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Chapter LXXIX: History Repeating


Music: Behind Closed Doors

The party have recovered Cid's airship, but while Cid works on the repairs Aggro snoozes above, dreaming of ongoing adventures where she's taken to Aleport on a journey for the correctly aspected corrupt aether. She must visit Professor Lamberteint's pupil to discover the aetherial crystals she needs.

(Honestly, as before, the update is pretty much skippable. There is a boss appearance for setting up an optional dungeon later, and it ties into the Armorer quests in 1.0 if memory serves, but you're not missing much else. Still, it's likely this area will be trimmed in July, so I guess this is slightly a preservation effort too.)




Music: Saltswept

As the howls of the storm penetrate Aleport's fortress walls, Aggro stands before Lamberteint's next pupil. Ceana offers a brief hypothesis of the region's crystals; however, adventuring is never so simple. The crystals lie in Pharos Sirius—the lighthouse towering over Aleport, located on the Isles of Umbra. Unfortunately, access to the Isles have been revoked. The question is: why?



The answer lies a short few malms away. Superstition and mankind's fear of the unknown is the problem, as one of the local Yellowjacks is quick to prove. Two other Yellowjackets further reinforce the evidence. As an adventurer, there's only one clear solution facing Aggro: ask the original quest giver for advice.



Returning to Ceana, Aggro looks for direction. The crystal she needs can only be found on an island made inaccessible by way of rumours and fear. Of course, the young Hyur is shocked to hear the Yellowjacket testimonies. At first, anyway. She quickly regains her composure, offering the advice Aggro seeks. While recently pondering her own frustrations through bottle after bottle, Ceane had overheard talk of a man who'd made a visit to the Isles. Fortune would have the man locked away nearby, ensuring he's remained long enough to spill his tale to Aggro.



The waves separating Aggro's goal crashes on Aleports shores, much as the rain crashes down on Skyfryn, locked in his exposed cell. Something smells wrong, and no amount of downpour can wash this scent away. Skyfryn almost seems tempered by a Primal's call. Almost. The man regains his composure, if only for a moment, to offer Aggro a gift.



The recipient is to be a person known as Mimidoa, but that's all Aggro could acquire as the Roegadyn before her succumbed once more to whatever had charmed him. Begging his release, Aggro saw no value in remaining. Perhaps this Mimidoa would hold the answers Aggro seeks?



Day broke as the storm began to pass. Once again, a positive omen that guised what was truly to come.



Ceana dismisses Skyfryn's behaviour. She's seen it time and time before in the local pubs, but Aggro just can't shake that there's something more. Her experience as an adventurer disagrees with Ceana's theory, but this is no time for arguments. The young pupil knows Mimidoa's identity, and it belongs to the hands of a man she describes as a "repeat arse-grabber". Sensitive about the topic, Ceana doesn't supply any more information.



Though it appears this is all the information Aggro requires. Wandering the streets of Aleport, Mimidoa stands out like a sore thumb as he harasses another hard at work woman. Restraining her disdain, Aggro quickly approaches to interrupt the profane act.



The letch was a Lalafell. His greying moustache, perched on his otherwise youthful face, betrayed his years. What's more, talking to him is a challenge. He has poor hearing, requiring Aggro to speak up. A difficult task when one is typically mute. Despite his behaviour, he appeared to be an experienced crafter, wearing his Blacksmithing attire even when hounding the locals. Mimidoa was a man in charge of supervising the reconstruction of Pharos Sirius before his workforce disappeared. Some walked without word, while others disappeared without a trace.



His ears perk as Aggro mentions her intended destination. In exchange for investigating the current state of repairs, Mimidoa offers Aggro a note of passage. With an update on the situation, Aggro sees fit to first inform Ceana.



Ceana is surprised by the news of Mimidoa's stature, not expecting him to be any more than Skyfryn's drinking buddy. Finally, the pair of ladies have been granted access to the Isles, but the adventurer always ends up working alone. Ceana refuses to travel to the Isles, despite their pertinence to her research. Her stubborn, firm belief that the mysterious events surrounding the Isles are rumour begins to wain. Aggro applies some pressure, with some success.



Adventurers don't always have to be lonely. Even in her travels with Alphinaud and Cid, Aggro was left alone to gather information. She did all the legwork, the investigation, and the fighting. Today, she will accompany another individual on a mutual goal. The pair make way for the pier.



The Sun beams down on Aleport's pier, reflecting the Ferry Skipper's jolly attitude as Aggro informs him of her trip. Nobody wants to go to the Isles of Umbra these days, not with those rumours, but the Skipper's mood quickly changes as he realises Aggro is serious.

Travelling over the salty ocean water, the taste lingering on Aggro's pursed lips, the Sun disappears behind a thick fog. The Ferry pierces through until, finally, Aggro and Ceana make land.

(Soundtrack ends.)



A few seconds on the Port is all it takes to understand the rumours. The fog leaves the Isles ignorant of the incredible sunshine just a short journey away. The salty air is thick, and hard to breathe. Ceana is already cowering at the oppressive atmosphere. This is the sort of place that leads to speculation and superstition, and for a moment Aggro can't help but believe that all the rumours are true. Just for a moment, anyway, until she realises that it's very likely true as she's already battled spectral visitors from the Void and the recently risen undead. It was silly to think the rumours couldn't be true. The sword at her hip provides her comfort.



The Isles prove too much for young Ceana, who decides to desert. Aggro is, once again, alone on her journey. The best step is to find a local contact that can provide access into the lighthouse where a corrupted crystal has made home.



Littering the valley towards Pharos Sirius are Plasmoids. They're otherwise harmless but unstable manifestations of lightning aether. They're a form of voidsent with low cognitive abilities, haunting these Isles and Eorzea while emulating fireflies. No cause for concern to Aggro.



Unfortunately, Aggro has a larger cause for concern. The gatekeeper, Davyd, is unable to assist with Aggro's task. For now, the corrupted crystal lies unattainable. Alas, a deal is a deal and Aggro has other work to attend to. While unable to progress her own goals, the adventurer did make an agreement with the supervisor for the repair work.



Davyd catches Aggro up on the situation. Pharos Sirius was hit by a giant crystal during The Calamity, causing damage to the machinery inside. There is nothing spooky about that. No. What's spooky is the Ship Graveyard to the south. Fiends have come ashore, but the cause remains a mystery that drives away the repair crew.

Garuda is important and likely deadly, like all Primals, but Aggro's own crew will not be able to reach her without the correct corrupted aether to penetrate the tempest storm that protects the Primal. Pharos Sirius is Aggro's best chance and she cannot let it pass.



Pressuring Davyd on the importance of her task, an opportunity makes itself known. This is what adventurers do anyway. They sniff out work and finish tasks that the public cannot. This is another such task. When the mystery is resolved, so too will Aggro's inaccessibility into the broken lighthouse.



To the south lies a small camp. A small band of adventurers have taken up refuge, seeking whichever relics they may find within the Ship Graveyard.



Their testimonies provide two pieces of information: the Ship Graveyard contains dead people that are drawn to the ocean, and a voice that lulls people to the shores. Two of the adventurers resisted the voice, though one still remains drawn to the ocean shore. Perhaps this is the ill that afflicts Skyfryn?



Davyd instantly recognises the alluring voice as an omen. Before Aggro can pounce on the opportunity for information, he waves the thought off, releasing it into the deep fog. He has other news. Mimidoa has arrived on the Isles looking for Aggro.



Aggro shares the adventurers' testimonies with Mimidoa when she meets him at the pier. Like Davyd, he recognises what the alluring voice could mean from an adventure long ago. The name of his old captain, Mistbeard, rings out from Mimidoa's recollection, almost like a small brag, but is then forgotten. The Sirens are back. Mimidoa notes that they'd been previously purged, but he knew that one day they'd return.



With just their voices, Sirens lure sailors into the sea—into their deaths—but for a Siren's victims death is not the end. The fiends in the Ship Graveyard are her past victims, still succumbing to her allure even as the flesh has rotted away. Mimidoa provides Aggro with metal earplugs so the Siren's song will not reach them.



Aggro and Mimidoa enter the Ship Graveyard. The Siren cannot be left alone. Not if the repair work is to continue, and not if Aggro is to get the corrupted crystal. Each of Bobby Corwen's footsteps ring eerily empty, lingering in Aggro's armour yet not reaching her cochlea. What could the earplug be made of? Ahead of Aggro and her steed, Mimidoa stands silhouetted against the centuries-old wrecks that give the Graveyard its namesake.



Setting up a camp fire, the supervisor and the adventurer await the Siren's call...

...






... and they wait...





... and they wait...





Briefly, Mimidoa closes his eyes and falls into a slumber. A short slumber, as slowly a voice rises from the depths before them. Aggro stares blankly, not hearing Mimidoa's words or the Siren's call. It's already been established that she's wearing the earplugs.

The sight, however, is hard to miss. Before them, a foggy shape takes form.





All that remains is for Aggro to do what she does best. It's not hunting for items or persuading others to permit her passage. It's to slay deadly beasts from strange lands. Aggro licks her lips. It tastes of adventure salt, and a little bit of sand.




New Music: My Soul to Keep





As the Siren emerges, she initiates her vocal onslaught. Aggro stands firm against the song, immune to its otherwise irresistible charm.





Realising the song has failed, the Siren summons her army of undead—the victims chained to false life—and calls on them to assault Aggro.



Three Charmed, unwilling enemies attack first. With great deftness, Aggro finds herself slicing each of her opponents apart, releasing them from their spiritual prisons.





The attacks come in two waves. In the second, a Charmed Lodesman appears amongst the group. This enslaved, undead thaumaturge requires Aggro's approach to slay. Ignoring it could spell death.





A third wave strikes with four puppets, offering Aggro a perfect opportunity to test her latest, wide-range technique.







Abandoning her previous tactics, the Siren participates in battle while keeping a safe distance. Her next wave spans just three foes—mage included. They do not battle alone.



Utilizing her vocal talents, the Siren summons Sweet Songs, encapsulated in bubbles. They wander the field, hoping to strike Aggro. Each would pop at a single touch, reverberating the Siren's notes through Aggro's body. The ear plugs will still protect her from the charm, showing Mimidoa's incredible ingenuity, but the intensity shakes her to the bone. It's best to avoid the notes.







Reaching the end of the battle, the Siren relies on one last gambit. Her Charmed Captain is sent to the field, sword in hand, and attacks Aggro. The foes form a triangle around Aggro, ensuring there's no escape. Aggro had no intention of escaping anyway. At the corner of her eye, she spots another mage in the distance. She's played this song and dance before. Sprinting, she reaches the mage and slays them while drawing the rest of the Siren's final battle force together.

In desperation, the Siren calls more Sweet Songs, launching them around the battlefield at a higher velocity.



The notes are hard to avoid, but Aggro can see victory through the intense fog that forever enshrouds them. The Captain offers little more challenge than the other Charmed, and their techniques are all familiar. The battle is quick, and with few sword strikes even the Charmed Captain falls.





It's finished.



(Soundtrack ends.)



His safety ensured, Mimidoa returns to congratulate Aggro. The work is done and the Siren has been chased off. This probably won't be the last time it's seen. It never is. Today, though, the pair are satisfied. Mimidoa now knows a suitable adventurer to finish the purge he and his crew had started.



Davyd is surprised upon news of the Siren, but glad to hear his problem is now over. Perhaps now, the repair crew might finally return. The longer that Pharos Sirius remains dis-repaired, the more the Ghost Shipyard calls. In return for the hard work, Davyd has already prepared a corrupt crystal. The job is complete.

At least... that's what a naive adventurer would think.


Music: Saltswept









There's actually a hidden minion located nearby the Ship Graveyard, though it requires an Elixer to access. It even has a useful function for the adventurer that likes to pose!





You'll want to travel further south, to the end of the Isle. There, you'll find a Magic Pot.



By trading it an Elixer, we can obtain a Wind-up Sun. If we had a Hi-Elixer, we'd also be able to obtain the Wind-up Moon, but I suppose that'll come another time.



Both the Wind-up Sun and Wind-up Moon offer an interesting feature.



Basically, they count as a light source. Both minions remain stationary wherever you place them, no matter how far you travel—though travel too far and they'll be dismissed or respawn next to you. Ultimately, they're used for staging screenshots, and you can even alter their height by poking them.



The Siren quests are actually associated with the Armorer quests in 1.0. At level 30, you unlocked a quest known as Song of the Sirens. In the quest, the player is tasked with finding a chunk of reverberating steel for Mimidoa to craft into a "whistling windwheel". This prevents sailors from succumbing to the Siren's song.

In a second quest, The Sound of Silence, the adventurer meets up with Mimidoa again. The player actually crafts some casings for the earplugs we likely used in today's update, and then heads to the Siren's lair where more than a dozen Eorzeans are partying and singing. It turns out that what people were fearing as Sirens was actually just the sounds from a party, and the singers were using a gramophone the player and Mimidoa created in a previous quest (An Ear for Quality). You can probably just YouTube these.

Oh, also, Mistbeard is mentioned. He was the Pirate King, Rycharde Mistbeard, and famous in Eorzea. He'll come up a few times in other quests later. Mimidoa's days manning the cannons lost him his hearing in one ear, but it also saved him during the first Siren purge.



Chapter Summary and All Dialogue