wandering ghost

Ardbert goes back to the First with Minfilia and his friends, just in time for the world to be overcome with a Flood of Light. This is a literal flood: waves of primordial Light wash away people, cities, oceans, everything.

As Minfilia holds back the onslaught, Ardbert’s friends call upon the power of their Crystals of Light. One by one, they give their lives to stop the Flood from overtaking what little is left of the world.

Yet when Ardbert goes to do the same, Minfilia stops him. Your time is not yet come, she says, and though Ardbert begs to join his friends in their final sacrifice, his words fall on deaf ears.


The Flood is stopped, but the sole continent left, Norvrandt, is hardly saved. Light-aspected monsters called sin eaters roam the lands, and at their head are the Lightwardens, who corrupt any who try to slay them. The night itself is gone: the sky is filled with Light, leaving the entire realm bathed in an unearthly glow at all hours.

Not that Ardbert can do anything about it. No matter what he tries, no one can see or hear him. He’s nothing but a hazy, wandering ghost.

And he remains that way for a hundred years.

Think about that for a minute. Imagine being stuck in your homeland as it’s going to ruin, but you can’t do anything about it. You can’t talk to anyone. Your friends are dead. You’re all alone.

The fact that Ardbert doesn’t completely lose his mind is a wonder, frankly.


Eventually, though, you show up.

By now, there’s a new city in Norvrandt: the Crystarium, which mysteriously bears the same massive Crystal Tower from the Source. When the Warrior of Light arrives in Norvrandt, the giant blue tower is the most obvious landmark around, so it’s where you go.

Why you’re here is slightly more complicated. Technically you’re here to save the world, which is actually a bit new for the Warrior of Light; previous plotlines were about regional issues. But it’s been made clear to you that no matter how dire things seem back home, the only way to save the Source is to save the First, so here you are.

And as you settle in to your room in the Crystarium, Ardbert appears.


Initially, he’s as surprised to see you as you are to see him — because you can see and hear him, where no one else can. He learns from you that it’s been a hundred years since the Flood, and explains the extent of his inability to interact with the world. It’s only now that you’re here that he feels like himself again: he was drawn to you.

Naturally, Ardbert asks why you’re here. But when you tell him, he’s less than enthusiastic.

Ardbert: You were summoned to save the First? A waste of time. This world is beyond saving ─ like those who try to save it. Muddled as my mind may be, I've not forgotten that. But if fate has brought me to you ─ the one person in this godsforsaken world who can see and hear me ─ then perhaps there is a reason I endured. If I can find out why I was left behind, then maybe... maybe I can bring this journey of mine to an end...

Well. I'll be watching, Warrior of Light. But do me a favor. Be careful out there. This world has had its fill of heroes.

With those words, Ardbert departs, leaving you to your thoughts.

At least you’ll have some company on this journey of yours.


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