Original FFXI Storyline, Windurst Allegiance  

The mighty Heavens Tower stands tall against the blue sky above the Federation of Windurst. The auction houses are bustling, young tarus are studying their magic books and the dhalmels are grazing peacefully in their pen in Windurt Woods.

Unnoticed by most in the wooded, winding town is the wide-eyed adventurer who wanders in through the city's main gate. The adventurer, unfamiliar with this strange place, spends the better part of the day walking the streets, talking to merchants. The mithra and tarus of Windurst had met many wanderers during the Age of Adventurers, so they don't look twice as the adventurer passes by. They should have, but how could they know how important that adventurer would someday become?

How could a lost soul carrying only an Adventurer's Coupon someday carry the light of Vana'diel?

That adventurer is you, and your journey has just begun.

Contents [hide]

The Horutoto Ruins Experiment, Mission 1-1

You take your first trip to the gate guard to receive your first mission for the Federation. The guard tells you to head to the Orastery to be given your specific orders.

When you arrive, you're told the minister of the Orastery is conducting an experiment in the eastern tower of the ancient Horutoto Ruins, located in East Sarutabaruta. You travel through the lush grasslands of Saruta and enter the tower, avoiding bats and winding through tunnels until you find the minister in a small room. MORE HERE.

After speaking with the minister, you find the damaged orb on one of the old magical machines. You take the orb back to the Orastery, and your first mission as an adventurer of Windurst is complete.

The Heart of the Matter, Mission 1-2

The Price of Peace, Mission 1-3

Lost for Words, Mission 2-1

A Testing Time, Mission 2-2

The Three Kingdoms, Mission 2-3

Sources: http://www.allallgame.com/ffxi/ffxi-Windurst.html

This page last modified 2008-03-07 23:01:16.