Author Topic: FFXI Journal: Prishe Goes Around Annoying the Whole World  (Read 48858 times)


  • Member
  • *
  • Posts: 3,164
    • View Profile
Re: FFXI Journal: Prishe Goes Around Annoying the Whole World
« Reply #90 on: May 12, 2016, 01:54:15 PM »
か: CAlling Oneself a God

Together, Rapifafa and Ulmia travel to Monberaux’s clinic in Upper Jeuno.

Rapifafa is surprised to find the Samurai from the Far East in the room with Prishe.

Tenzen apologizes, saying he had not spotted an amulet of any kind when he had found Prishe. Ulmia believes the amulet may hold the key to saving her, so she pleads with Rapifafa to lend hers to Prishe.

With Rapifafa’s amulet, Prishe’s condition stables somewhat, but Monberaux is baffled by her condition. He suggests that perhaps the mysterious boy who gave Rapifafa the amulet may know more, which causes Tenzen’s ears to perk up. A quick exchange of information takes place, and Ulmia reveals that Prishe’s amulet was given to her by the Cardinal Mildaurion a long time ago- but the idea that the Cardinal might be associated with a criminal like the mysterious boy is absurd to Ulmia.

Nevertheless, there was no time to waste. One of Monberaux’s patients had recently traveled in the Northlands, and apparently the strange boy had been spotted entering the ruins of Pso’Xja. With this new information of the boy’s whereabouts, Rapifafa and Tenzen make their move.

The Pso’Xja ruins were controlled by the Tenshodo, so Rapifafa had to run a few errands for them to get a special pass into the ruins. With the pass, Rapifafa travels far north to the Beaucedine Glacier. The ruins had several different entrances, and Rapifafa made her way in using the central one.

As Rapifafa descended deeper into the ruins, the hallways began to twist in ways that made no sense and rooms which could not logically connect together, did.

Music: Words Unspoken

She was also being attacked by Tonberries, but these felt different than the ones she had met in the Temple of Uggalepih. Just as Rapifafa begin to feel overwhelmed, she arrives at an elevator.

Near the bottom of the elevator was a door Rapifafa needed the special pass from the Tenshodo to open.

Rapifafa, too, felt something was wrong- she had felt it ever since she entered the ruins, but the feeling grew as she descended deeper in and now it came to a head.

Rapifafa joins the fight- this wouldn’t be the first time she fought one of the Avatars.

She hadn’t considered that she was fighting on Diabolos’s terms- he could control this world.

As Rapifafa adapts, she begins to hold her own against the ruler of dreams, and soon the battle is over.

It didn’t matter how many times they defeated Diabolos however- this was still his realm.

Diabolos dismisses Phoenix’s promises, saying that what she offers humanity is false hope.

Diabolos explains that 10,000 years ago, many surviving Kuluu in the Northlands lost hope as well. That is when Diabolos offered their souls escape from the Emptiness and immortality within his realm- his dream realm known as Dynamis.
Diabolos invites the group to give up the fight against the Keeper of the Apocalypse, promising them eternal paradise in his dream world of Dynamis.

The meeting with Diabolos leaves Rapifafa and Tenzen with more questions than answers, so they return to Jeuno to see if the situation has changed.

Ulmia thanks Rapifafa for bringing Prishe back, but she suspects that what has occurred over the last few days was only the beginning. Tenzen is suspicious of Prishe because they had seen her with the boy within Diabolos’s realm, but Prishe insists she does not know where he has gone. She notes, however, that had it not been for his help, she would likely be dead right now.

Tenzen explains that the Terrestrial Avatars are five powerful gods which are tasked with protecting the world. Together, they had once battled with an evil presence which attempted to consume Vana’Diel.

Tenzen says that he has come from the Far East specifically to meet the Wyrmking Bahamut, and request his assistance in stopping the “Keeper of the Apocalypse”. Prishe tells Tenzen about her own encounter with Bahamut, along with what Bahamut said to Nag’molada at Cape Riverne, and how all of them were transported to the mainland before they were able to speak with the Wyrmking themselves.

It seems if they wished for any answers to their questions, they would join in Tenzen's goal of speaking with the Wyrmking. It was time to return to Tavnazia.


Chapter 3 introduces most of the remaining members of the main cast, including Tenzen, Louverance, Jabbos, and the Mithran Trackers. One thing I find a bit interesting about Chains of Promathia is how most of the protagonists in the story are quite old for a FF game- given the time since the destruction of Tavnazia, Ulmia is easily in her mid to late 20s. The only characters that seem to be younger than that are the Chebukki siblings.

Chapter 3 also begins to reveal more about Cardinal Mildaurion and begins to tie the Chains of Promathia story with a lot of the backstory that was set up in the vanilla game and Rise of the Zilart. It also finally starts making solid connections of the game's story with the game's opening CGI cutscene, which before this had always confused a few players with how it seems largely irrelevant to what players were doing. That only took them 2 years!

If you've been reading since the start, you probably noticed a lot of recurring characters, including rather obscure ones from job quests or tertiary characters from nation mission lines- that was one of the cool things about XI's story to me, how it felt the story was an ever-expanding world with a labyrinthine backstory. For players who did all the side quests and really dug into everything, they would get a lot more out of the story than someone who just rushed through the major story missions alone.

On that note, I've also rolled in a bunch of the Chains of Promathia side quests into the main mission line starting with this chapter. The quest lines are not needed to understand the story, but they do add some detail and character moments. The random stories of civilians Prishe interacts with, for example, are all side quests.

Gameplay-wise the strangest thing Chapter 3 made players do was definitely the climb up Parradamo Tor. Many players who first attempt it take a good 15-30 minutes to figure out what it is they're supposed to be doing. While it was certainly unique, personally I just found it tedious, and I’m guessing enough people agreed with that sentiment, since they never really did anything like it again.

In accordance with Diabolos being the Avatar of Dreams, the central tower of Pso’Xja is a maze of strange tunnels that connect rooms together in a nonsensical way. If you check your map you’ll see yourself constantly teleporting around the area as you move. Of course, players figured out the way through rather quickly and after that everyone just looked it up online, which takes away from the adventuring feel a bit.

Diabolos himself was one of the most unique fights in the game back when he was level capped to 40. He has a special version of sleep which deals damage but does not wake you. If you stand on the wrong tiles when you get nightmare’d, it was likely time to kiss your ass goodbye as you fell into the pit below and got gangbanged by a swarm of diremites.