bearer of darkness to the Full Moon Fountain. While Joker’s purpose in this is unclear, they have little choice in the matter, with the Star Sibyl captive.

Ajido-Marujido forms a plan. He orders Rapifafa to travel to Ro’Maeve, the Chamber of Oracles, and the Temple of Uggalepih to gather three verses of a Kuluu song. Ajido-Marujido learned from the Book of the Gods that the Kuluu had made some kind of pact with the avatars long ago, and this song would be able to lure the bearer of darkness to the fountain. He asks Semih Lafihna to go to the chieftainess Perih Vashai to explain the situation- should the Star Sibyl lose her life in the coming conflict, the Tarutaru would enter a state of panic, and the Yagudo would choose that moment to attack. The Mithra must be ready to defend Windurst in that situation. Finally, he asks Apururu to find some way to disable the Cardians.

With the plan laid out, everyone leaves the Animastery to perform their tasks, while Ajido-Marujido continues his studies of Karaha-Baruha’s notes.

Rapifafa travels past the plains of Sarutabaruta, the cliffs of Tahrongi Canyon and the Meriphataud Mountains, and into the forests of the Sanctuary of Zitah. Past there, she returned to the ruins of Ro’Maeve, returning to the same fountain where she had first met the bearer of darkness.

As she approaches, a haunting song plays.

Music: Moongate (Memoro de la S^tono)

With that, she finds the first verse she is looking for.

Rapifafa continues her task, traveling back to the Meriphataud Mountains so she could reach Jeuno past the Sauromague Champaign, then taking an airship to Bastok and traveling past the Korroloka Tunnels to the Altepa Desert. The Quicksand Caves below contained ruins known as the Chamber of Oracles, possibly unearthed by the incessant digging by the local Antica.

Here, she once again hears the same song as she did in Ro’Maeve, and she finds another verse of the song.

Returning to Jeuno, she boarded a flight to Kazham, and traveled to the Temple of Uggalepih past the Elshimo Jungles.

Here, she hears the strange song one last time, learning the final verse Ajido-Marujido asked her to obtain.

Rapifafa rushes back to the Star Sibyl’s Vestal Chambers in Windurst as fast as she can, where she finds Ajido-Marujido and Semih Lafihna waiting for her. Apparently, the King of the Yagudo has announced the imminent abolishment of the peace treaty with Windurst. Ajido-Marujido adds that it’s likely the lifeforce Karaha-Baruha dumped into Joker is soon to run out as well, so there is a ticking clock on both ends.

From these two facts, Ajido-Marujido comes to the conclusion that the Yagudo and the Cardians have likely hammered out some kind of deal- after all, the door to the talisman used to seal the Shadow Lord could only have been opened by a Minister, a Heaven’s Tower representative, or a Cardian. It is likely that the time limit given by the Yagudo King and the time left on Joker’s life is identical.

Soon, Apururu enters the room and declares that her work is done as well, meaning the time has finally come to confront the Cardians at the Full Moon Fountain.

The group descends below Windurst to the Toraimarai Canal, and travels through the sewer until they reach the Full Moon Fountain.

Ajido-Marujido tells Joker that the group has brought the song to draw the bearer of darkness to the Fountain, and demands the release of the Star Sibyl. Joker, however, says he only be satisfied if he hears the song first.

Ajido-Marujido tells Rapifafa to protect the Star Sibyl at all costs before letting her go. She approaches Joker, playing the song for all to hear.

Whatever ritual has begun, it has caused the Cardians to go berserk, and they attack the party!

Music: Tough Battle #2

Rapifafa has the (mis)fortune of finding herself going toe-to-toe with the Ace Cardians themselves!

Rapifafa has a rough time, but she is able to emerge victorious. She turns to help the others face the remaining Cardians- and finds them all taken care of thanks to Apururu.

It seems the fight isn’t over however, as the bearer of darkness himself decides to send a few fiends to confront the group.

Considering the power Karaha-Baruha held on top of Fenrir’s power, it’s no surprise the fiends are incredibly powerful. But Rapifafa has much less difficulty with them with Ajido-Marujido, Semih Lafihna and Apururu fighting at her side.

With the battle over, Joker is able to complete the ritual.

As the spirits of the Cardians merge, Joker asks for the Star Sibyl to make a new wish when the Stars and Moon return.

Joker collapses, and the Star Sibyl makes her wish- for the return of Fenrir, and for his blessing to protect this land as he had in the past.


Back in Windurst, Ajido-Marujido speaks with Rapifafa as the Star Sibyl rests. It seems that any leftover power of the Stars and Moon from the Mana Orb, the Fountain, and the Star Sibyl’s Diza Star were all consumed to revive the Great Beast. That strength came together to allow the Star Sibyl to perform the second Moon Reading in Windurst’s history.

Semih Lafihna returns from her short trip to inform Ajido-Marujido that with the Great Beast back and the loss of their Ace Cardian allies, the Yagudo called off their attack. It’s likely the Yagudo won’t be trying anything anytime soon.

Ajido-Marujido muses that perhaps Karaha-Baruha was brilliant enough that he had predicted a mage like him would come into being to follow in his footsteps and set off this chain of events, and at this Apururu shows up to crap on Ajido-Marujido a little bit before handing him his Orastery ring- it seems things have finally returned to the way they were. They all turn to return to their work, but Semih Lafihna notes to Rapifafa that the Star Sibyl wishes to meet her once more before she departs for any more adventures.

The Star Sibyl once again thanks Rapifafa for her service, and shares with her something that she had not considered.

Whatever the future of Windurst will be, it will no longer be set by the stars in the sky, but rather by the stars of hope the citizens themselves represent.

Music: Vana’Diel March #2

17  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 17, 2015, 09:36:27 AM
Windurst Part 13: Doll of the Dead

Some time passes after the jailbreak, and Rapifafa receives a private message that Apururu had gone to fetch Ajido-Marujido’s wizard clothing, and she was now asking for her.

Ajido-Marujido seems all better, and he seems to have gained some important knowledge from the Book of the Gods despite the fact it looked more like it exploded all over his face.

Before the conversation can get much further, Semih Lefihna appears.

Music: Buccaneers

Contrary to everyone’s suspicions, she is not here to arrest Ajido-Marujido- the strange bearer of darkness Lafihna had been chasing recently has reappeared in Windurst, and now the Star Sibyl’s doors were magically locked, leaving Ajido-Marujido one of the only options to get in.

The party hurries to the Heaven’s Tower to save the Star Sibyl.

The rescue efforts don’t go particularly well, but the bearer of darkness only manages one more grunt before disappearing.

Semih Lafihna apologizes for sucking really badly at her job, and vows to catch the creature. Ajido-Marujido stops her, saying that the creature possesses a power far beyond what any of them can defeat- the power of the Stars and the Moon, the same power that fills the Horutoto Ruins, the Mana Orbs, and the Minister Rings- the power of Fenrir, a great beast which once resided in the Full Moon Fountain.

Ajido-Marujido declares he has read the deeds of the first Star Sibyl from the Book of the Gods, and demands that the Star Sibyl reveal what happened in the Full Moon Fountain 20 years ago which caused Fenrir to disappear from the fountain.

It seems as if the Star Sibyl knew this day was long coming, and begins her tale.

Long ago, the first Star Sibyl performed the first Moon Reading at the Full Moon Fountain, creating a prophecy which foretold hundreds of years.

The Star Spring in the Heaven’s Tower was infused with the prophecy. The subsequent Star Sibyls used that prophecy alongside the Star Readings to guide Windurst to wealth and prosperity.

When it came time for the current Star Sibyl to perform her Star Reading, she saw something completely different- destruction. Windurst was consumed by disaster, and the Tarutaru would die by the thousands. The Star Sibyl decided that she needed to seek the counsel of Fenrir itself to avoid this disaster.

The Star Sibyl knew in her fear that Fenrir was right- the Tarutaru were destined for destruction.

However, the Star Sibyl had one ally who would not accept this fate- Karaha-Baruha. Developing his magic of summoning, he attempted to completely take control of the beast Fenrir.

So the legend was born, Karaha-Baruha exhausting his own lifeforce to unleash a power which destroyed the beastmen forces invading Windurst.

Fenrir, with his life bound to Karaha-Baruha’s, passed from the world alongside the summoner. With that, Windurst lost the protection of the Stars and the Moon, causing the events in the decades that followed, including draining the Horutoto Ruins of its power and causing the Star Tree to begin its withering. And, of course, without that power, it means the Star Sibyl has been giving false readings to the people of Windurst for 20 years.

With the story finished, Ajido-Marujido knows that Windurst must move forward regardless, and he requests the use of Karaha-Baruha’s research and his Animastery. The Star Sibyl grants Ajido-Marujido this privilege, and pardons him of all his crimes. Semih Lafihna clearly has her doubts about the decision, but strives forward in her task to find the bearer of darkness.

Before leaving, Ajido-Marujido asks Rapifafa to tell Apururu all that has transpired.

Apururu is relieved to hear about Ajido-Marujido’s pardon, and that all seems to have fallen into place. Yoran-Oran soon interrupts with news of his own however- he has come across a letter containing handwriting very familiar to both him and Apururu. It seems Apururu and Ajido-Marujido’s father, Zonpa-Zippa, is alive, and is being held by the mandragora inside the Boyahda Tree. Naturally, Apururu turns to the closest adventurer to help her solve this problem, as she believes Ajido-Marujido shouldn’t be disturbed as he works on his menial task of saving Windurst from destruction. Apururu herself apparently isn’t too interested in seeing her father, in fear of growing to hate him even more.

Rapifafa accepts the task on the basis of the But Thou Must rule of adventuring, and Apururu asks that if Rapifafa finds Zonpa-Zippa to take the chance to ask about the mysteries surrounding the Cardians. Rapifafa gathers her equipment and travels far north of Windurst back to the Sanctuary of Zitah.

The largest tree in Zitah, the Boyahda Tree, is said to have lived for thousands of years.

Rapifafa finds the Mandragora prison within the tree, guarded by numerous Mandragora.

Thankfully, bribes seem to be a universal language- mandragoras just prefer humus over gil.

Rapifafa soon finds the former Manustery Minister, the  famed inventor of the Cardians. He is mentioned surprisingly little, even by his children, despite his great accomplishments.

Can’t imagine why.

Rapifafa decides to cut straight to the point and begins asking Zonpa-Zippa numerous questions. Luckily, Zonpa-Zippa isn't the quiet type.

Rapifafa asks why the Cardians rose up against him. Zonpa-Zippa explains that when he was requested to create a Cardian army during the war, instead of setting every Cardian to follow his orders, he created an hierarchy and only made the Ace Cardians set to obey him. Apparently there was some kind of flaw in this system. At some point Karaha-Baruha came to Zonpa-Zippa with a request for several powerful Cardians to aid in his research.

Zonpa-Zippa reprogrammed the Ace Cardians to treat Karaha-Baruha as their master. Karaha-Baruha then created Joker using the Ace Cardians as a template, and set the Aces to follow Joker as their master. When Karaha-Baruha died, Joker was lost with him, and the Ace Cardians were faced with the dilemma of existence without a master, and they put all their efforts into retrieving their master. In the course of that task, they locked Zonpa-Zippa in The Boyahda Tree.

Rapifafa tells Zonpa-Zippa that Joker has come back to life, and he seems shocked. When Rapifafa inquires further, Zonpa-Zippa explains that since inanimate objects brought to life will die alongside their master, there is an unwritten rule to not revive these dead objects to prevent the opposite from occurring. It requires an outlawed ritual to place part of a mage’s life into an inanimate object, so it is not something that always happens, nor is it a recipe for immortality. However, given Karaha-Baruha’s history, it isn't unlikely that he has returned to the living alongside Joker.

Finally Rapifafa asks a personal question- why does Ajido-Marujido and Apururu hate him?

Somehow she’s not too surprised at the answer, but Rapifafa has no more time to waste- there will be time to save Zonpa-Zippa after the issue has been solved, so she takes the information back to Apururu.

As luck would have it, Ajido-Marujido shows up while Apururu asks about her father, and Ajido-Marujido demands to be brought up to speed. The information shocks him so much, he decides to mug at the camera.

Ajido-Marujido is confused as to why Karaha-Baruha would plan all this, until he considers what he doing- he wasn’t just attempting to summon Fenrir, but rather attempting to completely control its will. Ajido-Marujido seems panicked at this fact, and tells Rapifafa that they needed to stop the Star Sibyl from traveling to the Full Moon Fountain.

Even as Rapifafa and Ajido-Marujido rush to the Fountain, they are too late. The Star Sibyl decided now was a good time to take a trip down memory lane, reflecting upon what Windurst lost 20 years ago, and the lies she had told the people of Windurst since then. Semih Lafihna, ever the loyal guard, reassures that the Star Sibyl has done absolutely nothing wrong.

Music: Fury

Joker interrupts their nice conversation, declaring that he had been waiting for the Star Sibyl to come. He assures her that he is not here to seek vengeance, but rather to help guide the star of hope she called forth. Joker explains that in the same way the first Star Sibyl made a prophecy using her first Moon Reading, the current Star Sibyl too entrusted a wish to the Stars and Moon.

That wish was the one Rapifafa had seen in her vision from the Magicite, when the Star Sibyl asked for the help of Karaha-Baruha at the Star Spring.

Now that this star of hope has arrived, Joker declares that the time has come for the miracle the Star Sibyl wishes for.

18  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 15, 2015, 03:40:48 AM
A Summoner’s Story: Secret of the Dolls

On one of Rapifafa’s adventures, she came across a strange ruby unlike any other she had seen. She had once taken it to Ajido-Marujido to help her identify the stone, who told her there was a voice coming from the stone, and she would be able to hear it too if she would only focus.

Rapifafa heard a faint voice from the stone, telling her to gather seven colors which covered the sky.

Rapifafa continued her travels across Vana’Diel without letting the ruby leave her side. The ruby gathered strength from the colors of the sky, a different color based on how the weather changed. One for clear skies, one for dry heats, one for sandstorms, one for cloudy winds, one for rain, one for blizzards, and one for thunderstorms.

You may think the powers come together to form Captain Planet, but instead of coming together to form a blue creature, the lights came together to form a blue creature.

The mysterious creature told Rapifafa to travel to the La Theine plateau to find the answers to her questions.

Rapifafa followed the Ruby’s instructions to a strange stone monument, the subject of many rumors.

The creature again appeared before Rapifafa, introducing itself as Carbuncle, a creature of legend Rapifafa had heard many times before in the Tarutaru poem, “The Canticle of Carbuncle”. Clearly it was more than just a legend, and Carbuncle tells Rapifafa that long ago, it had become a crystal and its power was spread throughout the world. Sensing that Rapifafa needed its assistance, Carbuncle decided to lead Rapifafa here so that it may lend her a fraction of its powers.

Carbuncle also asks Rapifafa to seek other ancient beings, which sleep in faraway lands across Vana’diel, where Rapifafa will be able to see the “true Vana’Diel”.

With that, Carbuncle disappears into a rainbow in the distance, and Rapifafa feels a newfound power coursing within her- she has gained the power to summon.

Rapifafa continued her adventures, not knowing where to start searching for the other ancient beings Carbuncle had asked her to find. Eventually, Rapifafa heard of an expedition by members of Windurst’s Rhinostery to faraway lands researching the elemental Protocrystals.

Apparently, each of these Protocrystals contained a Celestial Being, each known to the people of Vana’Diel through an associated legend and a constellation in the sky named after each of them. (Don't poke around the wiki too much if you don't want spoilers!) Each researcher used a special tuning fork tuned to their respective crystal, and each was able to awaken the creatures within. However, all of them were forced to retreat after a short engagement, and they each hand Rapifafa their respective tuning forks, asking to help them complete their research by confronting the creature within.

Following the instructions each researcher gave her, Rapifafa makes her way to each of the Protocrystals in the far reaches of Vana’Diel.

Each time Rapifafa enters one of the crystals, she hears a voice speaking in riddles.

Despite only using a portion of their power against Rapifafa, each Prime Avatar poses a unique challenge, being masters of their respective element.

Upon defeat, each Avatar returns to their slumber.

Each time Rapifafa defeated an Avatar, she returned to the associated researcher, but each time a strange force caused the researcher to lose their memories of all that transpired.

With a fragment of power from each of the six elemental Avatars, Rapifafa’s power as a summoner expands. Eventually, Carbuncle reappears before Rapifafa and informs her that a thief is stealing energy from the Avatar, pointing her towards Bastok.

With no other leads, Rapifafa approaches one of the Rhinostery’s researchers positioned in Bastok.

With her memory wiped she isn’t much help, but another Tarutaru named Ildy-Goldy happens by, explaining they are attempting a new experiment on the Protocrystal. This may be the lead Rapifafa leads, so she agrees to help.

Rapifafa returns to the Earth Protocrystal, where she is attacked by a monster. It seems this was a dead end, so she returns to Bastok.

Ildy-Goldy has information for Rapifafa however- he had been chasing after a powerful mage named Uran-Mafran, and apparently he is the person causing the researchers to lose their memories. Ildy-Goldy asks Rapifafa to speak to Principal Koru-Moru to learn more, and Rapifafa agrees- it’s likely their goals overlapped.

Unfortunately, Koru-Moru being Koru-Moru, tells Rapifafa that he has no recollection of the name Uran-Mafran, and asks her to give him some time to remember before returning.

Carbuncle tells Rapifafa they have no time to waste, and gives Rapifafa one of its tears to restore Koru-Moru’s memories (Of course the power of rainbows is intimately tied to restoring memories, don’t be silly).

With his memories returned, Koru-Moru proceeds to do what he does best- run his mouth for a long, long time. He explains Uran-Mafran was an incredibly bright student from back when he was the active Principal of the School of Magic, and earned the nickname “Puppet Master” amongst his peers for his skill in using magic dolls. At that time, the Manustery Minister Zonpa-Zippa had disappeared, and Uran-Mafran was one of the students being considered for the job. However, soon after securing the job, he himself disappeared and also used a strange doll to erase any memories of him from the people of Windurst.

Ildy-Goldy soon joins the conversation, alongside his boss, the Rhinostery Minister Rukususu. With their testimony of Uran-Mafran’s recent actions, Koru-Moru decides that something must be done. He tells Rapifafa to seek three of Uran-Mafran’s former classmates, while taking Rukususu and Ildy-Goldy to perform a different task.

Rapifafa has little trouble finding two of the classmates, who give a part of the story. Uran-Mafran and Ildy-Goldy had been involved in some kind of incident involving the Dark Dungeon below Windurst, and Ildy-Goldy was left permanently injured. One of them offers the possibility that Uran-Mafran left Windurst to find a cure.

Unable to find the final classmate where he worked at the Orastery, Rapifafa followed the only other lead she had- that this classmate was a fan of Shantotto.

The Professor doesn’t have much info to give Rapifafa other than that Sunny-Pabonny had left for San d’Oria about a month ago to find some kind of armor.

Rapifafa runs into the Rhinostery researcher at San d’Oria, who informs her that Sunny-Pabonny had stolen one of her experimental tuning forks.

Rapifafa chases Sunny-Pabonny to the Ice Protocrystal, but he isn’t particularly cooperative until the experimental tuning fork drags them into the Protocrystal, where Rapifafa is forced to save them from Sunny-Pabonny’s pet sapling going gaga from the crystal.

Now that Sunny-Pabonny is more willing to share his part of the story, Rapifafa learns that Uran-Mafran and Ildy-Goldy were trapped in the Dark Dungeon after losing the Charm of Darkness. However, despite being in the dungeon the same amount of time, Ildy-Goldy lost all of his magical abilities, whereas Uran-Mafran did not.

Rapifafa returns to Koru-Moru with this information, and Ildy-Goldy decides along with Rukususu that they will need to track Uran-Mafran down to figure out what exactly he’s up to.

Koru-Moru is a bit concerned with what may be coming, so he gives Rapifafa a piece of armor to help her out.

With nothing to do while Ildy-Goldy and Rukususu hunt down Uran-Mafran, Rapifafa returns to her adventures.

Soon Rapifafa hears a voice, and returns to Koru-Moru. Whatever information they had at this point will have to do.

Koru-Moru tells Rapifafa that there was another incident with one of the researchers, so Rapifafa travels to Mhaura.

The researcher directs Rapifafa towards the Lightning Protocrystal.

Rapifafa rushes to the crystal, and within she was confronted with a none-too-pleasant sight.

Uran-Mafran harnesses the power of the nearby crystal to hurl fiends at Rapifafa, but she has little trouble defeating them.

With the creatures defeated, Ildy-Goldy arrives to demand an explanation from Uran-Mafran.

Uran-Mafran’s reason for disappearing is quite simple- he left his job at the Manustery when he could no longer gain anything from it. He further explains that he had “lost” the Charm of Darkness on purpose after convincing Ildy-Goldy to study the Dark Dungeon with him as part of their graduation thesis. Uran-Mafran had never been in the Dungeon at all- his specialty had always been dolls, and he had used one in place of himself in the dungeon. With the leading candidate for the Manustery position out of the way, he easily gained the position himself.

With his evil speech finished, Uran-Mafran uses another one of his dolls to take control of Ildy-Goldy, and escapes the crystal.

Rapifafa returns to Koru-Moru to explain what had happened, and Rukususu arrives soon after with more information- when Uran-Mafran was the Manustery Minister, it was only time its budget was not in the red- it had received large donations from the trader Honoi-Gomoi.

With Honoi-Gomoi’s involvement, whatever Uran-Mafran is trying to do with that Mana Orb cannot be good, so Koru-Moru tells Rapifafa to immediately depart to search for him, and gives her a charm to break the spell on Ildy-Goldy.

Questioning the Rhinostery researchers eventually points Rapifafa towards the Wind Protocrystal, and she hurries to catch up with Uran-Mafran.

Rapifafa attempts to use the charm Koru-Moru gave her, but it has no effect. Uran-Mafran explains to Rapifafa that he has simply been following in the steps of Karaha-Baruha, who had nearly succeeded in controlling living beings. Unlike Karaha-Baruha, however, he does not seek complete control the way he did, and only uses suggestions to nudge actions towards what he desires, so he will not be destroyed the same way Karaha-Baruha was.

Uran-Mafran sends another creature to fight Rapifafa, and while she has no trouble defeating it, Uran-Mafran seems to have few limits on this ability thanks to his Mana Orb, whereas summoning Avatars to fight for her drains Rapifafa’s magic significantly.

Before Uran-Mafran can summon another creature, however, his Mana Orb is snatched from him.

Ildy-Goldy was never under his control, and had simply been waiting for the right moment to strike. When Uran-Mafran robbed Ildy-Goldy of all his magical abilities, he simultaneously doomed his own plan by making it impossible for Ildy-Goldy to be affected by any magic.

Despite all Uran-Mafran has done, Ildy-Goldy sings his praises, telling him how much he looked up to him when they were both students, and attempts to dissuade him from whatever he is trying to do and to return to Windurst.

Uran-Mafran almost seems moved by the speech, but just as soon casts a spell to escape, telling Ildy-Goldy he can keep the Mana Orb. Despite the lack of answers, there is no more immediate reason to pursue Uran-Mafran now that he lacks the source of his power, so Rapifafa and Ildy-Goldy both return to Windurst.

With the orb in hand, Koru-Moru explains that he senses energy powerful enough to bring someone back from death- apparently, if the creator of a magic doll died, restoring life to that doll would also bring back the master. It’s likely Uran-Mafran learned of this legend during his short tenure as the Minister of the Manustery.

It’s unlikely Uran-Mafran will give up so easily on his goal, so Koru-Moru tells Ildy-Goldy that he must remain vigilant, as he is the only one who can resist his spells. With Rapifafa’s role in this matter complete, Koru-Moru rewards her with something he had been working on- completing a piece of experimental armor invented by Karaha-Baruha.

Rapifafa is left wondering who exactly Uran-Mafran was trying to resurrect, as Koru-Moru is decidedly tight-lipped for once, and Rapifafa is left with no answers.

19  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 09, 2015, 11:37:50 AM
She*! Rapifafa is one of RPGFan's resident adults-stuck-in-loli-bodies!

I actually tried to do some fancy pose using the Ranger emote, but I guess I probably should've taken a screenshot of Rapifafa using a bow at least once, because she apparently didn't draw a bow a single time in her whole Ranger career. Whoops. =P

The Windurst story is actually nearing it's conclusion now-wondering if any readers are interested to see me keep going after that? I'm having fun doing this so far, but there's no point if I'm boring everyone.

Windurst Part 12: The Five Ministers

Rapifafa spends a few days playing with the Star Onion Brigade. They seem to still be concerned about Joker, asking Rapifafa to go on numerous pointless tasks so they can find some way of helping him escape Windurst.

Upon her return from one of these tasks, Rapifafa is confronted with an unpleasant sight.

The Ace Cardians have come to demand for the “life of their king”, by which Rapifafa can only assume they mean Joker’s Mana Orb. Thankfully, Joker soon arrives to call off the Ace Cardians, saying that the children are to thank for his return to life. The Ace Cardians seem satisfied with Joker in their possession, so they leave.

Rapifafa has no time to waste on Joker, however, because she receives a task from the Aurastery to search for its Minister Sedal-Godjal, who had disappeared four years ago. While the previous Minister Koru-Moru did reassume his position as Principal to help the school, he lacks the leadership his successor had displayed during his short tenure.

One of the instructors, Moreno-Toeno, gives Rapifafa a doll (Which looks suspiciously familiar- consistent world building, or lazy modelers? You decide!) capable of tracking the power of the moon and stars infused into the Minister’s ring, and it tells Rapifafa to travel north.

Rapifafa travels far north to the Meriphataud Mountains, where the doll tells her to turn northeast, into the forest known as The Sanctuary of Zi’tah.

Music: The Sanctuary of Zi’tah (A fan-favorite track from the game...a fan-favorite area, actually)

Past the forest, Rapifafa finds another structure she can only assume is of Zilart origin.

Rapifafa continues following the directions of the doll, arriving at a fountain.

The doll announces that she has found the source of the power, but she finds nothing searching the ground around her. The doll announces the power is far too concentrated, and Rapifafa looks up to search for the source-

-the strange creature disappears as soon as she notices it, and the doll has no answers for her. It only tells her that now the energy is emanating from the southwest, and Rapifafa has little choice other than to follow its instructions.

The doll’s directions guide Rapifafa off Mindartia past Jeuno, finally pointing her in the direction of Davoi.

Past the Monastic Caverns under Davoi, Rapifafa arrives at the inner sections of Davoi, where she finally finds Sedal-Godjal.

He insists that he’s here on an important task with the San d’Orians, and he will be unable to complete the task anytime soon with his wand taken by the surrounding Orcs. Before sending Rapifafa on her way, he drains the magic from the doll.

Rapifafa’s went through way too much trouble finding him, unfortunately "smack him upside the head and drag him back to Windurst" is not a choice in this case, so she decides to force Sedal-Godjal’s hand by solving his silly Orc problem for him.

Sedal-Godjal’s surprised Rapifafa is able to retrieve his wand, but he persists in his claim that he cannot leave Davoi, but at least this time he’s willing to tell Rapifafa the real reason. Sedal-Godjal had taken up the fake name Mojiji and wrote multiple fake love letters to Koru-Moru, attempting to retrieve a large sum of money Koru-Moru had embezzled from the Aurastery, a little bit at a time. Eventually Sedal-Godjal couldn’t look at Koru-Moru without feeling sick, and he left Windurst to find some solitude. He asks Rapifafa to help him explain this situation to Moreno-Toeno.

Moreno-Toeno isn’t particularly happy about the news, but he is understanding, so he decides that the situation will have to be left alone for the moment. Before finishing her mission, Rapifafa mentions the false directions to the Ro’Maeve ruins the doll had first given her, but Moreno-Toeno is unable to give her a clear answer, only speculating that whatever caused the reaction must have been a stronger source of the same energy in the Minister’s ring.

Rapifafa quickly receives her next mission- the Gate Guards inform her that Apururu asked for her to travel to the Manustery.

It’s what she was waiting for- Apururu has asked for Rapifafa to request her help in breaking Ajido-Marujido out of prison.

Apururu tells Rapifafa that the Dark Dungeon is sealed using the power of the moon and stars, so the Minister Rings should also be able to open the door. Apururu had tried to open the door using her own Manustery ring, but she was unsuccessful.

What’s more, the Professor Shantotto followed her, since going around town asking about the Dark Dungeon isn’t a terribly subtle way of signaling what your next course of action is.

However, Shantotto wasn't interested in seeing her star student and successor to the Orastery having all his magic powers drained by the dungeon, so she decides to give Apururu the information she needs. The Horutoto Ruins lost much of its power during the war, and it’s unlikely that a single ring would be able to open the door.

Apururu hands Rapifafa the Manustery ring, and asks her to gather the other rings.

Tosuka-Porika of the Optistery has little sympathy for Ajido-Marujido after all he did, but he knows that he is probably the only one who can read The Book of the Gods, and he gives Rapifafa the Optistery ring to help him satisfy his academic curiosity.

Next, Rapifafa travels back to Davoi to find Sedal-Godjal, who is all too happy to give Rapifafa his Aurastery ring once he is informed that it was what allowed Rapifafa track him down.

Finally, Rapifafa returns to the northlands, where she knew she would find Rukususu in Fei’Yin continuing her field work. Rukususu is more sympathetic to the siblings’ plight, so she willingly hands over her Rhinostery ring.

With four of the five minister rings in hand, Rapifafa returns to Apururu, who tells her that the final ring she needs was Ajido-Marujido’s ring, which was confiscated by the Heaven’s Tower when he was imprisoned. Rapifafa tries to see if she can call in a favor with the Tower’s secretary, Kupipi.

Kupipi tells Rapifafa that she can’t give her the ring, but is still willing to help her considering all she’s done for Windurst, so she tells her that SemihLafihna is carrying the ring, and she had gone off to the Horutoto Ruins to deal with the rogue Cardians.

Rapifafa follows in SemihLafihna’s steps, and she is attacked by Cardians upon arriving- its likely SemihLafihna is in danger.

Deeper in the ruins, Rapifafa finds SemihLafihna, captured by the Ace Cardians. The Ace Cardians declare that they have found their king, and together they will build their future. With that, they prepare to attack Semih Lafihna and Rapifafa. Before they are able to, however, they are stopped by another Cardian voice.

It appears Joker has accepted the position as the King of the Cardians. It seems he is still on Rapifafa’s side though, and he demands that both Semih Lafihna and Rapifafa be let go, but only if Semih Lafihna hands Rapifafa the Orastery ring. He seems to have some ulterior motive, saying something about becoming whole again. He’s also a complete cocktease and decides to remain cryptic and give a form of the “all will be revealed soon” speech.

Rapifafa returns to Windurst, where Shantotto uses the five rings to create a powerful magic glove.

With the power glove on hand, Apururu and Rapifafa travel back to the Dark Dungeon to do some so bad things.

They successfully break into Ajido-Marujido’s cell, who seems none the worse for wear, still able to detect the magical energy emanating from Rapifafa’s bag- he demands to see the book immediately.

With Ajido-Marujido knocked out, Apururu carries him back to the Manustery while Rapifafa rechecks the area for anything left behind. Rapifafa later goes to the Manustery to check with Apururu on the situation.

In retrospect, it probably wasn’t a very good idea to let a guy who was having his magic power drained the last few weeks to then immediately attempt opening the most powerful magical artifact ever.

(Next weekend- the exciting conclusion! Well, the mildly entertaining at least conclusion, hopefully)
20  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 07, 2015, 07:14:44 AM
When starting the game, players are only given access to 6 of the 22 jobs. These are the classic Final Fantasy 1 jobs: Warrior, Thief, Monk, White Mage, Black Mage, and Red Mage. The others must be unlocked- here’s the questline for one of them, alongside some backstory for a character seen in the Windurst story.

A Ranger’s Story: The Sin Hunters

The Mithra are not native to Windurst, but are rather from a continent far to the south. They have their own home away from home in the Windurst Woods however, where their chieftainess, Perih Vashai, resides.

There are some rumors that the aging chieftainess plans on passing her position onto the Sibyl Guard Semih Lafihna, but they are just that- rumors.

Many of the Mithra who live in Windurst now only came during the Crystal War, and a great deal of them lost their lives in the Meriphataud Mountains during the war. These days, the Mithra of Windurst Woods often ask any adventurers who pass through the mountains to bring back any twinstone earrings they might fight there, so that they may honor the Mithran warriors who left them behind. Rapifafa herself had come across a few of these in her adventures.

The Mithra are known for their dexterity and their tracking abilities. On one of Rapifafa’s trips to the Mithran community, Perih Vashai senses that Rapifafa potential in learning these skills, and is willing to teach her some of them. First, she tells Rapifafa that she must be accepted by nature as the Mithra are, by watching nature take its course. Rapifafa asks some of Perih Vashai’s followers to shed light on these words, and they tell her that she must travel to the Sauromugue Champaign to witness the death of an old tiger as part of the learning process.

Rapifafa finds the home of these tigers, and finds the oldest sabertooth within. The sabertooth does not attack her, but rather spends its final moments near the bones of other tigers that had come before it. After it dies, Rapifafa takes one of its teeth as proof of her deed.

Upon her return, Perih Vashai explains that the fangs of a hunter are the same as its life, for without the fangs it can no longer live. The fang, however, is left behind. Perih Vashai fashions the fang Rapifafa took into a necklace for her, telling her that as a Ranger, she must live by the fang and die only leaving the fang behind.

Some time after Rapifafa starts her training as a Ranger, Perih Vashai gives Rapifafa another task. She hands Rapifafa a strange earring and tells her she is to take it to Semih Lafihna, who is on an investigation in the Ranguemont Pass.

Rapifafa questions one of the guards in the pass, who tells her that he had seen Semih Lafihna pass through. Apparently the guard had seen some strange creature of darkness wrapped in robes.

When he tried cutting into it, it did not spill blood, but light. With the break of dawn, the creature disappeared. He told the story to his captain, but he would not believe him. However, Semih Lafihna traveled here seeking the creature as soon as she heard the rumor. She told the guard it was a “bearer of darkness”, and searched the pond where he had spotted it for some of the sand that fell from the creature. She could not find any, but the guard tells Rapifafa that perhaps she could find some.

It takes Rapifafa some time, but she finds some of the glittering sand that fell from the creature after a lengthy search. She takes it back to the guard, who asks her to take it to Semih Lafihna. There was another merchant who claimed to have spotted the bearer of darkness in the Jugner Forest, so it was likely Rapifafa would find Semih Lafihna there as well.

Rapifafa finds the merchant, who tells her that he saw the strange shadow near a tree during a full moon.

Rapifafa finds the tree- it has a hint of sparkling dust on it, resembling the glittersand.

As she was told, Rapifafa also soon found Semih Lafihna. Semih Lafihna says she can’t reveal much about the shadow due to security concerns, but Rapifafa tells her that’s not what she came for, and hands her the earring.

Semih Lafihna seems excited at first to see the earring, comparing it to a similar one she keeps herself, but just as quickly changes her expression to disappointment, and then confusion. Their conversation is soon interrupted by someone in the shadows.

The mysterious Mithra introduces herself as Shikaree M, a Mithran Tracker. She has come from the Mithran homeland to the south, tracking a sinner who lives amongst the tribe in Windurst. 20 years ago, the sinner and her daughter were both hunted down by another Tracker. However, that Tracker lied- before her own death, she confessed her own sin, that she let the daughter live- Shikaree M believes Semih Lafihna is that daughter.

The Sibyl Guard is quite an anomaly- while most Mithra orphaned by the war were simply sent back to their respective homes, the few which would form the guard were taken in by Heaven’s Tower. Of these orphans, only Semih Lafihna’s parentage is not recorded- Shikaree M declares that a sinner must be punished, regardless of memory, and takes out a handful of king’s tear moths to judge her sin.

Semih Lafihna does not carry the scent.

Shikaree M apologizes for her mistake, and turns to continue her hunt. Semih Lafihna, however, actually looks somewhat disappointed by the ruling- she once again does not know her own origins.

Rapifafa returns to Perih Vashai to report, but they are soon interrupted by Shikaree M.

Perih Vashai assures the hunter that they are seeking evidence of the daughter’s demise, but Shikaree M bluntly states that she does not trust the chieftainess, that she in fact struck a deal with the sinner. Aside from the fact that Perih Vashai lost a Mithran treasure called the Bow of Light long ago, she also assumes that Vashai sympathized with the sinner’s plight because her own daughter was of a similar age. Shikaree M reiterates that she will not return home until she has hunted down the sinner before leaving.

Semih Lafihna arrives just as the Sin Hunter leaves, saying she is here as a peacekeeper of Windurst. She asks the chieftainess if the sinner’s daughter is truly dead, and Vashai repeats the claim she made with Shikaree M. Lafihna is a bit puzzled at Vashai’s concern for her given the claim, but Vashai only answers with silence. Lafihna doesn’t pursue the inquiry further and returns the earring. As she turns to leave, she takes tells Vashai that she has no interest in becoming chieftainess after her.

Vashai turns to Rapifafa, assuring her that such conflict amongst the Mithra are a rarity, but this incident was unlikely to be over.

Rapifafa returns to her Ranger training, but a few days later Perih Vashai tells Rapifafa that the Mithra who knows the fate of the sinner’s daughter has been found in Mhaura. The Tracker had already set off in search, so Vashai asks Rapifafa to follow.

Rapifafa finds the Mithra called Koh Lenbalalako. It seems the Tracker had already spoken with her, and she gives Rapifafa the same information.

A Mithran tribe called the Fire Tribe lives on the southern continent. About 30 years ago, the chieftainess of that tribe committed the sin of killing a fellow tribe member. She spent a decade atoning for that sin, before escaping from prison with her daughter in tow.

At the time, Lenbalalako was an escort for people and supplies between Jeuno and Windurst. It was during that time a woman and her child slipped into her company. There was no shortage of refugees during the war, so she thought nothing of it.

As luck would have it, that same supply run was attacked by Yagudo in the Meriphataud Mountains, and they were all taken to Castle Oztroja. One by one, the Mithra were taken away from their prison, until only Lenbalalako and the sinner’s daughter were left behind. Perih Vashai arrived in time to save the two of them, but despite Lenbalalako’s efforts the child died from her grief, and was interred in the Eldieme Necropolis.

Shikaree M interjects- clearly she's not a very trusting person. She wishes to confirm the veracity of the story, but the Eldieme Necropolis isn’t a place to be ventured into alone, so she asks Rapifafa to meet her there.

At the Necropolis, Rapifafa and Shikaree M search each of the tombstones, eventually finding the name  Syu Befrathi- the sinner’s daughter.

Shikaree M uses her moths on one of the nearby graves to confirm the story- it seems the daughter was indeed interred here, and she even finds a correct twinstone earring. With that, Rapifafa and Shikaree M return to Perih Vashai.

Shikaree M is still not satisfied however- she wants to know where the other half of the earring is. Vashai tells her that the mother’s body was never found, because she perished in Castle Oztroja. The Yagudo King forced the prisoners to fight his soldiers, and then tossed the bodies into a large pond near the top of the castle. Shikaree M asks Rapifafa to search Castle Oztroja for the earring.

Rapifafa travels to the Meriphataud Mountains, and then to Castle Oztroja. She finds the pond as instructed, and after wading through the remains, finds an earring similar to the one she saw in the tomb. With that, she returns to Perih Vashai.

Shikaree M compares the two earrings, and seems satisfied. However, it seems she has one more question, about the “Bow of Light”. Shikaree M had questioned one of the witnesses to the rescue Perih Vashai led at Castle Oztroja, and this witness mentioned that the prisoners at Oztroja were saved by a bow loosing arrows of blinding light. Apparently, this was also how Vashai lost her eyesight.

Shikaree M demands that the bow be returned to the homeland, but Vashai does not answer. Shikaree M tells Vashai that she will give her some time to think on the matter, and turns to Rapifafa and rewards her for her help before leaving.

Rapifafa’s returns to her Ranger training, finding other pieces of a Ranger’s armor.

A few days later, Semih Lafihna pays another visit to the chieftainess.

Vashai guesses she intends to ask about the Bow of Light, but Lafihna instead asks about her past. All the talk about the Bow of Light made her realize that all the Sibyl Guards were prisoners in Castle Oztroja 20 years ago- the Sibyl Guards were taken in by Heaven’s Tower to prevent the secrets of the Bow of Light from spreading. Yet somehow, all the other Sibyl Guards remember being saved by the Bow of Light, and she does not. What’s more, Lafihna has a clear recollection that her twinstone earring was switched with another one during the Great War.

Vashai clearly knows the answers to all of Lafihna’s questions, but instead of directly answering, she instead hands her the twinstone earring that she had asked Rapifafa to give her a few days past, and directs her towards Koh Lenbalalako in Mhaura- whatever the truth is, she doesn't feel comfortable revealing it in public. Rapifafa decides to follow Lafihna to Mhaura.

Semih Lafihna is a bit annoyed that Rapifafa decided to tag along with her, but she soon gets over it. Lafihna asks Lenbalalako about the mysterious earring, and she is told that the earring is the same one she had swapped out when she was a child- it is her original earring. It was done at Lafihna’s mother’s request. When the sinner and her child arrived in the central lands, Perih Vashai was deeply troubled over whether to send them back to the homeland or not. In the end, Vashai approached Lenbalalako, and they decided to report to the homeland that both the sinner and the daughter had perished in Castle Oztroja. To complete the deception, they swapped Lafihna and her mother’s earrings with the sinner and her child’s earrings. They were not aware that the Sin Hunters would have other methods of detecting a Mithra’s sin, which was why Vashai gave that initial task to Rapifafa to swap Lafihna's earring.

Lafihna accuses Vashai and Lenbalalako of doing this so they could have the Bow of Light for themselves, and Lenbalalako answers by saying that at this point, it’s doubtful Lafihna would trust anything she would have to say. Instead, she tells Lafihna that the second earring that forms a pair with her original earring is in the Northlands, where Lafihna’s was told her mother died. Lafihna is not terribly excited at the prospect the mother who abandoned her continues to survive in the northlands, but she cannot simply let this matter go, so she leaves.

As soon as Lafihna leaves, Lenbalalako tells Rapifafa the real story.

When Lenbalalako and all the other Mithra were trapped in Castle Oztroja, the Fire Tribe chieftainess, Nhev Befrathi, managed to escape alone. With her daughter Syu Befrathi still in the clutches of the Yagudo, she went to plead with Perih Vashai to save her. It was then Perih Vashai used the Bow of Light to defeat the Yagudo, but at the cost of her own sight. In that same battle, Nhev Befrathi lost her life. With the child Syu Befrathi and the Bow of Light left over, they were forced to tell one lie after another to safeguard both.

With her story complete, she asks Rapifafa to take a gold earring and travel to the northlands to give it to Syu Befrathi.

Rapifafa travels to the north of Quon past the Ranguemont Pass and arrives in Xarcabard, and soon catches up with Semih Lafihna.

Lafihna is glad to have some company this time, and tells Rapifafa that she found a broken arrow glowing with a strange light. Lafihna tracks the arrow to a cave near Castle Zvahl, where they find the woman they have been looking for.

Semih Lafihna is surprised to see Syu Befrathi, but Befrathi is aware of what Lafihna is searching for, and decides to give them the information they seek.

The Bow of Light is a famed Mithran weapon, but it was not originally what the Fire Tribe chieftainess carried. About 30 years ago, Yow Rabntah found a strange stone in the northlands, and took it back to the homeland, where she used it as a base for constructing the bow’s shaft. It far exceeded the power of the Bow of Fire the chieftainess of the tribe originally used, and was named the Bow of Light. Contrary to the name, however, it did not bring light, but stole it. Nhev Befrathi believed that the bow was cursed, and that it should’ve been returned to the northlands, but the tribe was already divided over whether or not to keep the bow.

Before the issue could be resolved, the strange stone summoned a fiend which killed Yow Rabntah, and Nhev Befrathi was blamed for the death. Ten years after her imprisonment, Nhev learned that the fiend was, in fact, the Shadow Lord, and she escaped from prison, hoping to exact revenge for her people. The rest of the story was as Rapifafa had heard before. While Nhev Befrathi failed in her task, Syu decided that she would instead carry on her mother’s legacy, hunting in the northlands for the rest of her days.

With her story complete, Syu Befrathi hands the Bow of Light to Semih Lafihna- she has already removed the strange stone- the Magicite- from it, so it can be returned to the Tracker to take back to the homeland without concern. She also takes off her earring, telling Semih Lafihna that it was given to her by Perih Vashai to conceal her identity. At that, Semih Lafihna takes out her original earring and compares- they are a perfect match.

Rapifafa hands the gold earring to Syu Befrathi, giving her a new identity, and travels back to Windurst with Lafihna.

Shikaree M is thankful to Semih Lafihna and Rapifafa for their work finding the Bow of Light, and rewards Rapifafa with something appropriate of a Ranger.

With that, the Tracker leaves for her next hunt.

Perih Vashai comments that it was likely that the Tracker’s primary objective was to destroy the Bow of Light, with the sinner was only a secondary objective. Magicite is able to awaken feelings of envy and jealousy within the Mithra. The Befrathis were able to resist its influence, but many others were not able to. In Vashai’s case, she had closed her eyes to the power of the bow as she drew it, and lost her sight forever.

Even decades after the defeat of the Shadow Lord, the stones that lie beneath his castle continue to destroy the lives of his foes.

21  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: October 03, 2015, 07:31:06 AM

i am happy to inform you that i won't get to the bastok story until after both the windurst and san d'oria ones, assuming i even go that far

Windurst Part 11: The Lost Journals

The children go home upset at Honoi-Gomoi's declaration, and Rapifafa tries to convince him to reconsider. Honoi-Gomoi tells Rapifafa that if she cares for the children, she’ll go and disassemble Joker herself, because it’s not likely that Joker will simply sit there quietly if the children are forced to take him apart.

Rapifafa has little choice, so she travels to The House of the Hero, where she expects to find Joker.

Joker was already expecting Rapifafa to come disassemble him, but he pleads that Rapifafa first help him find something in Toraimarai Canal. He claims he was brought back to life for a reason, and this would help shed light on that purpose. The Toraimarai Canal is right under Windurst, so it would not be an unreasonable delay, and Rapifafa agrees.

Before she leaves, a Gate Guard informs her she has received a new mission, apparently a minor one from the Optistery.

Tosuka-Porika informs Rapifafa that the mission he sent to the Gate Guards was actually just a front. He’s been feeling uneasy about The Book of the Gods going blank as well, and he wants Rapifafa to investigate.

He gives a short explanation of what exactly the book is. The book was written by the first Star Sibyl as a “true history”, and was passed down for the benefit for all who would succeed her. Because of the danger contained in this knowledge, it was sealed with powerful spells which could only be broken through the use of the Diza Star, a jewel which hangs from the neck of the Star Sibyl.

Somehow, the previous minister of the Optistery was allowed to open The Book of the Gods and learn the true history. This minister, of course, was none other than Karaha-Baruha. He was allowed to build a laboratory under Windurst, which became a “sixth ministry” of sorts: The Animastery. A venture into this laboratory may reveal some clues. Tosuka-Porika gives Rapifafa the Optistery Ring to open the door to the Animastery, and asks for her to search for it in the Toraimarai Canal.

Rapifafa again travels past the Three Mage Gate of Horutoto Ruins into the Toraimarai Canal. During her search for the Animastery, she finds something curious- a Joker Card. Cards are used to control the Cardians, so it is odd one would be found down in the canals like this.

Rapifafa continues her search in the canals, eventually finding a magically sealed door. It was likely this was the Animastery. She enters using the Optistery Ring.

The room is filled with books of all kinds, scribbled notes littered the floor and there was even a bad in the corner- was this where Karaha-Baruha had spent his final days?

The books contain a wealth of notes from Karaha-Baruha concerning the Horutoto Ruins, the first of which contains the old legend of a wondrous star leading the Tarutaru to the Ruins, which then bound a beast of some kind to the Full Moon Fountain. His notes go on to say that the Optistery records indicate the ruins had indeed been around since the time of the first Star Sibyl, but that the technology within them seemed to point towards the existence of another civilization in the area.

As Rapifafa approaches the last of the tomes, she feels a strange sensation, as if someone were whispering to her.

Before she can touch it, someone behind her warns her not to touch it- it is the Star Sibyl.

She’s puzzled why Rapifafa is here until she spots the Optistery Ring in her hands. The Star Sibyl considers for a moment, and decides that perhaps Rapifafa was guided to this room by the stars, and decides to explain the function of the room.

As Tosuka-Porika had mentioned, the Animastery was built for the previous Optistery minister, Karaha-Baruha, about 25 years ago. He had declared that the ability to draw magic from nature was limited, and so he was looking into drawing magic from living creatures- not normal creatures however, as that would not be sufficient. Karaha-Baruha was trying to draw power from something far more powerful, and that was what saved Windurst during the Great War, the result of which Rapifafa had seen in the Full Moon Fountain.

The Star Sibyl tells Rapifafa that she will not be punished for her trespassing, but that she return to Windurst at once and forget the matter. With nothing left to see here, Rapifafa returns to the Optistery.

Naturally, Tosuka-Porika is distressed at learning that the Star Sibyl was in the Animastery. Fearing any impending punishment, he hands Rapifafa the blank Book of the Gods, asking Rapifafa to use it to secure his freedom should he be imprisoned.

With the mission finished, Rapifafa takes the Joker card she found earlier to the House of the Hero.

With the card in his possession, Joker seems to have found a new clarity, and asks that he be allowed to leave. Rapifafa never really wanted to take him apart to begin with, and this would probably take the problem out of the hands of the children, so Rapifafa agrees.

The next day Rapifafa is given another mission, this time from the Rhinostery.

It seems that Iru-Kuiru, the Tarutaru who was part of the Multinational Expedition 30 years ago, may still be alive, and the Minister Rukususu had run off to the southern continent in pursuit of this rumor.

The Elshimo islands can only be reached by airship, so Rapifafa travels to Jeuno to find a flight to the village of Kazham.

Music: Kazham

Kazham is a self-governed fishing village largely populated by Mithra, a home away from home of sorts for any who had left their homeland to the south.

Rapifafa decides to begin her search by speaking with the local chieftainess, Jakoh Wahcondalo.

Jakoh remembers Rukususu, but since all she asked about was from a time from before she was chieftainess, she instead sent Rukususu to their former chieftainess- Romaa Mihgo.

The mother of the famous Cat Burglar is rather stoic by comparison, but she gives Rapifafa the information she needs- Iru-Kuiru had been banished to the Temple of Uggalepih a long time ago, so that’s where she should begin her search.

Much easier said than done, as the temple lies deep within the jungles of Elshimo, which have a maze-like layout, and the available map isn’t much help.

It takes her some time, but Rapifafa finally finds the Temple of Uggalepih.

The temple is inhabited by large amounts of beastmen known as Tonberries. They’re certainly not pleasant to fight, as a well-placed throat stab from their weapon is enough to almost instantly kill any adventurer.

Thankfully Rapifafa’s search is soon over, and she finds Rukususu in what appears to be a study.

Rukususu explains she was trying to follow up on Iru-Kuiru’s work, who was also investigating the truth behind the legends of Windurst’s origins. His work generated a great deal of controversy, and most preferred to continue believing the Tarutaru were led to Sarutabaruta by a wondrous star. Iru-Kuiru did not give up on his work however, and something in his journey to the Northlands led him to Elshimo.

Apparently whatever it was was right in this room, as Rapifafa and Rukususu are confronted by a spirit of some kind, who introduces herself as Grav’iton of the Kuluu. Grav’iton addresses Rukususu as the Star Sibyl and asks if the Tarutaru have lost the power of the Horutoto. When Rukususu explains that the ruins had ceased to function 20 years ago, Grav’iton seems shocked- the towers are responsible for harnessing the power of the moon, and without the towers the power would instead roam the land in the shape of a fiend.

Grav’iton soon notices that the Book of the Gods has lost its magic. She explains the book was written by the first Star Sibyl using that same power and promptly returns some power to the book, hoping it will help guide them as the Kuluu guided the Tarutaru so long ago. With that, Grav’iton disappears.

Rukususu tells Rapifafa that she will need to take the book back to the only person who can read it- Ajido-Marujido.

Before Rapifafa leaves, she decides to read some of the tomes in the room, apparently full of notes left by Iru-Kuiru. Many of the entries recount his journey to the Northlands and his subsequent return. He felt the Northlands were cursed in some way, and his suspicions were only confirmed when he received word of the death of several other members of the expedition. Of particular note, Iru-Kuiru left a note about the ruins of Fei’yin- based on his observations, an ancient race once inhabited those ruins, but were wiped out by some sudden calamity.

With her task done, Rapifafa returns to Windurst with Rukususu. Rukususu asks that Rapifafa not yet reveal what they discovered in the temple, as it’s likely the citizens are not yet ready to know the truth.

For now, Rapifafa was more concerned with just how she was going to get the book to Ajido-Marujido.

22  Media / Miscellaneous Games / Re: Street Fighter V on: October 03, 2015, 01:38:08 AM
No, his head stayed completely still the entire time...

play it in slow motion
23  Media / Miscellaneous Games / Re: Street Fighter V on: October 02, 2015, 05:10:49 AM
He did spin his head actually, he moved sort-of realistically in that he does the thing dancers and such do when they're pirouetting- you turn your head large amounts at a time instead of along with your body so you don't get dizzy.

It still looked pretty cartoonish though.
24  Media / Miscellaneous Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: September 27, 2015, 09:46:35 AM
Here's a nice enough video with the three Mighty Number stages from the beta in case any of you want some visuals to go with my rant.

Sure it takes some initial investment to make a 3D model, but once you have one you are free to manipulate it however you want.  As opposed to sprites that have to be drawn a frame at a time for every situation.  Which is part of the reason 3D graphics took off in the first place:  At least for larger projects it's actually less work in the long run.

That's true for highly detailed/animated spritework, but considering the level of animation Mighty No. 9 is showing I doubt that's the case here. At least in the demo, I don't see any movements from the models which couldn't have been done using sprites with less effort, and would've looked better to boot. As you mentioned, once you've actually made the models you have more freedom to do a variety of animations without exponentially increasing the workload like with sprites, which is why I find it odd the cutscenes in Mighty No. 9 are so damn stiff (even if they didn't make the models themselves capable of having mouth movements, would it have really killed them to make face textures or whatever with mouth flapping?). Even comic-style cutins like from X5 and the like would've been better.

From what I've heard, due to the rules on how the different companies were working on this game, Inti Creates weren't really allowed to get too involved. They were hired to provide certain tools and services and nothing else, to the point of not even being able to provide advice about what was going on. That's why they've put out two full games (Azure Striker Gunvolt and Gal Gun 2) while this mess has been going down, they really aren't that involved.

I'd rather see some kind of source on a claim like this before I believe it, because at this point there's been tons and tons of bullshit passed around due to some of the drama surrounding the game and its development. This isn't the first time Inti Creates has put out multiple games in a year.
25  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: September 26, 2015, 12:23:09 PM
This is one of the Artifact Armor questlines in the game (I brought up the Red Mage one in an earlier post). It's actually kind of crazy how much of the game's story was put into these sidequests, because back when these came out it took a great deal of time to get to level 50 when these quests were offered, and then usually required parties of anywhere from 6-18 people to complete, meaning only a fraction of the people playing the game would ever see it- I doubt any MMO would do something like that today. Even after the game became a lot easier many people stuck to playing a handful of the jobs instead of branching out, and even if they did a lot of the rewards from these quests became obsolete which meant a lower chance of them bothering to check them out.

A Black Mage’s Story: The Great Star Tree

Baby Star Trees, the offspring of the Great Star Tree, are appropriately cultivated within the basement of the Great Star Tree- that is, the basement of Heaven’s Tower. Their growth has stopped in recent times, however, and the Three Professors of Windurst Walls are asked to help solve the problem.

Koru-Moru guesses the soil is the problem, Yoran-Oran thinks the water is the issue, and Shantotto insists that they’re both idiots (and that the lights are broken). Arguing gets them nowhere, however, so the gardener Chumimi just tells all three of them to test their theories. Shantotto’s never one to do the work herself, however, so she asks the nearest Black Mage available to help her out. In this case, that's Rapifafa.

Rapifafa is instructed to drain all the energy from a crystal, and then fill it with the lights found around Castle Zvahl in the northlands. Rapifafa knows better than to reject a request from Professor Rhymesalot, so she does as she’s told, and brings the glowing stone she creates back to Heaven’s Tower.

A few days later, the Star Trees show no signs of improvement. Yoran-Oran concludes that if none of the above is the issue, then they must examine the point in time when the trees’ growth began to retard. When Chumimi tells the professors that the trees have had trouble growing since the war 20 years ago, Koru-Moru seems shocked, and begins muttering something under his breath. When questioned, he says that he might have some idea what happened, and takes Rapifafa aside to explain in private.

Koru-Moru tells Rapifafa that 20 years ago, he travelled to Jeuno to help solve the hunger problem the war had brought to Vana’diel.

It was there he fell in love with a woman named Rasusu, and in his desperation to help her solve the problem, he had stolen a bag of the Star Tree’s seeds. Koru-Moru believes this might have something to do with the problem they are facing now, so he sends Rapifafa to retrieve the seeds from Rasusu.

Rapifafa’s search takes her to a man in Jeuno, who recalls that during the war, crawlers had consumed most of the crops in the Rolanberry Fields, and Rasusu had joined an adventurer’s expedition to the Crawler’s Nest to kill the queen. Unfortunately, she never returned from the journey, and the man didn’t have the heart to tell Koru-Moru what had happened.

After some searching in the Crawler’s Nest, Rapifafa manages to find the bag of seeds off an elemental.

Upon her return, Chumimi seems thankful, but also puzzled. She tells Rapifafa and Professors that many seeds had gone missing 20 years ago when the tree had flooded- the missing seeds had nothing to do with the Star Trees’ growth, apparently. The Professors have no choice but to go back to remembering what they were doing 20 years ago.

This time, Shantotto has thought of something, and asks to speak with Rapifafa.

20 years ago, she was leading the War Warlocks in a battle within Castle Zvahl. The battle wasn’t going well, so Shantotto produced a talking doll to offer suggestions to her.

Unfortunately, the doll’s suggestions weren’t terribly helpful.

Shantotto wasn’t very fond of the doll, but it helped her think of a plan: She bound the doll to the room so that it would continue jabbering on, giving her unit a chance to escape.

The last thing she heard was the doll cursing her, so she sends Rapifafa to retrieve the doll, thinking that the curse is what caused the trees to stop growing.

Rapifafa travels to Castle Zvahl, but finds the room Shantotto pointed to locked, so she searches the Castle until she finds what she needs.

Rapifafa finds the doll, still bound in place as it was 20 years ago.

She takes it back to the Professors, her task finished.

The Professors reward Rapifafa for a job well done, but somehow Rapifafa doubts that the doll is the true cause of the problem.

Rapifafa returned to her adventures, finding other pieces of Black Mage armor around Vana’Diel.

In a few days, Rapifafa’s suspicions were confirmed- the Star Trees weren't getting any better. The Professors conclude that Rapifafa needs to go down to the Toraimarai Canal, closed off to most since the Great War. They fix the talking doll Rapifafa had retrieved earlier to help her find any anomalies in the canal.

Down in the canal, the doll helps Rapifafa to find several anomalies it describes as “magic stagnation”. There are enough of them that eventually Rapifafa needs to supplement the doll’s capacity using her own Black Mage abilities.

After cleaning up the stagnations, Rapifafa returns to the Professors. Shanttoto is absent, but the others speculate without her. Yoran-Oran believes that because the towers stopped functioning 20 years ago, the flow of magic in the canal was disrupted, causing the decreased growth. It’s likely cleaning out the stagnation will be necessary on a regular basis from now on.

As soon as Yoran-Oran finishes, Shantotto returns, and he voices concerns that Shantotto had paid a visit to Karaha-Baruha’s laboratory. Shantotto blows him off and starts complaining about how her hat got covered in mildew, before handing it to Rapifafa. Apparently, this was to be her reward.

Koru-Moru is still concerned what might be happening behind the Earthen Door of the Horutoto Ruins, so they all head for the Three Mage Gate.

Past the Earthen Gate, they find that the Great Star Tree has begun to grow buds, meaning the Great Star Tree is aware that it is in danger and is desperate to survive. It seems the regular cleansing of the stagnation can only be a temporary solution, and a more permanent solution will need to be found. That is much easier said than done, however. It doesn't seem like any of the living Windurstian Professors will be able to solve the problem.

26  Media / Miscellaneous Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: September 26, 2015, 11:22:02 AM
As far as the budget goes, I can only assume that a lot of it went to just porting the game to the 10 million consoles Mighty No. 9 is going to be on. That probably isn't cheap to do.

I mean, I usually don't get angry over video games so what I've played has just left me perplexed more than anything. In addition to some of big names that were used to market this, Inti Creates also has their name attached to this, and they made both X-style Megaman games (the entirety of the Z and ZX series) and what I think are two of the best classic style Megaman games (9 and 10). I don't understand how people who have had decades of experience, some of who literally worked on the first Megaman game, could have made what are essentially amateur mistakes in the core gameplay of a pretty simple series.

Also to rant a bit more about the bad graphics, the problem isn't that they're technically unimpressive- that actually would've been fine if they could've imbued it with some charm like the Megaman Legends graphics, which I personally think still look good to this day. Inti Creates has a history of unimpressive 3D graphics- look up a game named Gal*Gun and consider that that game was released in 2011. The problem with the graphics in Mighty No.9 is that they just look bad in general. For example, I can only assume that they were trying to make Beck's model proportioned similarly to the Megaman sprite, but it's a good example of why you don't transfer things directly from 2D to 3D graphics. They made a model for him which has huge arms that get larger as they move distally and as a result he has to always hold them diagonally and he looks ridiculous. With a sprite you can just "cheat" since you draw each one individually and whoever is looking at it fills in the blanks with their mind. Same thing with what I mentioned about the story sections looking bad- Megaman fans never had a problem with Megaman and Dr. Light talking to each other with their laughable 2-frame mouth movements because the mind will fill in the blanks. When you do it with 3D models it just looks terrible despite the fact it actually took more effort to make all of it.
27  Media / Miscellaneous Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: September 26, 2015, 07:02:38 AM
So after giving a heartfelt apology about delaying the game, Comcept released a demo version of the game (which then got delayed itself for like a week, which is really funny in that comedy of errors kind of way). Anyway they also announced MN09 would be on sale on February, but honestly after screwing around with the demo a bit I find it hard to recommend to anyone who didn't pledge to the game. Some random thoughts:

-The graphics are still awful. Beck's default model in particular seems like a really weird thing to screw up the way they did because it's what you'll be looking at for like 90% of the game (the demo didn't have special weapons unlock when you beat bosses so all I could see was the default model).

-An extension of the above complaint is that the animations are really bad. For example, in the story sections of the game characters stand completely still while text appears on the bottom and you get voiceovers. They didn't even add mouth movements or expressions on the characters' faces or anything like that, it feels very weird. I don't understand why they didn't at least do that thing where the drawn art of the person talking appears.

-I wouldn't mind the above two complaints so much if I wasn't getting some really bad stuttering in certain parts of the game. I have a Radeon HD 6850 which is admittedly pretty outdated, but it shouldn't be having trouble playing a game that looks this bad. I tried screwing with the graphic settings of the game but the stuttering persisted even on the lowest settings. The stuttering always happened around the same place so I can only assume there's something wrong with those particular parts of the game, and the game continues "running" even while your screen stutters, which is not something you want happening in an action platformer game. I decided on the 3DS version of the game a while back when they sent out surveys so hopefully this won't be an issue on consoles at least.

Alright, so for the important parts:

-The demo provided 4 stages: The intro plus 3 robot master (Mighty Numbers, whatever) stages. A big problem with this game is that Beck's skillset doesn't seem to mesh well with how they designed the game at all.

-Not much to say about the intro stage, it's easy, but that's probably appropriate. It introduces you to most of Beck's abilities and it works pretty well.

-What absolutely kills this game is the fact that Beck is allowed to air dash infinite times. You will slowly lose altitude since there's a split-second delay before you can dash again, but it means you can skip over huge sections of the platforming sections in each stage just by dashing over and over.

-The military base stage is very easy. The stage's gimmick is conveyor belts and mines on the ground. The stage is mostly narrow hallways so you can't air dash over stuff as often, but it doesn't really matter because the only way you're going to get hit by a mine is if you're really inattentive and walk over one instead of just dashing your way through the stage. The boss is also incredibly easy and I beat him on the first try.

-The power plant stage doesn't seem to have any particular unifying element to it aside from it being dark, but it doesn't matter because they decided to make all models not be affected by the lighting, so you can see pretty much everything just fine. There's one section of the stage where you are supposed to use the low-dash ability (hold down + hit dash) to avoid an instant death trap, but that doesn't happen a single other time in the stage so the stage isn't "about" using the low dash, you just run through hallways until you reach this one section where the game actually prompts you to use it, which indicates to me even the person who made the stage knew it was incredibly counterintuitive. It's such a pointless skill in the rest of the game I wouldn't be surprised people forgot about it most of the game.

-The power plant boss took me a few tries to beat, I liked her enough.

-The oil refinery is the only "new" stage in this demo (they had a beta earlier which already had the above stages IIRC) and it's easily the hardest one if you play it "properly", but they made it too easy to cheese the stage.

-Early in the stage is a bunch of oil slicks and sometimes enemies will throw fire into them and ignite them similar to Flame Man's stage in MM6, but it doesn't matter because I just air dashed through most of it. What a complete waste.

-The final section can be quite difficult- huge smokestacks are falling down and you have to dash quickly through them and not get touched (they're instant kills). There are also enemies shooting fireballs from the background and if you get hit by one of these back into one of the smokestacks as they're falling you'll die (instant kills ignore your post hit invulnerability like in MM1). This seems to be the only section I played which took into consideration the fact that Beck can dash through the air infinite times. The problem is that you can just inch forward to make the smokestacks fall down, and then dash through safely without needing to do any advanced maneuvering at all, it's a complete waste of the only difficult platforming section I came across.

-The fire boss, Pyro, is a complete cheapass, because his super move (every boss has one when they get to the halfway point) is an instant kill. He doesn't seem to have any particular pattern to how he uses it, sometimes he jumps and sometimes he doesn't. I stopped trying to beat him after a while, I might go back later and see if there's some kind of visual clue to when he plans on jumping, but I think they really screwed up with this boss giving him a instant kill like this.

-So far the music's really hit-or-miss. The Military Base has some pretty cool music but I have idea what the fuck Manami Matsumae was thinking with the Power Plant theme. There's an option for turning the music into "retro" versions (it was one of the stretch goals) but there's something really off about the way it sounds. I can't find uploads of it anywhere so unfortunately I can't demonstrate. It doesn't sound like 8 bit music though.

-Finally I should note that Beck has this ability to do this weird "jump back while firing" move if you hold the right trigger while pressing attack, which I've found exactly one use for, but not for dodging so much as just shooting downwards. I don't understand the inclusion of it at all really, it runs counter to the rest of the game's design because the fact that Beck needs to absorb enemies by dashing into them means you need to play very aggressively, and a move used purely for dodging is barely ever going to get used.

-One cool detail I noticed is that when Beck dies, he blows up into into a bunch of cubes, revealing this weird orb thing which flies off (the orb's the same thing for the healing items as far as I can tell).

I wouldn't say I hated the demo or anything. I had some fun throughout but the word I'd use to describe it is "mediocre". It's also very frustrating because all these problems should've been apparent to these people who have been making Megaman games since forever. It feels like they wanted to expand Megaman beyond just the simple jumping and shooting stuff but none of the stuff they added really works, and the stages suffered for it when the simpler controls for classic Megaman synergized better.
28  Media / Single-Player RPGs / Re: Star Ocean 5 on: September 22, 2015, 12:18:09 PM
Nah man, you just don't like how I got that piece of truth across.

Apparently you're having some trouble with truth yourself- still having some issues with that tricky reading comprehension stuff I see. Somehow I'm not surprised you managed to miss the point that it's not about whether or not you're right that some people get assblasted about fanservice characters, but that you don't come off as being any better by getting personal whenever people talk about things in a way you don't like. Part of me wants to think you actually know better but you just pretend otherwise so you have excuse to act the way you do, but I guess that's actually worse.

I really don't know where the whole thing with schoolgirls came out when originally it was a fan letter by a female player that was took into consideration by Kojima that got things going for Raiden's look.

Either way, the point is that Raiden's look was fanservice that was requested but Kojima used that to fiddle everyone. Raiden is a walking allegory for a bunch of stuff, as well as being one of the most important pieces in MGS2's metanarrative.

Decided to check around. I remember originally read about it in an EGM article really long ago, back in the Stone Age when people still read gaming news on print, but according to this (starting around 21:20 if the timecode in the link doesn't work) it was indeed from a focus group test, or at least something very similar, and whoever wrote it certainly wasn't a fan of the series.

Also while it might be true that Kojima ended up doing his usual thing of just using an element of the game to yank on peoples' chains, it doesn't really change the fact that Raiden was originally conceived as a fanservice character.
29  Media / Game Journals / Re: FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: September 22, 2015, 07:12:48 AM
Windurst Part 10: Full Moon Fountain

With the Shadow Lord defeated, Rapifafa returns to her service for Windurst. A mission soon comes from a rather unlikely source- Ajido-Marujido.

He doesn’t bother going into much detail before dashing off, but it seems the task is a relatively simple one- Ajido-Marujido just wants Rapifafa to help him press a switch to activate the towers in Sarutabaruta.

Rapifafa enters a different tower than Ajido-Marujido, so she is unable to confirm whether the task was successfully completed after activating the switch.

Upon her return to the Orastery, Ajido-Marujido is nowhere to be seen, and the two instructors don’t look particularly comfortable. Apparently Semih Lafihna had come along soon after Ajido-Marujido had left, asking for him, and the instructors were now concerned for his safety. They ask Rapifafa to try to find him before Semih Lafihna can.

Rapifafa again travels past the Three Mage Gate of the Horutoto Ruins, but doesn’t find Ajido-Marujido near the magic seals, so she assumes Ajido-Marujido had set off for the Full Moon Fountain further in.

Deep underground, Rapifafa finds the Toraimarai Canal, a large underground complex which supplies water to the Star Tree.

Deep into the Toraimarai Canal is the Full Moon Mountain, where Rapifafa finally catches up with Ajido-Marujido.

He’s slightly annoyed at Rapifafa’s persistence, but figures she’s no threat and allows her to tag along.

Ajido-Marujido was not happy at the sight of the fountain. Apparently, this is what the Yagudo King had sent him to find- the Full Moon Fountain has lost its radiance. Before Rapifafa can ask what exactly that means, they are interrupted by a voice behind them.

Apparently Ajido-Marujido has finally crossed a line even the Star Sibyl is unwilling to forgive, and Semih Lafihna has arrived with a team of guards and declares that he is under arrest. Ajido-Marujido quickly casts a warp spell on Rapifafa, allowing her to escape.

Back in Windurst, Rapifafa cannot find Ajido-Marujido- she can only assume that he was unable to escape in time.

After some investigation a gate guard informs Rapifafa that Ajido-Marujido had been arrested, and she is to report to the Star Sibyl. Rapifafa figures it is probably best for her to do so instead of attempting escape.

As Rapifafa enters the Vestal Chambers, she overhears a conversation between the Star Sibyl and Apururu.

The Star Sibyl explains that Ajido-Marujido has been imprisoned for his crimes for tampering with a power too dangerous. Apururu questions the decision, citing the use of this same magic 20 years ago, but the Star Sibyl is unwilling to budge on the issue, and Apururu storms out.

The Star Sibyl is straight to the point with Rapifafa- she was seen with Ajido-Marujido at the time of his arrest, so she is asked if she agrees with Ajido-Marujido, that Windurst should no longer pursue a peace with the Yagudo. With all her experiences, Rapifafa cannot answer anything but yes.

The Star Sibyl is surprisingly understanding of her position, but she once again reiterates that Windurst simply does not have the strength to fight.

Nevertheless, that was not why the Star Sibyl asked Rapifafa to come- she is to atone for her crime by participating in a sparring contest held in Giddeus. If she loses, Windurst will increase her offerings to the Yagudo.

Rapifafa travels to the west of Sarutabaruta, where she enters Balga’s Dais in the deepest parts of Giddeus.

The Yagudo attack her in a group, but Rapifafa has no trouble putting them all to sleep and defeating them one by one.

With the match won, she is to travel to Castle Oztroja to receive the official documents for this event.

Previously, Rapifafa had not strayed far from the entrance to the Castle, but this time she had to climb to the top. The climb requires her to make her way past numerous traps and puzzles.

Among these puzzles are several structures along the way which each contain a password required to open the door at the top of the castle. The Yagudo reset the password each day, so the climb must be performed in a hurry.

Past the trap door was the throne room of the Yagudo. Rapifafa wasn’t here to meet the king however, and she enters one of the gates in the room to meet with the Yagudo she was directed to.

Upon returning to Windurst, Rapifafa returns to the Star Sibyl, who declares her crimes forgiven. However, she reminds her that she is to keep everything she had seen under Windurst a secret.

Rapifafa needs some rest, so she decides to visit The Star Onion Brigade.

The Star Onions are happy to see Rapifafa, but it seems they aren’t doing so hot themselves, as a merchant called Honoi-Gomoi came to their base demanding for his lost Mana Orb. The Mana Orb was in Joker now, so they couldn’t just hand it back. They figure Rapifafa may be able to convince him to relent given her position, so they ask for her help.

Honoi-Gomoi’s not hearing any of it though, because he paid Nanaa Mihgo a fortune in star spinels to find the orb.

Nanaa Mihgo suggests that they should simply return the orb, but Rapifafa wasn’t going to abandon Joker, and she figures the only way to solve this is to reimburse Honoi-Gomoi his Star Spinels.

Star Spinels were found somewhere in the Zepwell island near Bastok, but most passageways to the island had been sealed for a long time. Thankfully, the passage through Zeruhn Mines in Bastok had recently been opened for adventurers, so Rapifafa takes the opportunity to travel there.

The passage led to an undersea cavern called the Korroloka Tunnel, which connected Bastok to the Kuzotz region.

Past the tunnel was where the vast Altepa Desert was found.

Music: Altepa Desert

Below the desert were the Quicksand Caves. Rapifafa had heard a lot of the once-metropolis of the Galka, now in ruins because of its infestation by the beastmen known as the Antica.

It’s not an easy place for Rapifafa to traverse, as the structures within the ruins were designed with Galka in mind. The switches on the floor respond to weight, and Rapifafa was too light to activate them- it would take the equivalent of 3 Tarutaru to equal one Galka.

Eventually Rapifafa is able to find a Star Spinel in the ruins however, and returns to Honoi-Gomoi in Windurst.

He’s clearly not interested in Rapifafa’s offer, and shows off his collection of jewels and precious metals to emphasize his point- he’s in no need of riches, and to him the Mana Orb is priceless.

Rapifafa brings the bad news to The Star Onions, and they hold an “emergency strategy meeting”.

Several suggestions fly around. One of the children suggests they tell Honoi-Gomoi that a dhalmel ate the orb. Another suggests they say the orb fell into the sea. One child, however, reminds them that the Star Onions were formed just to fight such behavior, so they decide together that it’s best they simply tell the truth.

At Honoi-Gomoi’s house, he listens intently to the children before coming to his conclusion- he demands that take Joker apart so the orb can be returned to him!
30  Media / Single-Player RPGs / Re: Star Ocean 5 on: September 22, 2015, 05:28:56 AM
Typical passive aggressive shit

It really is amazing at times how lacking in self awareness you are.

in the spirit of 'fairness', there's also a distinct lack of 'manservice' in games, especially if said game appeals to a wide audience of male and females

I wrote some stuff and then realized how long I ended up going on so I'll just put it in a spoiler. That and I feel like it's kind of off topic anyway, so feel free to skip over my hugh jazz rant.

I mean, myself and others have commented a bit on this in the past but it's something that's hard to talk about in detail anywhere since the internet is generally a shitty place to talk about this sort of thing. I would suggest a dedicated thread for the topic, but I guess it's never even been suggested around here for same reason I rarely see people bring up any other real life politics or religion. I guess that's probably part of the appeal of this place.

Obviously we already know fanservice appears because sex sells. There's also the fact that men are still a majority even when we're talking about games with a relatively larger female playerbase. Final Fantasy for example, I think I've seen some surveys which show something like a 30% female playerbase (if you want to get into majority female players you'd have to move over to games like Animal Crossing). Still only a dumb businessman would go and ignore 30% of their customers.

Even with that though, I really don't think blatant sexual pandering (in this form anyway) sells as much to women. It just seems like when women want sexual elements in fiction it's more about the fantasy and not just the physicality, whereas for a lot of men the latter alone is enough (Not to say men don't also appreciate the former, just saying there doesn't seem to be a female audience equivalent of "give that character a nice rack").

To be honest I've always been surprise this is such an alien idea to some people because people have experimented with this sort of thing for decades now. You'll see Fifty Shades of Grey becoming a bestselling novel with a huge female audience and you see people trying to even the field in "male" forms of entertainment end up just finding out you'll hilariously still end up with a majority male audience (See: Playgirl).

If you just want to make an point about how you want male and female characters to be treated with the same gloves, I guess I can get that, but every time I see this issue come up it's in the context of wanting to be marketed to in the same amount as men, and if they were really intent on doing that it'd probably wouldn't take the form of seeing the FFXV boys wearing speedos (or whatever your choice of erotic clothing) because history has shown that'd just serve to titillate gay men a lot more than it'd do anything for women.

I'm reminded of an interview about MGS2 I read once where someone (not sure if it was Kojima or some other staff member) said they had some focus group playtest the game and the young women playing it claimed there was too many old guys, and they ended up designing Raiden based off their feedback. What's funny is that you have this character who was specifically created to appeal to women but I still see lots of people claim Raiden doesn't count because he's still a male power fantasy or whatever.
Pages: 1 [2] 3 4 ... 146

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!