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Thread: WotG and Tu'Lia     submit to reddit submit to twitter

  1. #1
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    WotG and Tu'Lia

    I was wondering... is there any reason, in Vana'diel's lore, why Tu'Lia would be inaccessible during the crystal war?

    More Osodes & Haidates are always wanted, would be kinda cool to have sky available in the past and present.
    I don't see any reason why they would have different mobs since it's been floating up there for quite some time. (hasn't it?)

  2. #2
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    Re: WotG and Tu'Lia

    Well I for one cannot see SE reusing any existing data.

    Oh wait.

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    Re: WotG and Tu'Lia

    Wouldn't Tu'Lia not have been reactivated yet during the Crystal War?

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    Re: WotG and Tu'Lia

    The Zilart attempted to activate Tu'Lia 10,000 years ago and were defeated by the Kulu(???) at that time... so Tu'Lia was left un-powered and inaccessible. It doesn't get activated until you, the player, defeats Kam'lanaut during ZM8.

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    Re: WotG and Tu'Lia

    Pretty sure they said that WotG areas were going to basically be old versions of the original areas. Tu'Lia is part of the Zilart expansion so is not an original area.

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    Re: WotG and Tu'Lia

    Oh yeah, I forgot about the part where Eald'narche uses the Shadow Lord's head to reawaken Tu'Lia.
    That makes me wonder though... without being active, how the hell was it floating up there so long?

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Charismatic
    Oh yeah, I forgot about the part where Eald'narche uses the Shadow Lord's head to reawaken Tu'Lia.
    That makes me wonder though... without being active, how the hell was it floating up there so long?
    It's anti-gravity engines are powered by plot holes. '-'b

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    Re: WotG and Tu'Lia

    Good ol "Plotdevisenium" a rare element similar to "Unobtanium".

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    Re: WotG and Tu'Lia

    Quote Originally Posted by spooky
    Pretty sure they said that WotG areas were going to basically be old versions of the original areas. Tu'Lia is part of the Zilart expansion so is not an original area.
    Xarcabard was part of Zilart right?

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    Re: WotG and Tu'Lia

    Quote Originally Posted by shirizaan
    The Zilart attempted to activate Tu'Lia 10,000 years ago and were defeated by the Kulu(???) at that time... so Tu'Lia was left un-powered and inaccessible. It doesn't get activated until you, the player, defeats Kam'lanaut during ZM8.
    Yea, I've been meaning to go rewatch the cutscene sometime. It was pretty cool when the thunder storms started going as it ripped off the ground. It's been so long since i've done ZM's I don't remember it that clearly, but it was awesome.

    I think I could say it's one of the best ones from the Zilart Missions, possibly the final cutscene before the Storms of Fate/ApocNigh/Shadows of the Departed quests.

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Verb
    Quote Originally Posted by spooky
    Pretty sure they said that WotG areas were going to basically be old versions of the original areas. Tu'Lia is part of the Zilart expansion so is not an original area.
    Xarcabard was part of Zilart right?
    Considering some BLM AF is Xarcabard, and other AF of jobs before RotZ...

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Verb
    Quote Originally Posted by spooky
    Pretty sure they said that WotG areas were going to basically be old versions of the original areas. Tu'Lia is part of the Zilart expansion so is not an original area.
    Xarcabard was part of Zilart right?
    If I recall correctly, Xarcabard and Zvahl weren't part of the Zilart expansion, they were the highest level areas within the game on its original form. You could do the missions up to the Shadow Lord fight pre-Zilart. Am I mistaken?

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Verb
    Quote Originally Posted by spooky
    Pretty sure they said that WotG areas were going to basically be old versions of the original areas. Tu'Lia is part of the Zilart expansion so is not an original area.
    Xarcabard was part of Zilart right?
    Considering some BLM AF is Xarcabard, and other AF of jobs before RotZ...
    Well, there shouldn't have been any AF back then, since the level cap was only 50, right? Though, Xarc kinda had to be pre-RotZ due to the whole "Killing the Shadow Lord as the final boss" thing, if I remember correctly. I remember going through that mission at level 55, and thinking "Man, this would be hard-core epic as an alliance of capped level 50's, tearing through all these demons, fighting towards 'ultimate evil'."

    At least, I thought it would have been epic... >.>

    Edit: Kinda beaten to it.

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    Re: WotG and Tu'Lia

    RotZ zones:

    Eastern Altepa Desert
    Western Altepa Desert
    Rabao
    Quicksand Caves
    Kazham
    Yuhtunga Jungle
    Yhoator Jungle
    Sea Serpent Grotto
    Korroloka Tunnel
    Cape Teriggan
    Gustav Tunnel
    Kuftal Tunnel
    Valley of Sorrows
    Temple of Uggalepih
    Den of Rancor
    Norg
    Ifrit's Cauldron
    The Sanctuary of Zi'Tah
    The Boyahda Tree
    Dragon's Aery
    Ro'Maeve
    Hall of the Gods
    Ru'Aun Gardens
    Ve'Lugannon Palace
    The Shrine of Ru'Avitau

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Kakashisensei
    Wouldn't Tu'Lia not have been reactivated yet during the Crystal War?
    Ding!

    And that's the game. Thanks for paying everyone.

    *Price is Right~*

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    Re: WotG and Tu'Lia

    Quote Originally Posted by LD
    Quote Originally Posted by Kakashisensei
    Wouldn't Tu'Lia not have been reactivated yet during the Crystal War?
    Ding!

    And that's the game. Thanks for paying everyone.

    *Price is Right~*
    And don't forget, help control the pet population have your pets spayed or neutered

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Octavious
    Quote Originally Posted by shirizaan
    The Zilart attempted to activate Tu'Lia 10,000 years ago and were defeated by the Kulu(???) at that time... so Tu'Lia was left un-powered and inaccessible. It doesn't get activated until you, the player, defeats Kam'lanaut during ZM8.
    Yea, I've been meaning to go rewatch the cutscene sometime. It was pretty cool when the thunder storms started going as it ripped off the ground. It's been so long since i've done ZM's I don't remember it that clearly, but it was awesome.

    I think I could say it's one of the best ones from the Zilart Missions, possibly the final cutscene before the Storms of Fate/ApocNigh/Shadows of the Departed quests.
    Wait, what? You mean Tu'lia started lifting off the ground? I don't recall any such CS, and I'm pretty sure that, as people said, Tu'lia had been just floating up there (presumably in some kind of stand-by or minimum power mode) for the last 10,000 years.

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    Re: WotG and Tu'Lia

    Quote Originally Posted by shirizaan
    Quote Originally Posted by Charismatic
    Oh yeah, I forgot about the part where Eald'narche uses the Shadow Lord's head to reawaken Tu'Lia.
    That makes me wonder though... without being active, how the hell was it floating up there so long?
    It's anti-gravity engines are powered by plot holes. '-'b
    I was going to say that the giant crystal at the base kept it aloft, but I like your explanation much more.

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    Re: WotG and Tu'Lia

    Quote Originally Posted by Deftscythe
    Quote Originally Posted by Octavious
    Quote Originally Posted by shirizaan
    The Zilart attempted to activate Tu'Lia 10,000 years ago and were defeated by the Kulu(???) at that time... so Tu'Lia was left un-powered and inaccessible. It doesn't get activated until you, the player, defeats Kam'lanaut during ZM8.
    Yea, I've been meaning to go rewatch the cutscene sometime. It was pretty cool when the thunder storms started going as it ripped off the ground. It's been so long since i've done ZM's I don't remember it that clearly, but it was awesome.

    I think I could say it's one of the best ones from the Zilart Missions, possibly the final cutscene before the Storms of Fate/ApocNigh/Shadows of the Departed quests.
    Wait, what? You mean Tu'lia started lifting off the ground? I don't recall any such CS, and I'm pretty sure that, as people said, Tu'lia had been just floating up there (presumably in some kind of stand-by or minimum power mode) for the last 10,000 years.
    Yeah.. theres a Flashback scene where it shows tu'lia goin up for the first time ^^ it was pretty awesome
    also yeah it been in a minimum power state(hibernate mode D and Eald'Narche just powers it back up

    Also... i dont see why SE cant add Zilart or CoP zones... i mean arent they remaking old zones? Why cant they just package these new CoP/Zilart and call them WotG zones?

  20. #20
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    Re: WotG and Tu'Lia

    I'm pretty sure Tu'Lia is never seen "going up". Someone correct me if I'm wrong, but I think it goes:

    - they built "a floating island named Tu'Lia" (which implies it was already floating), which they refered to as The Gate of the Gods
    - to open the Gate of the Gods (and have paradise on earth etc), they needed to "activate" Tu'Lia. To do this they needed the power from the 5 crystals, which they redirected to Delkfutt's
    - the Kuluu wanted to stop them because opening the gate of the gods would wipe out most of Vana'Diel, so they sabotaged "the northernmost" crystal thingy. They successfully stopped them, but it also decimated the northlands, making them "inhabitable" (cue shot of Beaucedine).
    - There is a CS of a crag buzzing with electricity and rocks that start floating off the ground. What threw me off at first was that the rocks were covered in grass, and I couldn't figure out which crag it was (Holla and Dem are surrounded by grass, but if the ground started breaking up and floating, you'd think there would be traces of that left). Then I thought maybe that's how they "built" Tu'Lia and made it float, but I'm pretty sure Tu'Lia was already built and waiting to be activated by that point. Then I realized it was probably just the northen crystal/crag, before the Kuluu blew it up and cause everything to be barren and covered in snow. I have to watch the CS again though, cause I don't remember exactly when it happens :/

    After the Kuluu's plan, Tu'Lia laid "inactive" (but still floating I guess) for 10,000 years while the Zilart were presumed dead, but turns out they were just dormant or something. They mention that the disturbance caused by the rise of the Shadow Lord 20 years ago is what woke them up, and that they need him out of the picture now (circa 5-1) because he creates "noise" and Tu'Lia can't be activated while that noise is around. Oh and another side effect of the Kuluu's plan that they mention in a Zilart CS is that the Zilart capital "fell to the bottom of the sea". ;x

    viewtopic.php?f=25&t=25751
    ^ there's a Zilart one, started watching it last night. I find the Zilart storyline starts out pretty good, but that it starts falling apart somewhere around ZM8 where Eald'narche reveals to Kam'Lanaut that "the crystal didn't really choose you" (a concept that wasn't really mentionned up to that point, unless I missed it). Then he brings out Verana and "a piece of the Shadow Lord" (in this case, a floating, talking head of the SL, even though they show him blowing up at the end of 5-2) and uses that to reactivate "the Chrysalis Core" (Delkfutt's center), because that will activate Tu'Lia (apparently they only need that now, not the 4-5 crystals + tower? -_-). The reason he uses a piece of the SL is because of "his blood", something about how uh...he holds the anger of the beastmen or something? I dunno, I need to watch it again but it gets pretty iffy around there imo ;(

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