Chumimi the head gardener of the star trees makes a report to the Star Sybil that something is wrong with the trees. The head professors show up to investigate, and you arrive just as they do. They begin to argue amongst themselves as to what the problem might be, bad soil, bad water, or bad light. Going off to test their theories, Shantotto calls you to her and asks you to gather her a special kind of crystal to use for her light problem theory. After you bring back the crystal she thanks you for your trouble and gives you her old wand that she used back in magic school. Assuming the situation has been resolved you leave, only later to find out from Chumimi that none of the professors solutions have helped, and they are coming back any minute now to investigate some more. The three of course get into another amusing argument and finally agree that it’s possible that seeds take to jeuno 20 years ago may have caused the problem. Sending you to get the seeds you come back but are told they decided the seeds couldn’t have been the problem. Shantotto seems to recall an incident in castle zvahl where they were led through the palace by a magic doll, which turned on them. When they defeated it and locked it in the castle, it cast a curse on windurst. You go to inspect the situation and bring back the doll, but after you come back you discover that it wasn’t that either. The professors now tell you of reports of some sort of magical energy stagnation that have built up under windurst in Toraimari Canal. Shantotto leaves to deal with it herself, the doll brought back is “reprogrammed” to sense stagnations and clean them. You follow Shantotto and clear the canal. When you return you are told that the problem has been resolved and are promised by the professors that from now on they’ll keep the canal clean. Sadly, Shantotto got her hat dirty and now refused to wear it anymore, she gives it to you as your last reward.

 

 

 

There is a Galka monk residing in Bastok, named Oggbi an aging alcoholic, long since resigned to spending the rest of his life drinking away his regrets at the bar. Cornelia and you begin to talk with him but he gets very emotional and begins to reminisce about an old pupil he had named Cornelia. The same from the mission to the northlands. Some time before the mission his new pupil was given a task to carry out to demonstrated her dedication. We also see that this "new" Cornelia has some particular fascination with the "old" one, though she refuses to admit the root of it.

 

Oggbi asks that you go to the Gusgen Mines and find a wander ghosts necklace, and bring it back to him. Once you’ve done that Oggbi is stunned you actually were crazy enough to go, to mention you actually found “THE” wandering ghost. He again tells a story about how Cornelia too went on the same mission. Wander Ghost was actually the name of a galka who worked there, known for his temper. Fate is cruel that he died and was forced to wander the area.

 

Next time you and Oggbi meet he tells you of another story, where he recently a young girl came to ask Oggbi where her brother was, whom he has recently sent out on a mission. Oggbi says he wants you to do a favor for him and find the boy for the girl. Deep in Fei’yin you find the boy who thanks you for giving him the message that the girl is looking for him. He asks you to carry out the rest of his missions. He explains that there is an old treatise on Martial Arts lost somewhere in Davoi, which long ago was an outpost for San d’Orian Knights during the wars. When you find the book and return to Oggbi, where he again tells you a story of Cornelia and himself in Davoi. They too sought the book, having been hired by the San d’Orian army to retrieve it. Oggbi expressed some concern about the missions, but it was at this time they stumbled across a Bastokan military unit under the command of a Galka named Raogrimm. This turns out to be the first time Cornelia and Raogrimm met, and after this moment they became closer than friends. Finally, Ayame calls you to the Bastok Metalworks where she complains that there is a problem with the Yaguado. Apparently while they have been suppressed, a Yagudo of supreme power has risen from the new generation of Yagudo just like the time before...

 

After you defeat him, Oggbi tells you of a similar story.

 

Cornelia's reason for becoming a monk under Oggbi was to defeat a similar Yagudo, who had slain her brother. After defeating him, she felt as if she killed a part of herself. Raogrimm consoled her, telling her, "Nothing comes of revenge. It merely results in us losing that which drives us." He tells her that true power comes from having something worth protecting and that someday she will find that something. It was from this moment on that she joined the Mythril Musketeers.

 

 

 

In the Lion Springs tavern you are approached by a strange man claiming to be a red mage. He asks you to investigate a horrible ghosts which is saw the other day in the San d’Orian church. Upon investigation you realize that the ghost claims to be the father of the leader of the Temple Knights, General Curilla. Hearing this news she asks you to take her fathers watch to the church to test her theory if this apparition is actually her father. When you arrive at the basement altar and begin to pray the ghost slowly sneaks up behind you. Suddenly you have a vision of man named Rainemard. When you awake the watch is gone, but in it’s place are a strange pair of boots. When the preists find you and you tell them of the ghost they kick you out of the church for heresy. Taking the boots to Curilla, she requests permission to exercise the boots in the Crawlers Nest, but Prince Trion refuses her. Instead you are sent.

 

Curilla still suspicious of the ghost has you meet with the red mage in the Lion Springs again, this time he informs you the best way to talk to the dead is to throw a coin into the fountain deep within Fei’Yin. When you do this, the ghost of Rainemard appears and says he’s trapped. When you return to San d’Oria, a galka at the Springs says he knows of a strange box in Garliage Citadel that no one could open. Perhaps he is trapped in there?

 

When you go to the citadel and open the box, the body of Rainemard is stuffed inside, but his spirit seems rude and does not recognize you. Back in San d’Oria, the spirit of Rainemard is seen exiting the cathedral and attacking people nearby. The Temple Knights show up to deal with the ghost, but Curilla refuses to attack when she sees it’s her father. Trion goes to slay the creature, but Curilla draws her weapon against him, to protect her father. Suddenly thespirit of Rainemard is revealed to be possessed by another evil spirit and the true Rainemard defeats the spirit. Curilla and Rainemard have one last conversation together, then he walks into the Cathedral and disappears, but not before giving you his hat to say thank you.

 

 

 

Phara an old woman in the Bastok Mines calls you to speak with her about her son and grandson. While her son was a great warrior, her grandson is far more lackluster and disappointing to her. He has become a simple doorman. She laments the fact that he hasn’t even taken his father’s sword. This sword of which she speaks has fallen into disrepair, its hilt ruined. She mentions that her son had found the sword grip in an orc tent in Davoi. She asks you to bring her some of this material used to make the original. When you take this back to her she asks you to wait until the sword is complete, and then take it to her grandson. Who turns out to be none other than Mythril Musketeer Naji. Naji explains that his father was a great warrior and friend of Raogrimm, but even though he followed his footsteps this was his duty as a musketeer.

 

Talking to Phara again she brings up Raogrimm, the Galka Talekeeper. She talks about how loved he was even as a child. In fact everyone loved him, except one other Galka child. She can’t quite remember his name, but you soon discover it was a Galka named Deidogg. When you talk to him he can only speak ill of Raogrimm. He says that in his day Raogrimm was considered to be the greatest warrior around. But Deidogg believes it was all a lie, as he never brought back proof of his victories. One such story is the tale of how he defeated a powerful Quadav warrior. However, Deidogg believes this to be a lie, and sends you to the Palborough Mines to look for the hatchery, if the Qudav is alive, that’s where he’d be.

 

In the hatchery you discover the Quadav is indeed alive, and bring back one of the eggs it has on it. Deidogg thrilled at this discovery is silenced as another Galka tells him Raogrimm’s honor compelled him not to take trophies from his victories. However, there was one exception. There was one time when Raogrimm defeated some monsters in Castle Oztroja. He used the skin from these beasts to fashion a pair of boots that he'd promised to an old friend... This seems to take Deidogg by surprise, but he won't say why. You next travel to the Yaguado capital. There you find a parasite skin of the strange leeches, and taking it back to Deidogg he recognizes it.

 

A long time ago, Deidogg and Raogrimm were old friends and one time Deidogg had lent Raogrimm his boots. Raogrimm told him he would one day repay the favor. So he used the parasite skin to fashion some boots for his friend, and gave them to Deidogg even after they had no longer been friends. Moved by this again, after so long, he uses the skin you brought him to fix the old boots, and then gives them to you.

 

Meanwhile another problem develops, Raogrimm’s armor has become a national treasure of Bastok since he died before the Great War. However, while on loan in San d’Oria, a band of goblin thieves steal it. Tensions begin to rise as Bastok uses this for political gain against the San d’Orians. The Galka are furious that the talekeepers armor is being used for political gain and you are asked to recover it. The goblins, hiding in Behemoth’s Dominion when defeated admit they don’t have it, but it turns out that a musketeer group just ahead of you got it first. The leader of the group, Volker, says that he’s sickened that Bastok would make a political matter over this and offers up the armor to you. He says he will issue copies made so that no one know which the real thing is, and which the fake is.

 

 

 

Cid's assistant needs you to help the experimental darksteel forge and you are sent to the chief of the forge. Apparently they need the formula and the book by Gerwitz himself. Apprently Bastok did not need the book so they sent it to the libary in windurst to actually do some good but they need it back now. When you reach the opistary the opistary unfortunatly tells you that the book was stolen by a yagudo bandit. Once you kill him you get the book from his hole and you head home to Bastok. Upon telling Cid's assistant of your sucess he gives you a sample product of the darksteel from the forge. Eventually Zeid contacts you to learn of your progress. He explains that once a man named Gerwitz crafted 3 legendary darksteel weapons and that they have been feeding upon the crystal lines. These creatures, usually found near the crags are exactly that. Weapons used by soldiers who spirits dwelled too close to the dark arts of the Dark Knight, but their soul was consumed and trapped within the weapon upon their death. The physical creature below the weapon is nothing more than an earth spirit, called a Kabold, trapped and enslaved by the weapon and its power generated by the vicinity to the crags. Adventuerers have reported that they have been attacked in ordelles caves by the weapons especially ones with darksteel ignots. Zeid tells you to stop these weapons before countless lives are taken. Once you defeat Gerwitz axe, sword and soul he comes and appears before you and Zeid. Gerwitz tell's you about his life and passion and a valuable lesson. Once he's done he gives you a gift of specially crafted darksteel feet.

 

You talk to Zeid in Beadeux, he explains to you that the 3rd and most deadly weapon is still out there the scythe and is drawing power from Defulketts Tower. First you need the blood of a topaz quadav to draw the weapon out then near the top of the tower you meet the weapon and 2 victims of it's blade. After defeating the weapon and the unfortunate victims Zeid appears and talks to you about Dark Knights and what it means to be one then he shows you a chest containing the af helmet telling you, you deserve it.

 

 

 

The last and greatest knight of San d’Oria, General Epuracion, leader of the Dragon King Raunperre’s army, originally wore the dragoon armor. After the mysterious death of Epuracion his armor was scattered throughout the world being auctioned off and sold to various individuals. One such woman informs you that she has some old armor of her fathers which she wishes to polish, and sends you off to Altepa to get a polishing stone. Upon returning you are rewarded with a lance, which supposedly belonged to Epuracion himself.

 

Later word reaches you that the boss of the Brugaire Consortium might have one of the armor pieces as a family heirloom. But before you can talk to him you have to get passed his two lackeys who happen to have lost their latest order. When you fill it for them their boss appears to quickly scold them, but suddenly a man runs in to tell the boss that his father died. The boss seems slightly apathetic, but to honor his father he goes to the funeral. He tells you that a thief sadly stole the heirloom his father had just after the funeral. He asks you to track this person down. As you head from the port through Northern San d’Oria the woman whom you helped earlier stops you saying that someone ran by with some armor and dropped a note telling you to go to the island near Eldime Necropolis. There you retrieve the armor, and when you return the boss agrees to let you “hold on to it” for him. Word reaches you that other holders of the armor have been getting robbed as well and mysterious apparitions of Epuracion have been seen throughout the kingdom. Rahal, leader of the Royal Knights asks you to clear up the mystery of the last Dragoon. The last piece of the armor is hidden somewhere in Kuftal Tunnel, but when you arrive to collect it there is a note inside challenging the Royal Knights. It seems the ex-captain of the Royal Knights, who was disgraced and replaced by Rahal. Apparently while always victorious in the field, his tactics and actions caused massive casualties on both sides. He says he will wait for you at the tomb of the last dragoon. There, in the temple of Uggalepih you are attacked by 2 shadows. When you defeat them a mysterious Elvaan Dark Knight appears. The Dark Knight plans to use his newfound necromancer powers and the helm of the last dragoon to revive his full power and take over the world. At the moment, Epuracion appears in full dragoon armor. Apparently Epuracion, like the spirits in the temple has entered some ghost like state and has wandered these halls in exile for hundreds of years. He left San d’Oria long ago to protect it from himself, as the king feared the power Epuracion was gaining amongst the people and soldiers. Apparently his wyvern’s holy crest had vanished and that sign meant that soon he would turn evil and betray his king. Killing his wyvern with his own hands, Epuracion fled into exile, informing his king of this sorrowful act. The king agreed, and told the people of San d’Oria their great knight had died in battle.

 

Just then Rahal appears having followed you and the knights arrest the dark knight. Before he vanishes Epuracion embraces your wyvern telling you that he can’t believe there still is a pure dragon. One day this little wyvern will grow into a giant dragon and your closest friend. Slowly he fades away, bidding you and the wyvern goodbye.

 

 

 

In Norg the weapon smith Jaucribaix asks you for the great katana he gave you long ago because he needs to use it to make something for Gilgamesh. He also needs you to pick up some fish scales for him. Once you bring him the scales he takes your weapon, but replaces it with another. Talking some more with Jaucribaix he tells you that Norg is planning to hold a ritual to calm the spirits in the Valkrum Dunes. But, to do this Jaucribaix needs a feather from a bird in Onzozo. When you talk to Washu, the local cook, she gives you a lure to fetch the bird. Once you have the feather, Jaucribaix takes it from you to add to the Kantana. Performing the rituals involves giving the blade to the spirits as a sacrifice. The problem is, the spirits will try and kill the one giving them the Katana. You are asked to go to the ritual to defeat the spirits. Upon completion of the ritual you return to Jaucribaix who tells you to talk with Gilgamesh. There, he explains that the reason there are spirits in Valkrum is that many people tried to flee there from Tavnazia in the Great War, and a large number died on the journey. He explains that Tavnazian refugees built Norg and that people from Norg seem to do these sorts of rituals in the memory of those who died all the time. Jaucribaix tells you afterwards that someone has broken into the storehouse in Norg, and stole a priceless artifact. He tells you Norg has sent out spies everywhere to find the thief. You are sent to track the item down, because the thief knows not what he stole. The helmet has an ancient demon sealed inside. Your first informant in Jeuno tells you the thief ran east. In Mhaura the next informant tell you he took the boat to Selbina. Next, in Bastok you discover that the thief has just entered the Pal borough Mines. The Norg agent in bastok has already gone ahead to get the artifact, but you should go and follow. When you arrive in the mines you find the thief dead and the informant dying. Apparently the demons have been released.

The Demon Rasetsu, and his two minions Onki and Gaki were released from the helmet and gloat about how they are now free. Rasetsu however senses you have the same power that sealed them in the helmet originally and attacks you. After you defeat them, a norg ninja drops out of nowhere and takes the helmet back to Gilgamesh. Back in norg, after some repairs to the helmet Gilgamesh gives it to you as a reward.

 

 

 

It comes to the attention of the Terrestrial Avatar Carbuncle that something is amiss with the energy flow of the protocrystals which house the elemental avatars. Even though adventurers have been entering and exiting their worlds for some time without change, the energy is now being stolen. Using his senses he discovers the ones behind this are a strange puppet, a cursed prayer and a warped logic. He sends you to Bastok to investigate. There you meet the perpetually sore and amnesiac Juroro, a Taru researcher who has been trying to discover the secrets of the protocrystals for some time. Just then, a stout, heavily armored tarutaru warrior in an expensive hauberk comes by to greets him. Juroro recognizes him as Ildy-Goldy, a knight from windurst. Ildy is concerned about Juroro's apparent chronic concussions that are causing him to forget everything he has learned about the protocrystals. Ildy informs Juroro that he has been asked to carry out an experiment with a new and improved tuning fork of the earth. Turning to you, Ildy asks if you could do him a favor by taking the earth pendulum to the Quicksand Caves. With the new and improved Tuning fork of earth in hand, our adventurers fight their way to the Cloister of Earth. This special tuning fork allows an entire group inside the cloister. Upon entering, a multi-eyed pulsating slime named Galgalim attacks them. After a fierce fight, our heroes defeat the monster. Suddenly, they notice a strange tarutaru dressed in a black cloak who has been observing the battle. At first, Ildy confuses the mysterious taru as Rukususu, the Minister of the Rhinostery. But as he approaches, he realizes that he is mistaken. As the armored Ildy suddenly changes stride and charges at the taru, he screams out, "Come back here Uran-Mafran!!!" But just before he can reach him, the black cloaked taru whispers a short incantation and warps away in an explosion of black light.

 

After splitting up with Ildy-Goldy, our adventurers return to Port Bastok to meet with Juroro, where the warrior taru Ildy-Goldy once again makes an entrance. "I have been busy trying to track down the elusive Uran-Mafran, but he has escaped my grasp yet again. However, I have discovered the reason behind the addle-brained and forgetful nature of the researchers who are investigating the giant protocrystals across Vana'diel. It appears that the nefarious mage Uran-Mafran has been erasing everyone's memories!" Turning to you, Ildy asks you to return to windurst and report this unsettling information to principal Koru-Moru to see if he can recall any more information about this somehow disturbing name from the past. Upon returning to Windurst Walls and meeting with Koru-Moru, you question him about the nature of the mysterious taru, Uran-Mafran. "I'm sorry, my memory is so foggy when it comes to these things - I usually only remember the names of cute girls I did research with...but I know that I have heard that name somewhere before."

 

Carbuncle's concern is growing steadily as he senses that the energy that has been stolen is growing in strength. Something must be done. He wonders if he can use his humble powers to open the rusted door of memories and set events in motion. Meeting with Principle Koru-Moru, the principal appears to be quite flustered with an assignment he has been given. Just as he wonders aloud what Professor Shantotto will do to him if he is unable to solve his problem, a tear from the great avatar Carbuncle falls from your clothes to the ground, sparkling brilliantly as it lays on the floor. Transfixed by the brilliant luminescence, in a moment of inspiration, Koru suddenly arrives at the solution to his problem - he requires 4 astralagoi! Rushing out, our adventurers obtain the 4 astralagoi and return quickly to him. Koru-Moru hastily grabs the 4 astralagoi and begins his experiments...perhaps too hastily as his experiment promptly explodes in a huge bang that leaves him face down and groaning, with clouds of black smoke wisping throughout his manor. As he regains consciousness, he suddenly remembers where he has heard the name Uran-Mafran from! Many years ago, Uran-Mafran was an advanced class student when Koru-Moru was the acting principal of the School of Magic. An exceptional student with seemingly unlimited potential, his fellow students soon came to call him the "Puppet Master" in hushed tones. At that time, there was a vacancy in the position of Manustary Minister. Zonpa-Zippa, the former Manustary Minister, had been abducted by the rogue cardians and Apururu, the current acting Minister of the Manustery, and her powerful brother Ajido-Marujido, were still just children and not yet ready for the responsibility of the position. Faced with this dilemma, Koru was forced to choose between 2 brilliant students from the advanced class of magic to fulfill the role of Minister. One of those students was the talented Uran-Mafran ('Who could the other student have been?' You wonder). After a lengthy discussion, Uran-Mafran was chosen for the esteemed position. However, not long after being appointed the new Minister of the Manustery, Uran-Mafran abruptly left Windurst. But before the people of Windurst could even wonder what had prompted this sudden departure, he used one of his magic dolls to erase all memories of himself from the people of Windurst...

 

an enchantment that was strictly forbidden at the time. Suddenly, the warrior taru Ildy-Goldy and Minister of the Rhinostery Rukususu burst into the room, interrupting Koru's recollection and stating that they have found Uran-Mafran lurking about the protocrystals that the Rhinostery has been studying lately. Ildy notes that the former Minister appears to be using his talking magic doll to manipulate a constant stream of adventurers into entering the crystals. The Minister of the Rhinostery explains that the giant crystals house incredibly powerful Avatars, similar to the great beast of legend that used to roam Sarutabaruta on nights of the full moon many years ago. These avatars usually sleep peacefully, but if approached by the tuning forks made by the Rhinostery, they become agitated, raging forth and looking for battle. Koru-Moru is confused by Uran-Mafran's actions and wonders aloud why he would want to manipulate adventurers into entering the crystals. He asks you to question some of Uran's old classmates to see if they can provide further information about Uran-Mafran. Perhaps Fuepepe, the current minister of the Aurastery, Furakku-Norakku, the current minister of the Optistery, or Professor Shantotto would be able to provide more information. After meeting with the 3, little useful information is gained but Professor Shantotto believes that her prized student, Sunny-Pabonny of the Orastery, also a classmate of Uran-Mafran's, might know something useful. Last she heard, he was off doing research in the Kingdom of Sandoria. Making their way to the proud elvaan kingdom of Sandoria, our adventurers encounter another Windurstian protocrystal researcher, Gulmama, who begs them for help. It appears that Professor Shantotto's prize student, a beastmaster who called himself Sunny-Pabonny, has stolen Gulmama's improved tuning fork of ice and made off with it. Knowing that the rogue Beastmaster must be headed towards Fei'Yin and the Cloister of Ice, he hands you an ice pendulum and asks you to please get the fork back.

 

After a long and treacherous journey through the barren northlands, our adventurers finally arrive at the Cloister of Ice, where they stand before an enormous, pulsating, ice blue protocrystal. Suddenly, a taru in Brigandine armor followed by what appears to be some kind of Sapling monster rushes in, brushing you out of the way and proclaiming, "Outaru of the way! The greataru and magnicifcentaru Sunny-Pabonny, number one disciple of Professer Shantotto is coming through!" Explaining that you are here at Gulmama's behest and to reaquire the improved tuning fork of ice, the arrogant beastmaster laughs and says that the glory is to be his in the name of Professor Shantotto. With that, he leaps into the shimmering Protocrystal. Using the Ice pendulum that Gulmama has given you, you follow after the rogue taru, who is shocked to find you inside of the crystal alongside him. Screaming that you will, "Now face the wrath of Sunny Jr.!", he motions for his pet sapling creature to attack you. Nothing happens, and as he slowly turns around he finds that he has lost control of his pet and that it has multiplied! There are now 6 saplings, who begin to approach the party menacingly. With a scream and a call for help, the tarutaru cowers behind you as the monsters inch closer.

 

After a lengthy battle, Sunny thanks your party for saving his life and explains that he always falls apart when dealing with sudden crisis. When told that Uran-Mafran has returned and appears to be up to no good, he says that he remembers his old classmate, but that he doesnt think Uran-Mafran would bother with his old classmates, even if they do remember his existence. "If he wanted to eliminate us, he would've done it by now..."

 

Pondering, the beastmaster gazes into the distance as he summons a memory from ages past. "Adventurer, do you remember when Ildy-Goldy and Uran-Mafran were locked in the dungeon of Darkness after losing the Charm of Darkness? It was at that time that Ildy goldy lost his magical abilities, which were stripped by the very nature of spending so much time in that Hallowed Dungeon. But even though Uran-Mafran spent the same amount of time in the dungeon, he emerged completely unscathed, with all his powers intact. Although no one really ever spoke of it, to survive a sojourn in the Dark Dungeon after being imprisoned for so long hints at incredible latent abilities of the highest order...In other words, no matter what Uran-Mafran is planning, there isn't anyone strong enough to stop him..." With those ominous words hanging in the air, Sunny leaves for Windurst to assist Professor Shantotto in the event of any surprise attacks.

 

Meeting up once again in Koru-Moru's manor, Koru-Moru explains that when Uran-Mafran left Windurst for good, he cast a forbidden enchantment that caused everyone to forget about him...everyone EXCEPT for himself and his students as he had cast a protective memory- shielding spell on them all in case of this kind of eventuality.

 

Rukususu reports that he has been questioning the people who were working at the Manustery at the time of Uran's disappearance from Windurst, but none of them can remember anything.

 

Meanwhile Ildy has discovered that if you defeat the avatars living within the protocrystals, you are granted a portion of their power. Uran-Mafran appears to be using a talking doll he has created to offer a reward to adventurers who have defeated the avatars, then steals the power that they have gained. The three taru wonder what Uran is planning to do with this stolen power. Rukususu worries that Uran-Mafran could be attempting a summon like the renowned Windurst Mage of old, Karaha-Baruha. But Koru reassures him that Uran-Mafran's power is different, more subtle...he would not be able to control the tremendous power of one of the terrestrial avatars like Fenrir. As they prepare to depart, Ildy vows to hunt Uran-Mafran down to get answers directly, while Rukususu leaves to question others outside of the anustary.

 

As the two tarutaru depart, Koru turns to you and and in a hushed voice whispers, "I always thought that Uran-Mafran had the power and potential to become a truly destructive force. My students may have much more to worry about than the loss of their memory.” A voice in your head cries out to you for help...could it Carbuncle?!? It seems that things have taken a sharp turn for the worse. Uran-Mafran has concentrated the stolen powers of the Avatars into an extremely powerful Mana Orb. His strength grows by the day as more and more Avatar power is siphoned to him. Something must be done. With that, the voice of the avatar is suddenly cut off. As our heroes rush into the house of Heroes, they notice only complete and unnerving silence. Where is Carbuncle? And what can our heroes do about this predicament without the guidance of the great avatar? After poking around the River town of Mhaura, our heroes acquire a tip from a tarutaru Rhinostery researcher that Uran-Mafran was seen nosing around the Cloister of Lightning. Following the only lead they have, the party makes their way deep into the largest tree in Vana'diel, the ancient Bohyada tree. Fighting their way up to the second level, they enter the hallowed Cloister of Storms and are again greeted by a voice coming from nowhere. "Adventurer, help me..." The weak voice cries out. Entering the protocrystal you witness the unthinkable. The great terrestrial Avatar Carbuncle, floating in the air and imprisoned in a swirling vortex of lightning. Standing below, glaring at the blue avatar is the same black-cloaked tarutaru you saw at the cloister of Earth, the very one you have been seeking, Uran-Mafran! "Little im-m-mp...always interfering with my plans!" He stutters in a small voice you had not imagined belonging to one of the most powerful mages in recent Windurstian history. Just then he takes note of you, "Oh...hmm-mm, an adventurer...I can sense the power of Carbuncle within you...THAT POWER MUST BE MINE!" He screams, his voice becoming powerful and confident. With a wave of his hand, 2 nearby dolls are transformed into ancient arcana, 2 gremlin weapons whose swords and axes swirl about them. They scream and charge at your group in fury. After a lengthy and grueling battle, you emerge victorious. Uran-Mafran looks on, with a bemused look of admiration. "To-to win against such opponents...you m-m-must indeed be strong. But the battle will have weakened your mental + physical stamina sufficient for my pur-purposes...now listen to my voice..." But just as he begins his hypnotic incantations, he is interrupted. "Enough Uran-Mafran!" Ildy-Goldy proclaims as he strides in. "What in Vana'diel happened to you at the Manustary? When you first joined, you worked so hard...every waking hour spent working diligently. Then, all of a sudden, you disappear and cast a magic spell to make everyone forget about you!?"

 

"It's quite s-s-simple, foolish classmate. When I had no m-m-more use of the Manustary, I left it behind. As for the mem-memories, erasing them let me move around unnoticed so I wouldn't be bo-bothered by nosy tarus like you. Let me tell you a story, my old friend. Do you remember the time when we were both considered as candidates for the position of Minister of the Manustary? ('What?! Ildy was once a talented mage as well?!') Wh-when we were trapped together in the Dark Dungeon? Don't you agree, if you had not lost your powers in that accident you would be the Minister of the Manustary now? Of course those fools knew that I was more suited to be Minister of that discipline, but they were worried that I would become corrupt with power. Don't you see? They were planning to pick YOU as Minister, Ildy. So I had to make sure that there would be no other candidates to run against me."

 

"No..." Ildy-Goldy replied, a look of horror and realization dawning on his face.

 

"Yes, the whole 'Accident' was planned by me. I chose you as my graduating thesis partner to investigate the dark dungeon located within the ruins. Once there, I conveniently lost the charm of darkness and then shut you inside, until all traces of magic power had been sapped from your body. Oh-ho-o, but you remember me there alongside you, right? You fool, did you forget where my specialty in magic lies? I created a magic doll in my likeness to keep you company all those years! Hahaha.... does your heart fill with rage and bitterness? Do you feel the pain of betrayal? Well, why don't you forget about all that...just listen to my words..."

 

With that, Uran-Mafran began whispering another powerful incantation and Ildy-Goldy's eyes began to glaze over. "Come Ildy, let us go now! With your prowess in battle, and my puppet magic, I will be unstoppable...All the power of the Avatars shall be mine soon!"

 

With those menacing words hanging in the air, Ildy-Goldy and Uran-Mafran disappeared in a flash of blinding light. Gathering at Koru-Moru's manor, the Minister is understandably concerned by recent events. "What?! Ildy-Goldy has been hypnotized and is now being controlled by Uran-Mafran? How is this possible?" Before anyone can reply, Minister Rukususu of the Rhinostery suddenly bursts into the room. "Principal Koru-Moru! I have found something suspicious!" Turning towards Koru-Moru, she continues.

 

"It seems that the only time the Manustery was actually making money was when Uran-Mafran was the minister. A rich trader in Windurst Waters named Honoi-Gomoi seems to have been making donations to his ministry. Yes, Honoi-Gomoi, the very same descendent of the infamous Maelstrom Mage. It appears that there was some unsavory connection between Uran-Mafran, the Manustary, and the Maelstrom Mage...but why and what were they planning? Shuffling through various research materials, Koru-Moru pulls out a strange object and hands it to our hero. He calls it the daze-breaker charm. "Use this on Ildy-Goldy to break the spell that has been cast on him. And go fine-diddly-find Uran-Mafran! We MUST prevent him from using the energy he has stored in that Mana Orb before it's too late!"

 

Our party heads out to the desert town Rabao to seek out yet another Protocrystal researcher, Agado-Pugado. The parched taru they are looking for is trying to escape the burning desert sun under the sanctuary of a palm tree. "Huh? Ildy-Goldy? Sure I know where he is. You just missed him. He went off towards Cape Terrigan with an improved tuning fork of air. By the way, have you ever seen Ildy-Goldy fight? Wow he's really something...he is gonna wipe the floor with that avatar. I wonder what kind of research data he'll bring back for us? The thing is, now that you mention it, he did seem a little different. Oh! And he mentioned if any adventurers come looking for him, to give them this."

 

With that, the sweating taru handed over a Pendulum that seemed to contain the very essence of the wind. But even as you grasp the amulet, you wonder why would the brainwashed Taru warrior want to give something to adventurers following him? Could this be some kind of trap being set by Ildy-Goldy and Uran-Mafran? But with no other leads to follow, our heroes head towards the Cloister of Air to solve these mysteries.

 

After an incredibly long and dangerous trip past advanced goblins and giant manticore that were so big they could pass as the great demon Kirin's little brother, our adventurers finally make it to the Cloister of Air, where they are greeted by an odd silence. Responding to the proximity of the Wind Pendulum, the great protocrystal begins to shudder and pulsate. Grasping the pendulum firmly, you enter the swirling protocrystal where your worst fears are realized.

 

There is Ildy-Goldy!! The stout Tarutaru has on his full Thick set of armor, an armor only useable by great warriors with much experience in combat. He appears to be engaged in mortal battle with the Avatar Garuda, guardian of the winds! Just as your mind begins to grasp the situation, Ildy explodes in a blitzkrieg of motion, his tiny arms moving so fast your eyes cannot even see the weapon he is using. Just as quickly, Garuda is defeated. With her image slowly dissolving, the great avatar slowly turns to look at you as she fades away, her power being siphoned into the Mana Orb being clutched by none other than...

 

"Excellent Ildy-Goldy! Things are m-m-moving right along, everything will soon be..." The familiar stuttering voice of the Puppet Master Uran-Mafran echoes throughout the chamber as he walks from the shadows, clutching his Mana Orb.

 

But there is still a chance! The two tarutaru have not noticed you yet. Working quickly, you grasp the daze-breaker charm given to you by Koru-Moru in your hand and wait for it to activate. If Ildy-Goldy is changed back to your side, perhaps together you will have a chance against Uran-Mafran and his Mana Orb. As the charm finally activates, you notice a flash of light, and then...nothing.

 

A shrill laugh causes you to look up. "Haha-ha...I hate to break it to you, but that daze-breaker charm is not enough to cancel my enchantm-m-ment. Let me tell you something nosy adventurer. I'm sure you've heard of Karaha-Baraha, the great Windurstian Hero? Well, he was inventing a way of controlling living beings. Being the genius that he was, he became-m-me very close to m-m-making that idea a reality." Uran-Mafran approaches you, Mana Orb in hand, with Ildy-Goldy in tow.

 

"However, I am not a genius. I won't try anything so presumptuous as controlling a person. I m-m-merely nudge the m-m-mind in a direction that I find beneficial. That is all I am capable of...But it is also why my m-m-magic is so very hard to unravel...Now, if you might be so gracious as to expire and give up the energy that dwells within you, I would be m-m-most appreciative." With a wave of his hand, the Puppet Master conjures up yet another doll. Setting his Mana Orb to the side he begins to concentrate and recite a dark spell. Slowly, the doll begins to lose its form, which swirls and grows in a nebulous fog until it finally coalesces into the form of an enormous Manticore! As Uran-Mafran points to you, the beast screams a howl full of rage and fury and turns toward you, but with your amazing skills it is quickly defeated.

 

"Hmm, think ourself clever, do we...? I'm just getting started. Let's see how m-m-many m-m-monsters you can defeat before succum-m-mbing to my power. "

 

Closing his eyes in concentration and moving his hands in an intricate conjuring gesture around the levitating Mana Orb, Uran-Mafran began to summon another beast. Suddenly though, there is a flash as a small blurry shadow dashes by the Puppet-Master. Sensing something is amiss, Uran-Mafran opens his eyes and gazes on in shock.

 

Ildy-Goldy stands in the distance, hands on his hips and staring defiantly at his old classmate. He has stolen the Mana Orb while the dark mage was distracted!!!

 

"...! This can't be! There's no way my enchantm-ment could possibly have...!??" The slight taru appears to be stuttering even more than normal.

 

"I was only pretending-vending to be under your control, Uran-Mafran. The only way a non-wizard like myself could triumph against you was to get in under your guard. Ironic, isn't it? The incident at the Dark Dungeon that stripped away my magic was the very thing that protected me from your enchantments."

 

His dark eyes now showing a glimmer of panic, the Puppet Master pleads, "Ildy-Goldy, you m-m-must return the orb to me...I'll let you in on a little secret, for the sake of old friendships. With the power contained in that orb, I can RETURN the power of m-m-magic you have lost...You know what I am capable of. I can fill the dolls with m-m-magical power, I can do the sam-m-me for you..." "No. I have no more desire to wield magical power. Even without the ability to use magic, I have found power within me. I have the power to recall the days we spent at the school of magic. Do you remember those times? You studied so hard, day and night, harder than anyone I had seen. Striving for some personal goal. I had no idea what you wanted to do, or even what I was supposed to be doing. But watching you study made me feel I had to be doing something. I think everyone in our class felt the same. We were swept up by your intensity and worked hard to try and keep up with you.

 

And then one day it came to me. My own personal goal. And the enjoyment that came with putting all my energies into achieving it...So even when I lost the ability to use magic I was able to deal with predicament. All I had to do was find another goal, and the satisfaction of working my way towards it...THAT is the power I now hold. A power far more precious than magic. I will never forget those times and how we were..."

 

His eyes now seething with rage, Uran-Mafran turns away from his old friend. "Ildy-Goldy, you never change...Fine, you can keep the M-M-Mana orb. It will delay m-m-my plans, but I just need to be patient. Like you, I will strive to achieve my goal. I will not give up. I will NEVER give up!" As the Puppet Master Uran-Mafran warps away, Ildy grasps the Mana Orb and stares defiantly at the vanishing mage, "I won't give up either Uran-Mafran - I will achieve my goal. I will stop you."

 

As our heroes reconvene at their de facto headquarters in Koru's manor, Koru-Moru breathes a huge sigh of relief as you walk through the door, followed closely by the formerly missing warrior Ildy-Goldy and Minister Rukususu.

 

"Greatily-greatified Goddess! You're ok! Oho...! and you were able to swoopily-swipe the Mana Orb from Uran-Mafran! That takes care of one problem at least..." Holding the orb carefully, Koru-Moru peers into the swirling maelstorm bound inside the crystal walls then speaks in a grave tone. "There is a dreadful and awesome power seething within... it appears a power so great that you could even bring a person back from death's domain."

 

Rukususu and Ildy-Goldy are in disbelief. "A spell of Resurrection? Bring someone back to life?!? How is this possible?" They ask incredulously.

 

Sitting down, Koru-Moru explains in a serious voice. "It is known as the "Legend of the Magic Doll. As we all know, when a magic doll is created, it shares a link with its creator. If the creator of the magic doll dies, the magic doll will likewise lose its magic and perish. But by that same logic, if one were somehow able to bring a magic doll back from the dead, it's creator would also be returned from the clutches of death. Of course, as far as most people are concerned, this is mere legend.

 

" Slowly looking up and speaking in a distant voice, Koru continues, "But the truth is that this is more than mere legend and old-wive's tales. This forbidden magic really does exist, but it is only known by the Manustary Minister. The dark details of this forbidden ritual are handed down generation to generation, but it has always been a strictly forbidden practice..."

 

Principal Rukususu interrupts, "So this is what Uran-Mafran was up to! He gained all of our trust and worked his way to the position of Minister of the Manustary just long enough to learn the forbidden ritual. Once the scoundrel had acquired the knowledge he was seeking, he quickly vacated his position and ran off to perform his dark magics....But the question remains... who could he be planning to Resurrect?!?"

 

"I know who it is." Koru answers. "All of the dolls of Windurst's great mages of the past are stored in Heaven's Tower under strict guard. Since these events, I have given orders that security there be increased even more. For the moment, it appears we have foiled Uran-Mafran's plans, but I am sure he will be back. Ildy, you are the only one who can stand against his incredible power, can you be counted on?"

 

"Of course, Principal" the powerfully built Taru replies as he salutes and begins to walk off. But as he passes by, you can hear him whispering to himself, "Great mages of the past...it couldn't be....but it must..."

 

Turning to Rukususu, Koru-Moru continues, "The Rhinostery researchers who are currently under the control of Uran-Mafran pose another problem, but I am currently looking into a solution with the help of Professor Yoran-Oran...it may take some time though unfortunately."

 

"Do not worry Principal, you have our full support." Rukususu replies as he also walks out.

 

Finally, turning to you the Koru-Moru says, "and lastly, I would like to thank you adventurer. By helping us in this matter you have put yourself in great danger. As thanks, I would like to hand over to you an invention I have just completed...Karaha-Baruha's experimental armor!" With that, he hands you an Evoker's Horn, a mystical horn worn around the head by High Summoners that helps to augment their Summoning magic skill.

 

As you bow to the Principal and exit the manor, so many questions swirl throughout your head. "Who is the great magician Uran-Mafran is trying so desperately to resurrect and why? Could it possibly be the great practitioner of the forbidden Summoning magics, Karaha-Baruha?" As you quietly slip the horn over your forehead, you realize that you do not have all the answers yet...but you will be ready for them when they come...

 

 

 

Ryoma, one of the big wigs in Norg tells you about a strange box he needs, but he doesn’t seem to know much about it. In fact, while telling you the story, he gets frustrated by his lack of info and sends you to track down Ensetsu, a retired Tenshodo member who now works on the crew of a ship. There, Ensetsu tells you of his wife; the last great ninja who went on a mission into Altepa and suggests you may find something there. You find a box there, but it apparently isn’t what Ryoma was looking for.

 

Ryoma gives you another job; apparently they couldn’t open the box. Mitsunari, the master of locks and traps apparently crafted it, and they would have him open it, but it turns out he’s been dead for some time. Again, they send you off to Ensetsu, who sends you to Rabao to find someone connected to his wife. There you meet up with an Elvaan named Leodarion. He is the adopted son of Mitsunari and has been following in his footsteps by making locks and traps. It turns out that he’s the one who made the lock on the box. He says that he’s been working on a trap from his dad’s notebook and needs some help. He asks you to go to Selbina, and on the boat trip there a ghost attacks you. When you arrive you find no treasure, and when Leodarion shows up you tell him, but are interrupted by a man named Kagetora who tells you a note was found in the rags of the fallen ghost. The note is Mitsunari’s will, which means that he was the ghost! Leodarion reads the will and discovers that the reason his father loved him wasn’t the traps he knew, but the memories they shared. Ensetsu shows up and tells the story of Yomi, his dead wife and how they met in Selbina years ago. Yomi apparently turned Mitsunari down on his request to train her, and told her that one day she'll understand what he really wants. Yomi soon does, expressing her desire to pass on her memories to her daughter, whom she is now pregnant with.

 

Ryoma soon calls you with another job. He informs you that another box has been discovered, but it was stolen by a sahagin. He suggests that it must still be somewhere on the island. In Yhoator, you come across the box, which when returned once again is unopenable. So you must take it back to Leodarion. He fiddles with the lock and actually manages to open it. As he does, Ryoma shows up saying that he doesn’t trust anyone when it comes to treasure and tagged along. But as they look inside the box, there is nothing to be found. Just as Ryoma starts accusing everyone of theft, Ayame, Ensetsu’s daughter shows up. She says she’s there on behalf of Bastok to check on Norg’s activites. She suggests perhaps that the lock was the treasure, and he opening it proves that he’s as good as his father.

 

Leodarion agrees, and remember that he had a box that as a child he could not open. He tries now, and succeeds. The treasure within is now yours.

 

 

 

 

 

 

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