Hydaelyn.
Eorzea.
Thanalan.
Ul'dah.
The solitary rose amidst dust and rock.
Despite her inhospitable surroundings, Ul'Dah is a bustling commercial hub, contained within
thick protective walls, keeping her citizens safe from the dangers lurking outside.
However, in days past, Ul'Dah would face the ultimate test,
as Dalamud threatened to destroy the realm
The Story of Ul'Dah is complicated and long.
Here's a quick TL;DR.
Her story starts in the early years of the Sixth Astral Era, with the creation of the
city-state of Belah'dia in the year 737.
A city-state that thrived and prospered for 200 years.
In 964, the sultan of Belah'dia fell ill.
His two sons, Sasagan and Sasawefu both struggled for power, as they both claimed to be the
rightful heir.
The nation was thrown into war.
In 969 of the Sixth Astral Era, the princes effectively tore Belah'Dia into two new
sultanates.
Sil'Dih under Sasawefu, and Ul'Dah under Sasagan.
After hundreds of years of war between the two city-states ended with the fall of Sil'Dih
in 1181.
And thus, current day Ul'Dah was born.
The city-state itself is circular in design, surrounded by massive walls, like a fortress.
Today it's divided into two main sections, the Steps of Nald, and the Steps of Thal.
Each acting as individual zones, divided by the iconic string of blue orbs.
The steps of Nald and Thal is further divided into the Merchant Strip with its connection
to The Goblet, and Hustings Strip at the city-state's second level, which contains the chamber of
rule as well as a connection to the Airship landing.
Now let's turn back time to the year 1572 of the Sixth Astral Era.
Ul'Dah is enjoying an age of continued prosperity.
Eorzeans from all corners of Aldenard flock to to the City-State to partake of its well
known recreation – the gambling halls and fighting arenas.
Let's start off by looking at 1.0 Ul'Dah's Map.
Before the fall of Dalamud, the city-state's "Steps" did not exist.
Only the actual gates of Nald and Thal existed back then, which would give name to the two
new zones in ARR based on their location on the map.
Ul'Dah was one large zone in 1.0, and the city was instead divided into the two districts
The Merchant Strip at the first floor and Husting's Strip in the second.
To prevent this video from becoming too long, we're only going to focus on what we today
call the Steps of Nald in this part.
What better way to start off our tour than entering through the Gate of Nald.
As you can see, that was not actually possible in 1.0.
The Gate of Nald isn't actually open.
Nor is the Gate of Thal.
Instead, two side gates are left open for entry, leading into long tunnels embedded
in the city-state's thick walls.
This particular feature was often debated during 1.0's lifetime.
Of all the City-State entrances, Ul'Dah's seems the most out of place.
This might all stem from a design flaw that the devs didn't catch before it was too
late.
It is very likely the main gates of Ul'Dah were supposed to be open initially, but due
to engine limitations that didn't show until the city-state's design was complete, they
were forced to shut the gates, and add the side gates as entry points.
This is further evidenced by datamining showing that the gates actually had the option of
being opened – but by doing so, the other side of the gate remained un-loaded and broken.
Whatever the reason, they fixed it in ARR by adding a Zone Divider.
Entering through the right loading tunnel, you'd have to endure a 15-20 second walk
through a brown dimly lit tunnel with nothing of interest inside.
At the end you'd find the real entrance to Ul'Dah.
The entrance is still visible in ARR today, but the gate has been closed.
If you peek inside though, you can still see the tunnel, just as it appeared in 1.0!
At first glance there really isn't much of a difference in design.
Ul'Dah looks like Ul'Dah, but once you look closer, it will become apparent that
things DID change between 1.0 and ARR.
First off, take note of the main street itself.
It's big and mostly empty.
In ARR this was spiced up a bit more with planters and benches.
This would occur all over Ul'Dah.
Where you see planters with benches in ARR there probably wouldn't be any in 1.0.
So back to where we were.
After exiting the entrance gate you'd be facing The Ruby Road Exchange.
Walking up the stairs to the Exchange, you can see that there are only subtle changes
between the versions.
Quite a few of the original stalls were removed to open the space up more, and yet again we
can see decorative planters have been placed in the middle of the road to spice things
up.
The eastern wall is almost completely emptied out in ARR, compared to 1.0's stuffed line
of stalls.
Moving into the Quicksand, there is little change to be seen.
The Quicksand and the Hourglass remained the same in both version.
Only real difference being the location of NPCs, but some of those even remained in the
same spot after the calamity.
One feature that was present in this place though was the Task Board.
The Task Board was a feature present in 1.0.
This board would hang in every Adventurers' Guild in Eorzea, and would contain basic crafting
/ gathering quests provided by the city-state's guilds.
These quests would come in two different tiers, lvl 1-9 and level 10-19.
The items required would change daily and you could only complete one mission per guild
per day.
The system was abandoned immediately after launch, and never saw any future additions.
The Task Board is actually still there today, but it's not longer providing adventurers
with quests, and is now just generic set decorations.
Perhaps for the better.
Exiting out of the Quicksand's Northern Exit, we're back on the main road, and here's
the controversial Chocobo stables right in front of the Gate of Nald.
Controversial, because these stables would exist long before chocobo mounts were added
to the game in the latter half of its life.
Now if we head to the east, we finally make it to Emerald Avenue.
If we look directly north from the middle of the avenue, we'd see a familiar sight.
It's worth noting that Ul'Dah is the only City-State who's Aetheryte Plaza remained
intact after the calamity.
In 1.0, the Aetherytes were modest and small, and Ul'Dah's aetheryte had a small canopy
built over it.
Among the Aetheryte plaza guards you'd find this guy.
I'm sure he won't cause any trouble down the line…
East of the aetheryte plaza we find perhaps the biggest difference between 1.0 and ARR's
Ul'Dah.
Where you'd now expect the Immortal Flames HQ to be, you'd find the entrance to The
Market Wards in 1.0.
Granted, the same entrance would be used when the Immortal Flames were introduced later
in the game's life.
There was no visual or physical HQ for Immortal Flames within the open-world Ul'Dah in 1.0,
so this section of the avenue only housed generic buildings and locked doors.
Interestingly, because the market wards were located this close to the aetheryte, Ul'Dah
became the most popular zone in the game.
This is where all the players gathered, as they didn't have to walk too far to reach
the most important features of the game.
The Adventurer's guild was just down the road from the Aetheryte.
The Market Wards were RIGHT next to it, and Ul'Dah's many vendors covered most players'
basic needs.
This was 1.0's Limsa Lominsa.
Right across the street from the Aetheryte Plaza, we find the Platinum Mirage.
And this one is actually quite interesting.
In 1.0 this area did house, just like in ARR, the Pugilist's guild, and the actual Platinum
Mirage – the game's intended mini-game area.
Like I mentioned in the introduction, Ul'Dah was KNOWN for it's gambling houses – and
The Platinum Mirage was one of them.
In fact, going by the size and location of the place it seemed to have been THE gambling
house of Ul'Dah.
An elevator to the left of the counter area, was most likely supposed to lead us to the
gambling house itself.
And yes, the lift is fully modelled.
Not a big deal, as it's basically just the same lift used in the Ruby Road Exchange,
but neat nonetheless.
There's even a second floor opening, but that's where the fun ends, unfortunately.
The mirage was never implemented, and no real assets exist of the inside of the Mirage.
Even back in 1.0, this was being ignored, and the clerks behind the counter in the mirage
were awkwardly tip-toing around their intended purpose.
In ARR this is given more attention, but the clerks now inform you that only members may
enter – and even leaves a tiny bit of hope of the doors one day opening, which honestly
feels unlikely at this point as the Gold Saucer now exists.
This is likely a holdover from ARR's early days when this location probably still was
being considered as the game's "mini game" area.
To the west of the Platinum Mirage we'd find what was back then called "Romululu's
Bric-a-Brac".
This was renamed and restocked as Sunsilk Tapestries.
This was most likely done to limit the amount of generic shops that offered the same stuff.
This was a pretty normal thing in 1.0, and is probably also why some of the stalls in
the Ruby Road Exchange was removed.
Moving on towards what you'd expect to be the Gate of the Sultana, we find… no gate.
This area is probably the only area in Ul'Dah that took any real damage in the Calamity,
leading to the construction of the gate.
Cause there was no way you'd be able to leave Ul'Dah through any other gates than
the gate of Nald and Thal.
But a little further east you'd find a store that still exists in ARR today!
The Rudius.
Even the original sign is preserved.
It's received a bit of a facelift with a bigger, more fancy sign at the front, but
it's still recognizable as The Rudius from 1.0.
Down to the flower pots, signboard, armor and shields.
And oh yeah, Zagylswerd too.
He survived.
Yay!
At the end of the road we finally end up at Arrzaneth Ossuary.
Initially I was going to give a generic overview of how the horrible bloom that used to occur
in this place – and yes, it does look absolutely horrendous, but then I noticed this.
On the fountain outside of the Ossuary, there's an inscription.
"Who cares" I hear you say, "that's still there in ARR", but no.
This line "Know both faces of Nald'Thal", was actually changed in ARR to read: "Divinity
is the color of gold".
I'm just going to assume the change was made to make it sound less generic and more
meaningful to Ul'Dah's overall lore.
This made me go back to the Quicksand's Northern Entrance, where you'd find a similar
fountain.
And although it's barely visible.
Like for real, did they expect us to be able to read this?
There is text there.
And it reads "Greatness is depth of pocket".
A phrase that was carried over in ARR – where the phrase is way more visible and readable.
And what good is a city-state without a proper theme.
In 1.0 the musical theme of Ul'Dah was called The Twin Faces of Fate, and sounded like this.
Thank you for watching!
Let me know in the comments what you think about the differences between 1.0's Steps
of Nald (even though it wasn't called that) and ARR's version.
Also do let me know if there's anything I missed or if there's anything in the Steps
of Thal area you want me to look closer at in the next part!
Which, yeah, is happening.
The next part is going to be much longer cause boy…
There's a lot to cover in there.
Anyways, thanks once again for watching.
If you like what you saw leave a like and subscribe for more.
If you want to support the channel a little extra then please consider pledging to my
Patreon campaign, link in the description and on screen.
See you in the next one Eorzeans – until then may you ever walk in the light of the
Crystal!
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