Dragon Quest 1-2 Remix Dragon Quest 1 FAQ Version 1.1 Christopher Lee Boger leslumens@yahoo.com FAQ HOME http://thegoblin.homestead.com/files/goblin/ggdomain.htm (The Goblin's Domain) FINE DRAGON QUEST COMMUNITY SITES http://www.dqshrine.com (Dustin's DW/DQ Shrine) Remember to link from each of these sites to the other fine locales for pursuing Dragon Quest on the internet. As always, if you find any errors in this FAQ (other than the fact I'm a treasure hunter and like to power up way more than is necessary before performing any quest) feel free to e-mail me and you'll be credited in the revised FAQ. Likewise, any contributions to the contents will be much welcomed and credited. You may use and distribute this FAQ as you see fit, so long as the original contents remain unedited. Addendums may be added, provided none of the original content is changed, but I would prefer you send any such addendums to me. These would then be worked into the "official" FAQ and re-posted at all the FAQ's homes so it can be available to the public at large. There is (or will be, depends on how quickly you got ahold of this after I completed it ^_^) an online version of this FAQ with descriptive pictures and some more specific sections available at the Goblin's Domain. **************** *** CONTENTS *** **************** (I) Some notes about play on emulators (1) My stance on emulation (2) Notes about playing this game via emulation (II) Menu Translations for the Japanese Impaired (1) Main Game menus (a) Select which DQ you want to play (b) "Continue your Quest" menus (2) Command menus (a) Main Command Menu (b) Status Menu (c) Equip Menu (d) Spell Menu (3) Inn, Shop, Etc., Menus (a) Inn Menus (b) Item/Weapon Shop Menus (c) Vault Menus (4) Battle Menus (a) Main Battle Menu (b) Spell Battle Menu (III) Some notes about the Remix (IV) Various Charts (1) Weapon Stats (2) Armor Stats (3) Shield Stats (4) Spell descriptions (5) Item descriptions (6) Enemy Charts (7) Experience chart (V) Walkthrough (VI) Credits and Acknowledgements ********************************************** *** (I) Some notes about play on emulators *** ********************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(1) My stance on emulation~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ First and foremost, if you are playing the game and enjoying it, you should be doing your utmost to pay for the fun you are having. The best case scenario is that you are playing the game on an emulator in order to use English patches released by Translation Groups on the 'Net because you can't read Japanese, not because you don't have the actual physical cart. There is absolutely nothing illegal about having a copy of a cart you own on your computer. Now having it on your web site or downloading it from one is a different matter..... Considering the extreme limitations on obtaining some of the older and more popular games (which DQ1-2 definitely fits in) another scenario of which I approve is to have downloaded the game in order to play something you could not have otherwise obtained. This does NOT mean you should stop looking for a copy of the original cart. You should be making every effort to pay the wonderful people who made the game for their efforts. Basically, it boils down to this. If you downloaded the game simply so you could get it for free, we're at odds. I hate that whole stinkin' "WaReZ" scene garbage and the people it attracts. Now I'm done ranting. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(2) Notes about playing this game via emulation~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ First off, you should know that there is no complete translation patch for this game at the time I am typing this faq. The latest version released is .37 from RPGe and that is what I am basing this section of the FAQ on. Next.... READ THE README FILES THAT COME WITH YOUR EMULATOR OF CHOICE!!!!! Ninety percent of the time reading those and a little bit of experimentation will teach you what you need to know about these fascinating little programs and how to run them. Don't harass page maintainers with questions about emulators if you don't want to get flamed. I will be posting a FAQ on this on my page sometime, so you might check and see if I've uploaded it yet. Continuing on..... There is a bug in the most recent release of the Translation Patch by RPGe. This cause significant story events not to proceed properly. The events affected are: Rescuing Gwaelin, Obtaining the Staff of Rain, Obtaining the Rainbow Drop, and forming the Rainbow Bridge. There is, however, a way to play the game and maintain the aid of the partial English patch..... First, you must have a copy of the original untranslated rom somewhere in storage. It must be named the same as the one you are playing the game on. You may then play up to the point of the event (Just before talking to Gwaelin in Swamp Cave for example) and use a "Save State" to save your game at that point. Then, switch positions of the patched and unpatched roms. Load up the unpatched rom and use "Restore State" to return to the point where you saved it earlier. Now activate the event by talking to whoever or using your item. Once the event has occurred, you may do the switch again and continue playing with the partial English patch. If you don't know how to use "Save State" and "Restore State", read the documentation! It differs depending upon which emulator you are using. You could also do a renaming trick instead of a swap trick to accomplish this same goal, but this is the way I always do it. Next on the agenda.... I'm not sure if this is a problem with the patch, or the original rom, or just emulation in general, but this game tends to crash on occasion. If the music stalls in one long note, it's crashed. I recommend that you use the "Save State" often to avoid losing progress due to a crash. By "often" I mean near constantly. Every two or three battles, or every foot or so you walk on the overworld. The game has a BAD tendency to crash, and if you get in the habit of keeping your save state updated you will find yourself screaming a lot less often. You should be on a system with AT LEAST a 100 MHZ processor or better to play this game via emulation. With that speed and the sound turned "off" the game will run at a speed that is somewhat bearable. It can be played on slower systems (I can run it on a 486 50 MHZ) but the speed will drive you batty most likely. For full sound and speed, I'd say go for something in the 200 MHZ + range. That's what I run it on and I don't have any frame skip whatsoever. Final notes..... If the emulator you are using doesn't support transparencies, or your system can't support the VESA required to do so, then you will have no need for Torches or the Radiant spell in the game. The caves will always be fully visible without them. Disappointed with the boost a Defense Seed or Lifeforce Acorn has given you? Make sure you "save state" before you use any of these items. Then just keep hitting restore until it gives you a boost that makes you smile (6 is max). But remember, this is cheating and I highly discourage this unless you have already beaten the game and are just playing around (or writing a FAQ and trying to stay a step above the monsters ^_^) ******************************************************** *** (II) Menu Translations for the Japanese Impaired *** ******************************************************** NOTE: I use the original Dragon Warrior 1 terms or a logical English word for all sections of this FAQ. These are not, nor are they meant to be, direct Japanese translations. I felt this would allow people who have played in the world of Dragon Warrior before to identify with the commands better. ~~~~~~~~~~~~~~~~~~~~ ~~~~~(1) Main Game menus~~~~~ ~~~~~~~~~~~~~~~~~~~~ (a)---Select which DQ you want to play.---(a) I don't even know why I'm putting this on here, except for fear that somebody won't figure it out and will ask me about it. At the opening title screen, there will be a menu at the bottom. The top choice is "Dragon Quest 1" and the bottom choice is "Dragon Quest 2". Now that wasn't so hard, was it ^_^ (b)---"Continue your Quest" menus---(b) The first thing you should know is that the first time you start the cart (or the rom in the emulator) there will be no data saved, so only the "Begin a New Quest" option will be present. Likewise, if all the slots are full, there will be no "Begin a new Quest" or "Copy a Quest" option available. These are the menus in a standard configuration where a game is saved on the cart. With that out of the way, here are the options of the main screen as they appear..... CONTINUE A QUEST CHANGE MESSAGE SPEED BEGIN A NEW QUEST COPY A QUEST ERASE A QUEST I'm not typing up a manual here, so you can figure out what these options represent ^_^ When you select "Continue" "Copy" or "Erase" You will then be prompted with a menu listing the saved games which these functions may be performed on. When you select "Change message speed" you will first be prompted for a saved game to change the message speed for, then the actual message speed. Move the cursor left for faster text, or right for slower text. When you select "New Quest" You will first be prompted for a name, then a message speed. The option to end the name selection is the one in the bottom right corner, but with only four letters to enter, most of you will find your cursor there very quickly anyway ^_^ ~~~~~~~~~~~~~~~~~ ~~~~~(2) Command menus~~~~~ ~~~~~~~~~~~~~~~~~ (a)---Main Command Menu---(a) When you press the "A" Button, this menu will appear. *'s indicate an option which expands into another menu. Here then, is the main command menu screen..... TALK SPELLS* STATUS* ITEM* DOOR SEARCH You should take note that there is no need to ever use the command menu to talk, search, or open a door. Simply stand in front of what you want to perform one of these options on and press the X button. Depending upon what is in front of you, or lack thereof, the game will select the appropriate action to perform automatically. If you select "Item" a list showing all the items you have will appear. Hope you can recognize them so you know what you're trying to use ^_^ (b)---Status Menu---(b) When you select "Status" a second menu will appear which asks which of the following you wish to do... EQUIP* STATUS If you select "Status" the game will show many important statistics of your character. If you look in the upper right hand corner you should see a window showing how much Gold you have. Here is what appears in the status windows when you select this command. The left window, from top to bottom, lists the following things about your character: Name (and last name Roto or Erdrick if you prefer), Your level, Your current HP, Your current MP, and the three listings below that are the Weapon, Armor, and Shield you are currently equipped with. The right window, from top to bottom, lists the following things about your character: Strength, Agility, Defense, Max HP, Max MP, Attack %, Defense %, Experience. Now, if you press the A button, the screen will change. Displayed in the left window will be the spells you can use in battle. Displayed in the right window will be the spells you can use on the overworld. Press A again to exit the status screen. (c)---Equip Menu---(c) When you select "Equip" from the "Status" menu above, the game will scroll through several windows of equipment. You may use the "B" key to go back a menu at any time, and if you do so in the first window, it will cancel your equip operation. The first window to appear is for equipping weapons. At the top of the list will be shown all the weapons you possess. The bottom option is always "none" if you choose to fight with your bare hands. The second window to appear is for equipping armor. It will function in exactly the same manner as the weapon window. The third window is the Shield window, and it is used in the same manner as the previous two. The fourth window is for your accessories. If you have any accessories which can be equipped, they will be listed at the top of the menu. The bottom option on this window ends your equip operation. In order to equip, or remove, an accessory you simply press the a button while the cursor is in front of the item. An "E" will appear next to the item when it is equipped. (d)---Spell Menu---(d) When you select "Spells" a second menu will appear listing the spells which you can cast (If you have learned any such spells. If you have no spells, no menu will appear) The spell menu appears in this order, and any spells you have not yet learned will be replaced by Question Marks on the menu screen. HEAL RADIANT OUTSIDE RETURN REPEL HEALMORE ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(3) Inn, Shop, Etc., Menus~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ There really isn't a menu for the key sellers or the nun who sells fairy water in Cantlin, so I'll just mention here that the price of the keys/fairy water appears in the text window and that they ask you Yes/No do you want to buy what they have. Once you've maxed out your keys, you'll get a message saying you can't buy any more. And as always, you can't buy anything if your backpack is full. (a)---Inn Menus---(a) The inn is pretty simple. It displays a message saying how much the Inn costs (you should be able to read the number, even if you can't read the text) and there will be a simple Yes/No menu where you can decide whether to sleep at the Inn or not. (b)---Item/Weapon Shop Menus---(b) The first menu you will get when talking to a shopkeeper is the following.... BUY SELL EXIT When you select "Buy", you will then be presented with a list of available items for purchase. Refer to the sections for each town to see what the menus in each individual town will look like. In the case of weapon shops, once you have purchased a piece of equipment, the shopkeeper will ask if you wish to equip the item. Top option is Yes and bottom one is No. In the case of Item and Key shops, if you already have the maximum number of keys or Herbs, a message will be displayed informing you that you cannot hold any more. In all shops, if your backpack is full, you will receive a message that you cannot hold any more items. Sell some items or store some in the Vault if you don't want to get rid of them. When you select "Sell", a window will open showing the items in your backpack. You then select the item you wish to sell with the cursor and press "A" to sell it. The shopkeeper will then ask a simple Yes/No question of whether it is OK to sell the item at the price listed in the text window. The "Exit" option simply exits the shop. This can also be accomplished just as easily by hitting the "B" button repeatedly until you exit the shop. (c)---Vault Menus---(c) The vault is a place to store your excess gold and items. It is located in the back of the Inn in Brecconary. This useful addition in the Remix allows you to grab quest items at any time and then store them so that they are not clogging up your backpack. The first menu you receive in the Vault is the following. GIVE TAKE EXIT Selecting Exit will end your business in the Vault, but the "B" button works just as well. If you have nothing stored in the Vault, selecting the "Take" option will result in a message that says the Vault doesn't have anything that belongs to you. Selecting "Give" or "Take" brings up another menu which looks like this. GOLD ITEM EXIT Once again Exit just exits the menu and is easily replaced by the "B" button. Gold may be stored in the vault in increments of 1000. When you select "Gold" a window will be displayed with a cursor. Move the cursor to a digit position and press up or down to change the number until you have selected how much GP you wish to store in the Vault. Likewise the same for taking gold from the vault, but the total you have stored will be displayed in the text window. If you have no GP stored and you have selected "Take" then "Gold", you will receive a message saying that the Vault has no Gold stored for you. Selecting "Item" opens your backpack and allows you to select items to be stored in the Vault. Simply move the cursor to the item and press the "A" button to store it. Likewise taking items from the Vault, except the stored items will be displayed instead of your backpack. After storing or taking an item from the Vault, the keeper will ask you if you wish to store/take some more with a simple Yes/No question. If you have no items stored and try to select "Take" then "Item", you will receive a message saying the Vault doesn't have any of your things. Also, if your backpack is full, you cannot take any items from the Vault. ~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(3) Battle Command Menus~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~ When you encounter an enemy on the overworld or in a dungeon, you will automatically snap into battle mode and the battle menu will be displayed. Note that your quick status window showing your current HP and MP is displayed as well, keep track of it if you want to be a successful warrior! (a)---Main Battle Menu---(a) Following is the battle window which pops up when you encounter the enemy. ATTACK SPELL* RUN ITEM* Selecting "Item" will display the items you have in your backpack, select which one to use with the cursor and press "A" to activate. Selecting "Run" makes your character attempt to flee from the monster. This does not always work, and some creatures cannot be run from under any circumstances. Selecting "Attack" causes your character to lash out with whatever weapon they are equipped with at the enemy. (b)----Spell Battle Menu---(b) When you select "Spell" from the main battle menu, a list of available spells is displayed. If you have not learned any spells, no menu will be displayed and you will receive a message stating that you don't know any spells which can be used in battle. Any spells you have not yet learned will be replaced by Question marks in the menu, which appears below. HEAL HURT SLEEP STOPSPELL HEALMORE HURTMORE ************************************** ***(III) Some notes about the Remix*** ************************************** The battles in the Remix are generally more balanced than they were in the original Dragon Warrior. You'll find you spend a lot less time wandering in circles trying to build up GP and XP in this game than you did in the classic version. There are added shops, like the Vaults in Brecconary and Cantlin, and the wandering Item salesman in Rimuldar. These make things a lot easier and clear up a couple of problems I had with the original game. There are items hidden in pots, dressers, etc. in the remix. So as you've become accustomed to in more recent RPG's, search everywhere for bonus items that don't cost you anything. One of the most significant things added to the game are the "Seeds" and "Acorns". These are like the items in Dragon Warrior 4 and increase your stats when used. They are hidden in dressers and such, but also replace a lot of the more useless treasure chests that were in the original game. Searching for and acquiring every treasure chest is actually worth your time in the Remix. Some monsters will "Go on Guard" in the remix. Goldmen and the two stronger Scorpions are the two creatures who do this most often. When a creature is "on guard" your shots will do less damage than usual. Some monsters can now not only dodge your attacks, they can dodge your spells. Skeleton monsters and dragons are the most notorious for this little addition. The Sleep spell seems nearly worthless in the Remix. The Stopspell however, seems to be stronger and work more often. If you see a ring of stars fly at your enemy when casting Stopspell, it worked. Otherwise, you'd best be ready to cast it again. Look in the status box with your HP and MP during battle. If there is a pinkish colored notation near your name, then you are affected by either Sleep or Stopspell. If you're still attacking, you can bet it's Stopspell and not Sleep ^_^ One item, the Flame Sword, can now be used as an item in battle. By the time you acquire it, however, the value is more "neato" than useful. Herbs seem weaker than your Heal spell this time out, so use those herbs to heal up before major battles to save the stronger Heal spell for the actual battle. Some monsters (Golem, Dragon guarding Gwaelin) have had their HP significantly increased. To balance this out, they give you a huge load of XP when you beat them! There is a healer in Tantegel now, but his value is limited since the "Light Shine Upon Thee" dude is there as well, and he's not behind a locked door. There are a few other differences, but they are mainly in dungeon design and graphics quality. The overworld is identical, so you can wander about on it exactly as you did before. ************************* ***(IV) VARIOUS CHARTS*** ************************* ~~~~~~~~~~~~~~~~~~~~~ ~~~~~(1) Weapon Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" B-Brecconary C-Cantlin G-Garinham K-Kol R-Rimuldar "ATP" means Attack Power. -------------------------------------------------------------------------- Wep. Name | Cost | ATP | Where Bought/Found (Special Note) -------------------------------------------------------------------------- Bamboo Stick | 10 | + 2 | B,C Club | 60 | + 4 | B,C,G Copper Sword | 180 | +10 | G,B,K,R,C Hand Axe | 560 | +15 | G,R,K,C Broadsword | 1500 | +20 | R,C Flame Sword | 9800 | +28 | C (Use as item in battle) Erdrick's Sword | 0 | +40 | Charlock Castle ------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~ ~~~~~(2) Armor Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" B-Brecconary C-Cantlin G-Garinham K-Kol R-Rimuldar "DFP" means Defense Power -------------------------------------------------------------------------- Name of Armor | Cost | DFP | Where Bought/Found (Special Note) -------------------------------------------------------------------------- Clothes | 20 | + 2 | B Leather Armor | 70 | + 4 | B,G,C Chain Mail | 300 | +10 | G,C Half Plate | 1000 | +16 | K,R Full Plate | 3000 | +24 | K,R,C Magic Armor | 7800 | +24 | R,C (Restore 1 HP per 4 steps) Erdrick's Armor | 0 | +28 | Hauksness (Restore 1 HP per 1 steps) (Also no dmg. barrier or swamp) --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ~~~~~(3) Shield Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" B-Brecconary C-Cantlin G-Garinham K-Kol R-Rimuldar "DFP" Means Defense Power ------------------------------------------------- Shield Name | Cost | DFP | Where Bought/Found ------------------------------------------------- Small Shield | 90 | + 4 | B,K Large Shield | 800 | +10 | G,C Silver Shield | 14800 | +20 | C ------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(4) Spell Descriptions~~~~~ ~~~~~~~~~~~~~~~~~~~~~~ In the "What it does" column -BAT- means can only be used in battle. -WAL- means can only be used in walkabout mode -UND- means can only be used underground -ABV- means can only be used aboveground -------------------------------------------------------------- Spell | | Level | What it Name | MP | Gained | Does -------------------------------------------------------------- Heal | 3 | 3 | Restore HP Hurt | 2 | 4 | Damage enemy -BAT- Sleep | 2 | 7 | Put enemy to sleep -BAT- Radiant | 2 | 9 | Light up caves. -WAL- -UND- Stopspell | 2 | 10 | Block enemy spells -BAT- Outside | 6 | 12 | Exit Dungeon -WAL- -UND- Return | 8 | 13 | Return to Tantegel -WAL- -ABV- Repel | 2 | 15 | Stops Random attacks -WAL- -ABV- Healmore | 8 | 17 | Restore more HP Hurtmore | 5 | 19 | Damage enemy more -BAT- --------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ~~~~~(5) Item Descriptions~~~~~ ~~~~~~~~~~~~~~~~~~~~~ In the "Where found/bought" column, the following letters pertain to towns where items may be purchased B-Brecconary C-Cantlin G-Garinham K-Kol R-Rimuldar --------------------------------------------------------------------------- Name of item |Cost| Effect | Where found/bought --------------------------------------------------------------------------- Cursed Belt | 0 | Cursed | Charlock, G. Garinham Cursed Necklace | 0 | Cursed | Mountain Cave Dragon Scale | 20 | Raise Defense +5 | B,G,K,R Erdrick's Token | 0 | Special | Swamp S. Cantlin Fairy Flute | 0 | Put Golem to Sleep | Kol Fairy Water | 12 | Stop random attacks | C Fighters Ring | 0 | Better % enemy run away | Mountain Cave Herb | 10 | Restore HP | B,G,K,R Torch | 8 | Light up caves | B,G,K,R Rainbow Drop | 0 | Create Rainbow Bridge | Shrine S. Rimuldar Silver Harp | 0 | Attract enemy & Special | Grave Garinham Staff of Rain | 0 | Special | Shrine W. Kol Stones of Sunlight | 0 | Special | Tantegel Castle Wings | 24 | Return to Tantegel | K,R,C Strength Seed | 0 | Increase Strength 1-6 | Various Agility Seed | 0 | Increase Agility 1-6 | Various Lifeforce Acorn | 0 | Increase Max. HP 1-6 | Various Magic Acorn | 0 | Increase Max. MP 1-6 | Various Magic Key | 24 | Open Doors | R, Tantegel Castle Magic Key | 32 | Open Doors | C --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~ ~~~~~(6) Enemy Charts~~~~~ ~~~~~~~~~~~~~~~~ "Dungeon" indicates the monster is found wandering in dungeons. "S"-Swamp Cave "G"-Grave of Garinham "M"-Mountain Cave "C"-Charlock Number after letter indicates first level of dungeon the monster appears on. Hit points vary widely in the game, and the listings for HP are relatively close averages. HP may be lower or higher from encounter to encounter. In "Powers Used" either a name of a spell or one of the following... "Breath" is flaming breath attack "Guard" means the enemy goes on the defensive, taking less damage "Agility" means the enemy dodges attacks often and/or acquires first attack in a battle round often. "Resist" means the enemy resists damage from magical spells "Immune" means the enemy is immune to magical spells "No Effect" means sleep and Stopspell don't work against enemy Second Green Dragon (with ~) is guarding Gwaelin. It is stronger than the standard Green Dragon breed. ---------------------------------------------------------------------- Name | HP | GP | XP | Powers Used | Dungeon ---------------------------------------------------------------------- Armored Knight | 82 | 152 | 172 | Hurtmore, Healmore |C(6) Axe Knight | 78 | 165 | 130 | Sleep |C(1) Blue Dragon | 92 | 150 | 180 | Breath, Resist |C(3) Demon Knight | 42 | 148 | 90 | Agility |* Drakee | 6 | 6 | 3 | |* Drakeema | 16 | 25 | 20 | Hurt, Heal |M(2) G(1) Droll | 31 | 30 | 18 | |M(2) G(1) Drollmagi | 48 | 110 | 58 | Hurt, Heal, Sleep |G(3) Druin | 18 | 21 | 14 | |S(1) M(1) Druinlord | 32 | 95 | 56 | Heal |G(3) Ghost | 7 | 8 | 4 | |S(1) M(1) Goldman | 98 | 650 | 6 | Guard |* Golem | 150 | 10 |2500 | |* Green Dragon | 60 | 160 | 135 | Breath, Resist |C(1) Green Dragon~ | 150 | 950 | 0 | Breath, Resist |S(1) Knight | 49 | 150 | 78 | Stopspell |* Magician | 10 | 16 | 8 | Hurt |S(1) M(1) Magidrakee | 13 | 20 | 12 | Hurt |* Magiwyvern | 45 | 135 | 83 | Sleep, Breath |* Metal Scorpion | 19 | 48 | 31 | Guard |G(2) Metal Slime | 4 | 6 | 775 | Hurt, Immune |* Poltergeist | 21 | 19 | 15 | Hurt |M(2) G(1) Red Dragon | 100 | 143 | 350 | Sleep, Resist, Stops|C(6) Red Slime | 4 | 4 | 2 | |* Rouge Scorpion | 31 | 110 | 70 | Guard |* Scorpion | 13 | 25 | 16 | Guard |S(1) M(1) Skeleton | 27 | 42 | 25 | Agility |M(2) G(1) Slime | 3 | 2 | 1 | |* Specter | 27 | 72 | 47 | Heal, Hurt |G(3) Starwyvern | 68 | 169 | 105 | Healmore, Breath |C(1) Stoneman | 140 | 148 | 155 | |C(3) Warlock | 25 | 50 | 28 | Sleep, Hurt |G(2) Werewolf | 52 | 155 | 95 | Agility |C(1) Wizard | 66 | 185 | 120 | Hurtmore, Stopspell |C(1) Wolf | 30 | 60 | 40 | Agility |G(2) Wolflord | 33 | 80 | 52 | Stopspell, Agility |G(3) Wraith | 32 | 62 | 42 | Heal, Agility |* Wraith Knight | 41 | 120 | 72 | Heal, Agility |G(3) Wyvern | 32 | 105 | 64 | |* -------------------------------------------------------------------------- Dragonlord | | | | Healmore, Hurtmore | (Wizard Form) | 200 | 0 | 0 | Sleep, No Effect |C(8) -------------------------------------------------------------------------- Dragonlord | | | | Breath, No Effect | (Dragon Form) | 350 | 0 | 0 | Supreme Agility |C(8) -------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~ ~~~~~(7) Experience Chart~~~~~ ~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------- Level | Experience Necessary (Total XP) -------------------------------------------------- 1 | 0 2 | 7 3 | 23 4 | 47 5 | 110 6 | 220 7 | 450 8 | 800 9 | 1300 10 | 2000 11 | 2900 12 | 4000 13 | 5500 14 | 7500 15 | 10000 16 | 13000 17 | 17000 18 | 21000 19 | 25000 20 | 29000 Level 21 to max level 30: Add +4000 XP per level. Example Level 21=33000 -------------------------------------------------- ******************************************* ***(V) The Walkthrough of Dragon Quest I*** ******************************************* _______________ {{{TANTEGEL CASTLE}}} --------------- Treasures: Chest of GP, Magic Key, Torch, Herb Shops: None (But the "Light shine upon thee" dude is here) Talk to the King and find out a little about your quest. Take the chests in the room to obtain the three items. Then make your way to the stairs (No stairs command! Yes!) and go to the ground level of the castle. Talk to everyone (or not if you can't read Japanese ^_^) and explore the Castle a bit. If you search the pots near the guard who is lying on the ground, you can obtain an Herb to aid you in your travels. You can save your game by speaking with the King. He firsts tells you how many XP you need for the next level (in the text window) and then asks you a Yes/No question, "Do you wish to save the game?" Next, the king asks in which slot you wish to save the game. A list of three available save slots is presented, choose where to save the game. Next The King will ask a simple Yes/No question of "Is this OK?" If you haven't goofed up and selected an incorrect save slot, say Yes to end the save process. __________________ {{{TOWN OF BRECCONARY}}} ------------------ Treasures: Wing of the Wyvern Shops: -Weapon Shop- -Item Shop- -Inn- Bamboo Stick 10 Herb 10 3 GP Club 60 Torch 8 Copper Sword 180 Dragon Scale 20 -Vault- Clothes 20 Leather Armor 70 Small Shield 90 Gather some information. Search a dresser in the Inn to obtain a free, and very helpful, Wing of the Wyvern. My recommendation is to purchase the Clothes and the Club from the Weapon Shop. Also purchase the Dragon Scale from the Item Shop and either Equip it or "use" it from the "Item" menu, both accomplish the same goal. The Vault is located here. This is a handy addition to the game and I use it frequently to store items I wanted to grab, but don't want cluttering up my backpack. Once you've completed your business in town, you might wish to run back to Tantegel Castle and save your game. ----Power Trip 1---- Time to gain a bit of power. Exit town/Castle and wander around on the overworld near the Castle. Fight slimes to earn XP and GP. Battles in the remix are much more balanced, and you should have no trouble staying outside long enough to earn level-2 or 3 without healing up. Rest when necessary and save your game often (after each level-up if you want my suggestion) Once you reach level-3, you can do a trick that works in the first three Dragon Quest/Warrior games and the remixes. The key to this trick is the Heal Spell you learn at level-3. Enter Tantegel Castle. South of the guard who is lying on the ground is an old man behind a desk. Talk to him and he fully restores your MP. All you have to do is keep casting Heal and talking to him to restore your MP until both your HP and MP are full. You never need to spend a dime at an Inn while near Tantegel again! Save your game, because it's time to make your way a bit farther from the castle and explore Erdrick's Cave. ______________ {{{ERDRICK'S CAVE}}} -------------- Treasures: None (Except the Tablet itself) Enemies: None To reach Erdrick's Cave, travel North from the Castle and stay on the grassy plains. You should soon see a desert off to the West. When you are even with the desert, strike out West toward it. The cave is in the middle of this desert. Be careful of Drakees as you head toward this cave. They are stronger than Slimes, but not so dangerous that you can't handle them. This cave is so simple, I'm not going to bother dividing it up into levels as I will with later caves. On the first floor, head toward the Southeast corner and you should find the stairs to the next floor. On the Second floor, there's only one path to follow. Follow it and you'll find the tablet with Erdrick's words on it. 'Course, if you can't read Japanese, it won't do you a lot of good :p Once you're done reading the tablet, exit the cave and head back toward town. ----Power Trip 2---- Before you continue on, it might be a good idea to do the following things.. Earn level-4, purchase the Small Shield, and purchase the Leather Armor. The shopkeepers in the remix don't offer to buy back old equipment when you buy new stuff, so you'll need to go into the sell menu of the shop and sell your old clothes once you buy the Leather Armor. Level-4 gets you the Hurt Spell. This spell can pull you out of some sticky situations by quickly dispatching a dangerous foe you accidently encountered. If something is beating the tar out of you and you're not hitting with your weapon for much damage, blast it with Hurt Spells. Save your game, because it's time to head for the town of Garinham. ________________ {{{TOWN OF GARINHAM}}} ---------------- Treasures: None Shops: -Weapon Shop- -Item Shop- -Inn- Club 60 Herb 10 6 GP Copper Sword 180 Torch 8 Hand Axe 560 Dragon Scale 20 Leather Armor 70 Chain Mail 300 Large Shield 800 To reach the town of Garinham, strike out North of Tantegel and stay on the grassy plains. You'll see a path on the plains going East, but ignore it for now and continue North until you reach the Sea. Then turn West and stay on the grassy plains until you reach the town. If you don't read Japanese or don't have an English patch, this visit will be of little use to you. Gather information if you can read the text. Most of the nice new equipment here is out of your price range for the moment. Gather up enough gold fighting monsters nearby to acquire the Copper Sword (It's time to stop whacking monsters with tree limbs!) and earn level-5. Then head back to Tantegel and save your game, it's time to journey far to the East to the town of Kol. ___________ {{{TOWN OF KOL}}} ----------- Treasures: Clothes, Strength Seed Shops: -Weapon Shop- -Item Shop- -Inn- Copper Sword 180 Herb 10 12 GP Hand Axe 560 Torch 8 Half Plate Armor 1000 Dragon Scale 20 Full Plate Armor 3000 Wing of Wyvern 24 Small Shield 90 To reach the town of Kol, strike out North from Tantegel Castle. Remember that path to the East you skipped earlier? Take it now. Just stay on the grassy plains and keep following this trail. You'll cross two bridges. Once you cross the second bridge, head North. As soon as you run out of grassy plains to walk on, you should see the Town of Kol nestled in the mountains. If you get into trouble fighting Magicians (Hurt Spell), Magidrakees (Hurt Spell), or Scorpions (Strong Defense) along the way, blast them with a hurt spell to save your hide. You'll almost certainly have to use hurt against the scorpions at your current level, so stay out of that desert East of the grassy plains which is where Scorpions appear in large numbers. If you search a dresser near the fountain of Kol you can find a free set of clothes. Worthless to you now, but you can sell them for GP. In another dresser here you will find a Strength Seed. Open your item menu and use it to increase your Strength from 1-6 points. Gather information if you can read the text. Again, most of the equipment is out of your price range for the moment. Time to do some more powering up. ----Power Trip 3---- This is just a personal preference on my part, and the full extent of this power trip is far from necessary to make it to the next town of Rimuldar. I just like to do the full power up for safety reasons. With this level of power, little on the other side of the bridge will be more than moderately dangerous. If you go earlier, you'll have more of a challenge, but you can make it with a bit of luck. You should be safe to wander around and fight enemies anywhere from Garinham to Kol right now. Once you reach level-6, you should be safe to venture inside Swamp Cave for short jaunts. At level-7, you'll get the Sleep Spell. This doesn't always work (it seems quite a bit weaker in the Remix, seems to work less often), but may pull you out of a sticky situation by allowing you to beat the tar out of an enemy while they snooze away. If you upgrade your equipment to either the Hand Axe (preferred) or the Chain Mail, you should be fairly safe to make short jaunts out the other side of Swamp Cave to fight the XP and GP rich enemies on the other side. Just beware that one Sleep spell from Warlocks could be the end of you! Level-9 earns you the Radiant spell, so you no longer need torches to see inside the caves (if you ever needed them at all... emul.) Level-10 gives you the Stopspell, which is the weapon that makes Warlocks into practice posts you can hack up with your sword without problem. The Stopspell seems stronger in the Remix than it was in the original game. If you see a ring of stars appear in front of your enemy when you cast this spell, it was successful. If you don't see that, it didn't work. Once you've got Level-10, you've completed the level portion of the power trip. I usually have enough GP that I purchase the Large Shield and the Half Plate Armor before I leave for Rimuldar. Make sure and save your game often during this long power trip, and don't forget to save before you make the next journey to Rimuldar. ________________ {{{TOWN OF RIMULDAR}}} ---------------- Treasures: Wing of the Wyvern, GP, Defense Seed, Lifeforce Acorn Shops: -Weapon Shop- -Item Shop- -Inn- Copper Sword 180 Herb 10 24 GP Hand Axe 560 Torch 8 Broadsword 1500 Wing of Wyvern 24 -Key- Half Plate Armor 1000 16 GP Full Plate Armor 3000 Magic Armor 7700 To reach Rimuldar, go through Swamp Cave (It's on the Southern tip of the area of land Kol is on if you haven't found it yet). Don't open the door in this cave, as you won't like what you run into if you do ^_^ Make your way through the cave to the exit in the Southwest. Once outside the cave, head South. You'll see a break in the mountains that will end up being on your West as you travel South, but pass it up. Eventually you'll come to another place where the mountains taper off. Head West here and you should see Rimuldar on it's island a bit North and West. Beware of Warlocks and their Sleep spell (Hurt too) as you travel toward here. Wolves are also very dangerous, because they are quick and hit you for quite a bit of damage. You might want to purchase a few Herbs for emergencies before you head toward Rimuldar. Metal Scorpions have a high armor rating and will sometimes go "on guard" to farther reduce the amount of damage you can do to them. There is a merchant standing near the Northeast side of town. This is a very welcome addition in the remix, as it was annoying not being able to purchase Herbs while in Rimuldar in the old version. Near the item merchant, in a house with a girl, if you search a dresser you will find a Wing of the Wyvern. Behind the two locked doors in the South is a Lifeforce Acorn, which increases your Maximum HP. The Key Cutter's Shop is reached by going to the entrance of town and walking along the outside wall around to the Northwest corner of town. Here you will find an entrance to the Key Cutter's Shop. Search the pots in the Key Cutter's Shop for some GP and a Defense Seed. You can purchase some keys if you wish, they are much cheaper in the Remix than they were in the original. I usually hang around Rimuldar and earn enough GP to buy myself the Broadsword before continuing on, as it offers you a fine boost in attack power to combat the foes of the next dungeon. Once you've got the Broadsword, head back to Tantegel and save the game. Then strike out for Mountain Cave. _____________ {{{MOUNTAIN CAVE}}} ------------- To find Mountain Cave, go first to Garinham. From here, set out to the South and cross the bridge when you come to it. Continue South until you see a finger of Mountains sticking out toward you from the East. There will be a poisonous swamp near this area. If you head East here, you should find Mountain Cave. _____________ |FIRST FLOOR| ============= Treasures: Gold The first thing you want to do is go South until you find a path that lets you go East. Keep going East until you hit the far Eastern wall of the Dungeon. Turn South and you should see a body of water to the West. There is a chest of Gold near this body of water which you can take. The nearby stairs in the SE corner of the dungeon are a dead end. Go toward the body of water and take a path which opens South of it allowing you to go farther West. Follow this until you have a choice of going North or South, and choose the path which goes North. The path will then split East and West, Go East. Follow this as it takes a short turn North, then back West past a line of pillars. Keep following this path until you reach the stairs down. ______________ |SECOND FLOOR| ============== Treasures: Gold, Torch, Large Shield, Fighter's Ring, Strength Seed, Magic Acorn Head East upon arriving on this floor. Along the North edge of the floor there are two chests containing some GP and a Torch. Keep going East, grabbing the chests if you wish, until you are forced to go South. Stay on this path and take the first path West you see. Once you've turned West, take the first path to the North you see. The chest in the East surrounded by torches contains a Large Shield. The chest in the West at the end of the carpet contains the Fighter's Ring. Equip this from the item or equip menus as soon as you acquire it. Two chests nearby, in the South, contain a Strength Seed and a Magic Acorn. They're well worth the short walk it takes to grab them. Now exit the cave and head home to save your game. The next part is going to be very dangerous, and you don't want to lose your progress. __________________________ {{{SWAMP CAVE, RESCUE GWAELIN}}} -------------------------- Treasures: None (however, an event here leads to receiving "Gwaelin's Love") Before you head into this confrontation, I recommend the following statistics: Level-11, Broadsword, Full Plate Armor. If you are missing any of these elements, better go earn them before attempting to rescue Princess Gwaelin. You will also need at least one Magic Key, so purchase some keys at Rimuldar if you don't have any yet. I always go ahead and fully stock up on keys at this point. This cave is fairly easy to negotiate. From the Northern entrance, head East to the edge of the dungeon. Then just start making your way South while staying on the Eastern third of the dungeon. You should eventually come to a locked door. Not far beyond this door you will find your enemy, the Green Dragon. Beating the Dragon is pretty simple. Don't waste MP on the Sleep Spell, as it rarely ever seems to work. Just keep whacking on the Dragon with your Sword and heal any time your HP has dropped to 40 or less. Once you beat the Dragon, who has about 150 HP or so, you'll receive 950 XP! That's quite a boost! Now go talk to Gwaelin and take her back to Tantegel Castle. !!!NOTE!!! If you are using the emulated version with the partial English patch, here is one of the spots where you'll need to load the original unpatched game in order to proceed! See the section about emulation for instructions. Gwaelin will not leave the cave with you otherwise. _________________________ {{{CASTLE TANTEGEL REVISITED}}} ------------------------- Treasures: Agility Seed, Magic Nut, Magic Key, Gold, Stones of Sunlight, Herb, Lifeforce Acorn, Gwaelin's Love Shops: -Key- "Light Shine upon thee" dude 24 GP Healer who restores to max HP for free Once you've returned to the Castle with Gwaelin, talk to the King to receive his thanks and Gwaelin will give you the item "Gwaelin's Love". If you use this item while on the overworld, it tells you how much XP you need to reach the next level. It also tells you how far you are away from Tantegel castle and in what direction. Since you've got keys now, unlock the treasure room on the Western side of the Castle's first floor to obtain an Agility Seed, Magic Acorn, Magic Key, and some GP. Since you're here with keys, and the vault is nearby, may as well go ahead and get the Stones of Sunlight. Head to the North from the treasure room, then head toward the Northeast corner of the castle. Here you'll find a door to unlock. Behind this door you can gain access to a Key Cutter's shop. The keys are a bit more expensive here, but still way cheaper than in the original. There is also a cleric here who will restore your HP for free, but the only time you can ever really use him is after crossing the barrier to talk to the guard in the South of this same area. Now, go toward the Key Cutter's shop and make your way South along the outside wall of the Castle and it's moat. Here you will find a set of stairs in the Earth. Once downstairs, talk to the old man and he'll get out of the way and let you take the Stones of Sunlight from the chest. Then head over to his room in the East and grab the Herb and Lifeforce Acorn from his drawers. Go to the Vault in Brecconary and drop off the Stones of Sunlight, because you won't be needing them for a while. Then rest and recharge, and save your game. It's time to head off to Garinham and the dungeon of Garinham's Grave. Make sure you're stocked up with a couple of keys before you leave! ______________________________________ {{{GARINHAM REVISITED / GRAVE OF GARINHAM}}} -------------------------------------- Treasures: Copper Sword, Torch, Gold Shops: Same as before Unlock the door in the North with one of your keys. Inside you will find three treasure chests containing Copper Sword, Torch, and some Gold. Head up to the Northwest corner of this new area. 3 steps to the right of the NW corner if you head North, you'll pass through a secret passage into another area. Head West and talk to the old man to make him get out of the way and grant you passage into the Grave of Garinham. _____________ |FIRST FLOOR| ============= Treasures: Magic Key, Gold, Lifeforce Acorn If you head toward the Northwest corner, then head East to the Northeast corner, you can obtain the chests containing the Magic Key, Lifeforce Acorn, and some GP. Make your way into the Southeast corner of the dungeon and find a door. Open this door and follow the path behind it to the stairs leading down to the second floor. ______________ |SECOND FLOOR| ============== Treasures: Gold (actually on 3rd floor, but reached from here) The stairs in the center of the floor and those in the NE corner where you arrive are both dead ends. The staircases in the NW and SE corners both lead to a chest containing some Gold. Grab it if you want, and you think you can handle the extra time on the lower floors at your current power level. The stairs you need to use to continue on in the dungeon are those in the Southwest. _____________ |THIRD FLOOR| ============= Treasures: None (at least from this staircase) Head North. Take the Eastern fork when the path splits, as the Western one is just a dead end. You'll find some stairs here down to the fourth floor. ______________ |FOURTH FLOOR| ============== Treasures: None Head for the stairs in the center of the floor. ___________________ |THIRD FLOOR AGAIN| =================== Treasures: Silver Harp. This one is obvious. Just head up and grab the Silver Harp. Then either exit the dungeon with the Exit spell or walk your way out. _____________________________________ {{{SHRINE WEST OF KOL, THE STAFF OF RAIN}}} ------------------------------------- Treasures: The Staff of Rain Heal up and save at home, then set off for the area near Kol. West of town is a valley between two mountain ranges which starts out as a small land bridge between two bodies of water. Walk out onto this landbridge into the valley and make your way West and North to the Shrine. !!!NOTE!!! This is one of the spots where RPGe's patch messes up. Get ready to do that swapping trick again. Talk to the guardian of the shrine. He will take the Silver Harp and move out of the way so that you can open the treasure chest and obtain the Staff of Rain. Head back home and drop off the Staff of Rain in the Vault, then heal up and save your game. ----Power Trip 4---- Before you head into the next section of the story, you should have the following stats.... Full stock of 6 Herbs, Broadsword, Magic Armor, Level-15. For the GP, I recommend the area South of Rimuldar near the bridge to the Southern Island. Goldmen appear here and are worth over 600 GP. It won't take long to get your money fighting them. Wyverns also appear here, along with other critters who are good for acquiring XP as well. Watch out for the Wraiths, which can cast the Heal Spell on themselves, Wolflords will use Stopspell at times. Goldmen sometimes go "on guard" to reduce the damage you can do to them. ____________________________________ {{{JOURNEY TO CANTLIN, BATTLE THE GOLEM}}} ------------------------------------ Treasures: Fairy Flute First things first, head to the town of Kol and pick up the Fairy Flute. Veteran Dragon Warriors may have already done this the first time they were there to save the trip, dropping it off in the Vault. The Fairy Flute is hidden 4 steps South of the fountain. Don't forget that you only move 1/2 a step per tap on the directional buttons in the Remix. Generally, just go South from the fountain a few steps and start searching that area. You'll find it in fairly short order. Go to Garinham and head South. Pass up where you turned to reach Mountain Cave near the poisonous swamp. Keep going South until you reach another bridge and cross it. On the other side of the bridge, beware of dangerous enemies. Wraith and Demon Knights dodge not only your weapon shots, but your spells as well very often. Wraith Knights will cast the Heal Spell on themselves, and both of these skeletal enemies will hit you for significant amounts of damage. Knights hit hard and cast Stopspell. Rouge Scorpions will go "on guard" to reduce the damage you can do to them, which isn't much anyhow considering their high natural armor rating. They also hit for significant amounts of damage. Head South. You'll see Hauksness sitting in the middle of a desert to the East, but ignore it for now. Keep going South to the Sea. Here on the Southeast corner of the landmass you will find another bridge leading to the East. Once you near this bridge, you need to be on the alert for a new group of dangerous enemies. First off, Metal Slimes appear here. They cast the Hurt Spell, and are completely immune to magic themselves. You can do a max of 1 point of damage to them (barring a tremendous blow) per shot. They have a very high tendency to run, and this is because they are worth 775 XP each. If you manage to kill one, you'll get a significant boost toward your next level. Magiwyverns will cast the Sleep Spell, and hit for solid amounts of damage as well. Starwyverns will Cast Healmore on themselves. Make sure you use Stopspell on these enemies. Werewolves are fast, dodge your strikes with annoying efficiency, and hit hard. Wizards cast Hurtmore and Stopspell, making them another immediate Stopspell target. Their magical staffs also do a fair amount of physical damage even when you deny them magic. Green Dragons can appear near Cantlin itself, and are dangerous foes. Cross the bridge and make your way North and East. You'll see a bridge in the East not long after you begin this journey, but skip it for now. Make a note of where it is, because you'll be returning later. Continue North and you'll find another bridge that leads into a poisonous swamp. Cross this bridge and head South toward the town of Cantlin. Right at the entrance of the town is the Golem. Heal yourself back up to max power with Herbs before you approach the gates of town. Your first move should always be to use the Fairy Flute. It always works, putting the Golem to sleep. How long it works will vary, but it will always be long enough for you to heal up any damage you have taken. While the Golem sleeps, heal yourself up, then proceed to whack on him with your sword until he wakes up. Once he wakes up, use the Fairy Flute again and repeat the process until he's dead (approx. 150 HP). You'll get a whopping 2500 XP for defeating this simple enemy! Now walk over the scattered chunks of the Golem's corpse and enter Cantlin. ______________________ {{{CASTLE TOWN OF CANTLIN}}} ---------------------- Treasures: Defense Seed, Magic Key, Lifeforce Acorn Shops: -Item Shop 1- -Item Shop 2- -Inn- Dragon Scale 20 Dragon Scale 20 50 GP Wing of Wyvern 24 Wing of Wyvern 24 -Fairy- -Weapon Shop 1- -Weapon Shop 2- -Water- Bamboo Stick 10 Hand Axe 560 12 GP Club 60 Broad Sword 1500 Copper Sword 180 Full Plate Armor 3000 -Key- Leather Armor 70 Magic Armor 7700 32 GP Chain Mail 300 Large Shield 800 -Vault- -Weapon Shop 3- Flame Sword 7800 Silver Shield 14800 The Vault is found by going to the Northwest corner of town and going up a set of stairs. Item Shop 1 is just South of the Vault, and there is a bodybuilder across from it behind a desk who doesn't sell anything (anything you can buy anyway) Item Shop 2 is located on the Eastern side of town, and is near a locked door. The shop faces the large area under the roof in the center of town. Weapon Shop 1 is in the Northeastern side of town and has a Sword and Shield sign out front of it. Weapon Shop 2 is located in the Southeastern side of town and has a grey Shield sign out in front of it. Weapon Shop 3 is behind the locked door near Item Shop 2. The Key Cutter is also located behind this locked door. The Fairy Water Salesman is the Nun who is near Weapon Shop 2. She has a rectangular pool of water behind her. If you search a dresser in the Inn, you will find a Defense seed in one of the drawers to boost your defensive capabilities. Search in a dresser near the Fairy Water salesman and Weapon Shop 2 and you will find a Lifeforce Acorn in one of the drawers. There is a merchant in a house on the Southwestern side of town. If you open one of the doors you can search one of his drawers for a Magic Key, but why bother when it takes a key to get in there and odds are you can't understand what the merchant is saying to you? ^_^ If you're close to obtaining the Flame Sword, hang around and earn enough GP to purchase it. I recommend having it or the Silver Shield before you take on the next challenges. The monsters outside town are strong, so you may wish to Return via the spell home and save your game. You can then use Goldmen near Hauksness to your advantage to build GP in a quicker and safer manner. The Flame Sword can be used as an item in battle. It sends a burst of flame at your enemy which does damage that usually is about equal to the Hurt Spell. It does occasionally hit for greater damage, up to 32 or so, but not very often. Skeleton monsters don't seem to be able to dodge this effect as well as they do your sword shots or standard spells. ----Power Trip 5---- What you want to do now is earn level-17 for the Healmore spell, as well as enough GP for the Flame Sword or Silver Shield, or both if you prefer the safest route. GP won't take long with Goldmen, and XP is quick to come by near Cantlin. Odds are, you are probably close to both these goals (at least one piece of equipment anyway) already. When you're ready, head out and get Erdrick's Armor. ____________________________________________ {{{DESTROYED TOWN OF HAUKSNESS, ERDRICK'S ARMOR}}} -------------------------------------------- Treasures: Erdrick's Armor Head into the town of Hauksness (in the middle of the Desert, two bridges South of Garinham) While making your way here and heading toward the guardian of the Armor, try not to use any MP if you can help it. Heal with Herbs after battle and take advantage of the Magic Armor's ability to heal your HP every four steps or so on the overworld to keep yourself healthy. You might be wise to run from any enemy in the town itself who you would normally use Stopspell against in order to conserve the MP. There will be a destroyed building in front of you when you enter the town. Head South to get around it, then go East. Once you are fully around the building, turn North toward 4 trees in a "T" shape. To your East near these trees you should see a poisonous swamp, a single block of grass, and then a tree. Erdrick's Armor is on the block of grass, and it's guardian is in the swamp right in front of it. When you enter the battle with the Axe Knight (approx. 80 HP) your first move should be to cast Stopspell, or his Sleep Spell could be the end of you. After that, just beat on him with your weapon and use Healmore any time you are at less than 54 HP or so. You should beat him without much trouble. Take a step forward and search the spot of grass in order to obtain Erdrick's Armor. Equip it immediately, as it's defensive powers, inherent abilities to prevent damage from swamps/barriers, and heal you with every step you take will make the walk out of Hauksness quite a bit easier if you have taken a beating from the Axe Knight. ________________________________________________________ {{{GATHERING THE QUEST ITEMS AND FORMING THE RAINBOW BRIDGE}}} -------------------------------------------------------- Treasures: Erdrick's Token, Rainbow Drop Remember that bridge you always passed up on the way to Cantlin? Go there now and cross it. Head South from the bridge and make your way into the huge Southern Swamp. In the middle of this swamp, it will narrow down to a single square wide. Standing at the end of this narrow spot, walk forward six paces. (remember, you only move 1/2 a step per button tap). Search this spot of the swamp to obtain Erdrick's Token. If you use Gwaelin's Love while standing on the spot, you should see the numbers 140 and 80 in the text screen after the number defining how much XP you need for the next level. Now cast the Return Spell to get back home to Tantegel. Head over to the town of Brecconary and retrieve the Staff of Rain and the Stones of Sunlight from the Vault. You may have to leave something like Gwaelin's Love in the Vault in order to make room in your backpack for the three items you will need for the next part. Make sure the Staff, Stones, and Token are all in your backpack before you proceed. Then go save your game at the Castle. Head for Rimuldar. From there, go South until you find a bridge that crosses onto a Southern Island. In the middle of this island is the Shrine you need to enter. !!!NOTE!!! Here comes one of those spots where RPGe's patch messes up! Get ready to do your swap trick to proceed! Talk to the old man in this Shrine and he'll call upon the powers of magic to fuse the Staff of Rain and Stones of Sunlight into the Rainbow Drop. Then proceed forward and search to obtain it. !!!NOTE!!! If you had to do the switcheroo to get this event to proceed properly, don't switch back yet! Now head back off the Southern Island. Make your way North and head to the Northwestern corner of the landmass that Rimuldar sits on. Here you will see two fingers of sand reaching out toward each other, separated by only a thin stream of water. Stand in front of the thin stream of water and use the Rainbow Drop to form the Rainbow Bridge, which allows you to pass onto the Isle of the Dragonlord. !!!NOTE!!! Now it's safe to return to using the patched game, and it will not be necessary to switch again. Head back home and drop off Erdrick's Token in the Vault. Then save your game and check your stats against the following list.... Level-17, Silver Shield, Erdrick's Armor, Flame Sword. Once you have this checklist fully complete, it's time to make your first assault on the Dragonlord. ___________________________________________ {{{INTO THE HEART OF DARKNESS, ERDRICK'S SWORD}}} ------------------------------------------- Watch out for Axe Knights with their Sleep Spell, Dragons are strong and fast and are fairly immune to Hurt. Stonemen have high HP and hit hard. Wizards could still be dangerous with Stopspell and Hurtmore. You will need at least 1 Key while in this dungeon. I recommend that you have 3 in your inventory, at least. _____________ |FIRST FLOOR| ============= Treasures: None Head West and follow the curving path. Avoid the door you see, as it leads to a dead end. The one in the East does as well, if you're curious. Keep following this path until you reach the throne in the middle of the barrier. Stand dead center behind the throne and search to find the secret stairs to the second floor. ______________ |SECOND FLOOR| ============== Treasures: None Open the door and follow the path, which leads generally South. The path you see North shortly is a small dead end alcove. Keep following this path until it forks in the Southern area of the floor. Here you will be offered a choice of two paths which go farther East, take the Northern one. Almost immediately after taking this path, you will notice a small alcove dipping to the South. Pass this one up, but just a short walk East and you will find another one. Wander around in this area, the stairs to the next floor are near the center of this alcove. _____________ |THIRD FLOOR| ============= Treasures: None Immediately upon entering this floor, you have a choice of North or West. Take the Western path. Follow this winding path, skipping an alcove West and a dead end path East. You will reach a corner and be forced East right after this. Once on this path you will be forced North, then turn East. You'll then be turned South and presented with two paths. Take the one which is due South. Follow this to the Southern wall and wander around in the space here without entering the dead end path. You should find the stairs near the center of this area. ______________ |FOURTH FLOOR| ============== Treasures: Gold, Herb If you go West, there are two chests containing some GP and an Herb if you feel you are in need of it. Grab the chests if you wish, then head back and go East. You'll soon see an alcove formed by a lower case "n" shaped wall. In the middle of this alcove is a staircase, but it leads to a dead end. Continue past this to the West. Near where the path turns South, wander around the corner to find the stairs down to the next floor. _____________ |FIFTH FLOOR| ============= Treasures: None Head South and make your way toward the torches. Near the one that is farthest North you will find a set of stairs back to the Fourth Floor you need to use. __________________ |FOURTH FLOOR (2)| ================== Treasures: None Head Southward. Near the Southeastern point you should find stairs back to the Third Floor which you need to use. _________________ |THIRD FLOOR (2)| ================= Treasures: None Head toward the Northeast torch and find the stairs back up to the Second Floor. __________________ |SECOND FLOOR (2)| ================== Treasures: Erdrick's Sword Head up and claim Erdrick's Sword from the chest and equip it. I now recommend that you use the Outside Spell to exit the dungeon and go back to save your game. Don't forget to restock your supply of Herbs to maximum, heal your HP and MP back to max as well. I also recommend that you be at least Level-19 before you make your final foray into the castle, though 20 or better would make it a little easier. ________________________________________________ {{{FINAL ASSAULT ON CHARLOCK, BATTLE THE DRAGONLORD}}} ------------------------------------------------ ____________ |FLOORS 1-4| ============ Treasures: None Follow the same path you did before to reach the Fifth floor. Waste no MP during this journey to and through the castle. Take advantage of your armor's healing abilities, and try to use Herbs to heal between fights if at all possible. Maintain 60+ HP while traveling and you should be safe. Use Healmore if you reach danger level while in battle, never waste any MP on the weak Heal Spell. You should be strong enough to avoid using Stopspell on most enemies as well. I'd avoid using it until you reach the Sixth Floor, because you're going to need every drop of MP you can get. ____________ |FIFTH FLOOR| ============ Treasures: None There is another set of stairs on this floor near the Southeastern torches, but they lead to the infamous Charlock "Eternal Loop". Head East past the area with the torches and you should enter a hallway. Follow this East, then North to an area with four pillars. Wander around the pillars and you will find the stairs. ____________ |SIXTH FLOOR| ============ Treasures: None Follow the U shaped path around. The stairs are at the other end. You might wish to Stopspell Red Dragons (Sleep Spell) and Armored Knights (Healmore, Hurtmore) from here on in. A Red Dragon Sleep Spell can make very short work of you indeed. You should still conserve MP as much as possible, however. _______________ |SEVENTH FLOOR| =============== Treasures: None Head straight East across this room, the stairs are in a direct line with those you came down to this floor on. ______________ |EIGHTH FLOOR| ============== Treasures: Cursed Belt, Magic Acorn, Herb, Gold, Magic Key, Gold, Wing of Wyvern If you head North once you enter this floor, you can open a treasure vault and obtain several treasures. Starting with the one directly in front of the door and moving clockwise, here is what the treasure chests contain. Cursed Belt, Magic Acorn, Herb, GP, Empty, Magic Key, Empty, GP, Wing of Wyvern. That Herb could possibly be helpful, and if you are forced to retreat before you reach the Dragonlord, that Magic Acorn could be beneficial. Otherwise, there is little need to enter this treasure room. Take the treasure chests or not, as you feel is most appropriate, then head back toward the door and loop around the outer edge of the castle. First West, then North, then East, then South across the broken landmass. Finally, head over to the Dragonlord's throne. Heal up with Herbs if you have them before the battle. If you are out of Herbs, only use a spell if you are at less than 60 HP. If you are at less than 100 MP, I'd advise retreating and trying to get back to the Dragonlord again with that amount of MP. Talk to the Dragonlord. He will ask you two questions, which you should say "No" to both of which. "No" is the bottom selection. Battle with the Dragonlord will then commence. The Dragonlord has Sleep and Healmore this time out, and he uses them to his best advantage. Stopspell and Sleep seem to be useless against the Dragonlord, so don't waste the MP. My guess is that the Dragonlord has about 200 HP. He's crafty and only luck is going to help you now. An ill timed Sleep Spell that fails on his part, or a tremendous blow on your side may be all that gets you past this surprisingly intelligent enemy. If you can't seem to beat him, try to get a level or two and try again, but luck is still your greatest weapon in this fight. Once you manage to defeat him, he will transform into his true image, the Dragon. Keep your HP at 100+ because the Dragonlord can do 50+ points of damage per round and often gets the first attack in a round. I figure the Dragonlord's final form has about 350 HP, and luck will again be your greatest weapon. If you stick to the healing pattern above however, the only thing that will prove a major danger is running out of MP. This time out, I entered the castle at level-19, but attained level-20 on the final floor of the dungeon. I still had 6 herbs and 120 MP upon reaching the Dragonlord, and used 3 of my Herbs to heal up before confronting him. The Dragonlord used Healmore on himself twice during this fight, and only when he tried to use Sleep without success and followed up with a surprisingly weak attack was I finally able to defeat him. I had about 78 HP when I began the battle with the Dragonlord's final form. I whipped off a Healmore spell to get back in the 100+ range, and fortunately the Dragonlord didn't get the first attack for a couple of rounds thereafter. I was also lucky that a few of the Dragonlord's flame breath attacks only did about 12-18 points of damage during this battle. In the end, a tremendous blow was what finally brought the Dragonlord low. I still had about 60 MP left because of this stroke of luck. ____________________________________ {{{THE BALL OF LIGHT RESTORED, THE END!}}} ------------------------------------ Once you defeat the Dragonlord, you'll find the Ball of Light and release it from his dark clutches. Light will once again come to the land of Alefgard and you will be transported outside the castle. No enemies will attack you now, and all poisonous swamps have been changed into flower beds ^_^ You can run around and listen to the townspeople praise you if you wish (and you can read a word they are saying :p ), but your goal is to return to Tantegel Castle. Talk to the King, and then say "Yes" to Gwaelin, as you really don't have any say in the matter. Sit back and watch the much improved ending and congratulate yourself! You have restored peace and light to the land of Alefgard, proving that you are the true descendant of Erdrick, the DRAGON WARRIOR! **************************************** *** VI: CREDITS AND ACKNOWLEDGEMENTS *** **************************************** First off, have to credit the development teams and Enix for making the game to play in the first place ^_^ Second, Thankye to Mohamme, Cie, Dustin, Dwaine, Neil_, Cliff, and everybody else who continually supports and praises my work in the DQ community. You all are gonna give me a big head here ~_^ Now, some actual credits to people who've corrected me mistakes! Thanks go out to Thanatos for informing me about the Cursed Necklace and the Fighters Ring. Thankems out to Metal Babble for informing me I'd reversed my Status and Equip menu listings (D'OH! =P) And finally, big Thankyous for Robin. You're the one who keeps me on an even keel and keeps my sails to the wind. Full speed ahead Mr. Cohen! *GOL*