Hello Eorzeans!
Welcome to another episode of Remnants of a Realm.
In the previous episode we looked back at Aleport, Dzemael Darkhold and some lost classes
– link is in the description if you haven't watched that one yet!
Now then, let's jump into today's first location – Vesper Bay!
Vesper Bay was located in the far western part of Western Thanalan.
It was the location of a chocobo stable and a ferry dock.
This area served as a junction point between Thanalan and La Noscea.
Vesper Bay was primarily just the ferry docks and chocobo stables.
Vesper Bay was also located west of The Footfalls, The Coffer and Coffin and Camp Horizon.
Vesper Bay was accessible through a cave tunnel.
This area was highly active during the 1.0 era, as the teleport system at the time was
based on a rechargeable currency – anima – which was incredibly easy to run out of.
So if you did, and you either had to get from Limsa to Ul'Dah or from Ul'Dah to Limsa…
well, Vesper Bay was your destination.
Today, Vesper Bay has grown to become a bustling port city.
Much thanks to Syndicate chairman Lord Lolorito.
And yes, that statue is of said chairman.
The chocobo stables and the ferry docks are still there, and another dock is located further
down.
The area also houses the Waking Sands – making Vesper Bay one of the most important areas
in the game.
However if you look at the map, something isn't quite right here.
The Coffer and Coffin seems to have disappeared – well there is an actual lore reason for
this.
In 1.0, the Coffer & Coffin was established near Horizon for Amajina & Sons miners working
in the area, however the mining guild quickly hit bedrock in the area, and the Inn started
to struggle.
After the Calamity, the Coffer & Coffin was relocated to Central Thanalan near Black Brush,
where the mining community still thrived.
There are loads of locations like this in Thanalan, and we will cover them all in a
future episode /wink.
Back to Vesper Bay - Ironically, the ferry docks are now more like a relic of a time
past, as they will most likely never be used as much as in 1.0.
There are two reasons for this: 1.
The new gil-based and more accessible teleport system, and 2: our next topic looking at a
feature we no longer have in the game: Interactive ferries and airships!
In 1.0, just like in Final Fantasy XI, ferries and airships ran on a schedule – and the
actual trip happened in "real-time".
This meant actually having to wait for the airship or ferry to arrive at the docks or
station.
Once boarded, the ship would depart after a set time.
The trip from Ul'Dah to Limsa Lominsa from Vesper Bay took approximately 10 minutes,
and while the ship was in motion, you could pass the time by fishing.
There were also random events such as sahagin and pirate attacks, which you could avoid
by staying below deck.
Strangely enough, when it comes to airships, they too ran on a schedule, but instead of
having a real-time flight experience, the game would show a short boarding cutscene,
then fade to black and show the arrival sequence in the destination area.
This was a massive disappointment at the time.
Despite this, the airship would still be visible in the air on its way to the destination for
people not on the airship.
Datamining has revealed that there apparently were plans to make airships act much like
the ferries, like in Final Fantasy XI, where airships were massive and had both an exterior
portion as well as an interior portion, but this was not implemented, for reasons we might
never know.
Looking at the design of the airships, they probably realized that they were too small
to fit all the characters on, and it did not seem to have any interiors, or other decks,
so it was basically just an… air raft.
All of these systems made Eorzea's skies and waters look busy and most 1.0 players
will probably never forget the sight of the airship docking in Limsa Lominsa's massive
airship station while running around the streets.
Today, the airships and ferries are 100% cutscenes only, and does not appear in the overworld
at all.
One would argue that the airships and ferries are a bit useless today, except that one time
you travel to an area you haven't attuned to yet, or if you're really low on gil.
Do you miss the old system?
Do you want the system back?
Let me know in the comments below.
… *sigh* I guess I can't put it off any longer.
It's time to enter…
The Aurum Vale.
The Aurum Vale was located in the north of Coerthas Central Lowlands.
Aurum Vale unlocked at level 45, and required a full party of 8 to enter.
Inside you were greeted with the iconic yellow piss pools, known as goldbile.
In large rooms, not only did you have to worry about the piss pools, but there was a terrible
piss gas as well permeating the walls, making it hard to breathe, an affliction known as
Gold Lung.
Many foolish adventurers have ventured inside, blinded by the dream of striking it rich,
often mistaking the glittering golden pools for gold.
But a more mysterious presence hides in the Vale.
The Garleans.
Where Dzemael Darkhold makes sense, as it is a tactical location, however Aurum Vale
serves no strategic purpose and were left to wonder what diabolical plot the Garlean
Empire had in mind when infiltrating this wretched place.
I'm sure those poor Garlean soldiers regretted life once they entered that place.
Poor guys.
One day, an Ishgardian theologist goes missing in The Aurum Vale, and Ishgardian Knights
try desperately to rescue him, but due to the Garlean presence, the dangers of the Goldbile
and lack of resources due to the constant fight with the Dravanians, they turn to us,
the adventurers to enter literally the worst place in Eorzea to rescue him – If I were
them I'd just let him drown in the piss – I mean come on – you don't go inside
Aurum Vale VOLUNTARILY?!
*sigh* I digress.
Once inside – boy welcome to your worst nightmare.
By far the most annoying dungeon in 1.0, this was a dungeon full of micro management and
crowd control.
As mentioned earlier, the dungeon had these yellow pools full of goldbile, AND this lovely
gas that caused Gold Lung, that would constantly cause damage over time for the duration of
your stay in the gas room.
To combat this affliction you had to fight your way halfway through the room, and enter
a path to the right.
In this area you could pick up one of two fruits.
One red and one blue.
The blue fruit would make you resist Gold Lung by 50% for 10 minutes, the red fruit
makes you completely immune to Gold Lung, but only lasts for 5 minutes.
The fruits did not respawn so if you accidentally ate more than one, you screwed up for one
of your party members.
Oh yeah, these lovely things are back from the Darkhold.
Lovely.
The Aurum Vale was home to two Iconic bosses.
The Coincounter.
And the final boss, The Miser's Mistress!
The Aurum Vale was huuuge, spanning 4 areas – 3 of which had their own Gold Lung areas.
The dungeon had treasure chests containing portions of the darklight gear set and artifact
legwear for Black Mage, Paladin and Dragoon.
The dungeon was also was part of the 1.0 Relic questline, where you were required to obtain
3 Miser's Mythril from The Aurum Vale.
If you completed the dungeon in 17 minutes or less it would give it a 100% chance of
dropping.
In addition to this chest, once you cleared the dungeon, up to 5 additional chests could
spawn, if the following criteria was met: Completed the instance in less than 25 minutes.
Killed the far west slug in the first poison room.
The dungeon clear chest.
Killing all the imperial soldiers.
And getting all 6 chests during the run.
Today, The Aurum Vale is thankfully just a shadow of it's former self.
The goldbile is no longer in the air, only in the pools, the fruits are now only used
in the first and last boss, and the imperials have all packed up and left.
No imperial devices to see here anymore.
The dungeon now only requires a party of 4 to enter, and most of the old areas are either
blocked off or completely gone.
Interestingly, this dungeon is the only one of the 4 instanced 1.0 dungeons that actually
got its level requirement upped in 2.0, going from 45 to 47.
The location of the dungeon has also changed a bit, seeing as Coerthas Central Lowlands
no longer exists, it has been moved to the very southwest of Coerthas Central Highlands,
not too far from Dzemael Darkhold.
On the outside, there hasn't been a dramatic change, but there is at least a proper gate
there now, instead of the good old wooden fence they had going on in 1.0.
Hope they locked that gate tight, I'm not going back in there to save another theologist.
That was the last of the instanced dungeons, but fret not, this series far from over!
But one thing that is over, is this episode!
Thank you so much for watching!
Hope you enjoyed this dive into the dark depths of 1.0!
Leave a like if you did and let me know what you think about the topics in this episode!
Did you frequent Vesper Bay back in the day?
Do you miss or want the interactive ferries and airships?
And do you prefer the 1.0 Aurum Vale over the 2.0 one?
You're a savage if you btw.
Oh, and if this is your first visit here, make sure to subscribe for more!
I'll be back next week with another magical episode of Remnants of a Realm!
May you ever walk in the light of the Crystal!
Bye!
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