Dragon Warrior 1-2 GBC Reprise Dragon Warrior 1 FAQ Version 1.0 Christopher Lee Boger leslumens@yahoo.com FAQ HOME http://darken.0catch.com/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. This is basically a retooling of my SFC DQ1~2 Reprise FAQ. There are a few changes here and there necessary for the names used in the official Enix localization to mesh up with the FAQ. I really think Enix could have taken more time and expanded the names of the monsters and such... there are some really bad ones like RgeScrpio... I mean.. c'mon! I have enough trouble adjusting to "Loto" I would have rather seen Erdrick more than anything... but I could have been happy with Roto. I will never be happy with Loto =P **************** *** CONTENTS *** **************** (I) Some notes about the Remix (II) Various Charts (1) Weapon Stats (2) Armor Stats (3) Shield Stats (4) Spell descriptions (5) Item descriptions (6) Enemy Charts (7) Experience chart (III) Walkthrough (IV) Credits and Acknowledgements ************************************ ***(I) 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 Tantegel Town and Mercado, 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. 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 Lora) 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. The GBC Version is a retooling of the original Super Famicom Version (I have pretty much the only FAQ available ::grin:: ) The graphics are a little toned down, but still better than the original Dragon Warrior. The music is the same, better than the original but not as good as the SFC Version. The ending of the GBC Version is also mostly text where the SFC Version gave you some nicer eye candy during the closing credits. When I first wrote my SFC Version of the FAQ, the only translation available was a *very* limited one, with next to none of the game text, Only part of the menus translated. There is now a much more complete translation available from RpgOne, but I have yet to have a chance to play it. I encourage you to purchase the GBC Cart, but if you can get ahold of the translation patch and the rom, you'll really enjoy playing the SFC version. Having the GBC Version is great if you have times where you're sitting and waiting. Good alternative when you've re-read all your books fifty times LOL My stance on emulation is and always has been the same..... BUY THE CARTS!!!! I own both the carts to the SFC version and the GBC as well as having the roms. Support Enix and keep Dragon Warrior in the US! ************************* ***(II) VARIOUS CHARTS*** ************************* ~~~~~~~~~~~~~~~~~~~~~ ~~~~~(1) Weapon Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" T-Tantegel Town M-Mercado G-Garinham K-Kol R-Rimuldar "ATP" means Attack Power. -------------------------------------------------------------------------- Wep. Name | Cost | ATP | Where Bought/Found (Special Note) -------------------------------------------------------------------------- Bamboo(Stick) | 10 | + 2 | T,M Club(Stick) | 60 | + 4 | T,M,G Copper(Sword) | 180 | +10 | G,T,K,R,M Iron(Axe) | 560 | +15 | G,R,K,M Steel(Sword) | 1500 | +20 | R,M Flame(Sword) | 9800 | +28 | M (Use as item in battle) Loto(Sword) | 0 | +40 | Charlock Castle ------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~ ~~~~~(2) Armor Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" T-Tantegel Town M-Mercado G-Garinham K-Kol R-Rimuldar "DFP" means Defense Power -------------------------------------------------------------------------- Name of Armor | Cost | DFP | Where Bought/Found (Special Note) -------------------------------------------------------------------------- Cloth(Shirt) | 20 | + 2 | T Leathr(Shirt) | 70 | + 4 | T,G,M Chain(Armor) | 300 | +10 | G,M Iron(Armor) | 1000 | +16 | K,R Steel(Armor) | 3000 | +24 | K,R,M Magic(Armor) | 7800 | +24 | R,M (Restore 1 HP per 4 steps) Loto(Armor) | 0 | +28 | Domdora (Restore 1 HP per 1 steps) | | | (Also no dmg. barrier or swamp) --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ~~~~~(3) Shield Statistics~~~~~ ~~~~~~~~~~~~~~~~~~~~~ Towns referred to in "Where Bought/Found" T-Tantegel Town M-Mercado G-Garinham K-Kol R-Rimuldar "DFP" Means Defense Power ------------------------------------------------- Shield Name | Cost | DFP | Where Bought/Found ------------------------------------------------- Leathr(Sheild)| 90 | + 4 | T,K Iron(Shield) | 800 | +10 | G,M Silver(Shield)| 14800 | +20 | M ------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~(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 Firebal | 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 Firebane | 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 T-Tantegel Town M-Mercado G-Garinham K-Kol R-Rimuldar.... Chests means it may be found in treasure chests or in dresser drawers and the like in towns. --------------------------------------------------------------------------- Name of item |Cost| Effect | Where found/bought --------------------------------------------------------------------------- AglSeed | 0 | Increase Agility 1-6 | Chests Choker | 0 | Cursed | Rocky(Mountain) Cave D-Scale | 20 | Defense +5 | T,G,K,R DvlBelt | 0 | Cursed | Charlock, Grave of Garinham Herb | 10 | Restore HP | T,G,K,R, Chests Key | 24 | Open Doors | R, Tantegel Castle, Chests Key | 32 | Open Doors | M, Chests LifeAcorn | 0 | Increase Max HP 1-6 | Chests Loto Seal | 0 | Special | Swamp South of Mercado MysticNut | 0 | Increase Max MP 1-6 | Chests PxyFlut | 0 | Put Golem to Sleep | K RainbwDrp | 0 | Create Rainbow Bridge | Shrine South of Rimuldar RainStaff | 0 | Special | Shrine West of Kol Repellant | 12 | Stop Random Attacks | M, Chests ShinyHarp | 0 | Attract Enemy & Special | Grave Garinham StrSeed | 0 | Increase Strength 1-6 | Chests Sun Stone | 0 | Special | Tantegel Castle Warp Wing | 24 | Return to Tantegel | K,R,M, Chests War Ring | 0 | Better % Enemy Runs Away| Rocky(Mountain) Cave Torch | 8 | Light Up Caves | T,G,K,R, Chests --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~ ~~~~~(6) Enemy Charts~~~~~ ~~~~~~~~~~~~~~~~ "Dungeon" indicates the monster is found wandering in dungeons. "S"-Swamp Cave "G"-Grave of Garinham "M"-Rocky (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 "Breath2" is an intense flaming breath attack (higher damage) "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 Dragon (with ~) is guarding Lora. It is stronger than the standard Dragon breed. ---------------------------------------------------------------------- Name | HP | GP | XP | Powers Used | Dungeon ---------------------------------------------------------------------- ArmKnight | 49 | 150 | 78 | Stopspell |* AxeKnight | 82 | 152 | 172 | Firebane, Healmore |C(6) BlueDrgn | 92 | 150 | 180 | Breath |C(3) DeadNite | 41 | 120 | 72 | Heal, Agility |G(3) Drackeema | 16 | 25 | 20 | Firebal, Heal |M(2) G(1) Dracky | 6 | 6 | 3 | |* Dragon | 60 | 160 | 135 | Breath, Resist |C(1) Dragon~ | 150 | 950 | 0 | Breath, Resist |S(1) Droll | 31 | 30 | 18 | |M(2) G(1) Drollmagi | 48 | 110 | 58 | Firebal, Heal, Sleep |G(3) Druin | 25 | 50 | 28 | Sleep, Firebal |G(2) Druinlord | 66 | 185 | 120 | Firebane, Stopspell |C(1) Eyeder | 18 | 21 | 14 | |S(1) M(1) Eyedrlord | 32 | 95 | 56 | Heal |G(3) Goldman | 98 | 650 | 6 | Guard |* Golem | 150 | 10 |2500 | Guard |* MadKnight | 78 | 165 | 130 | Sleep |C(1) MagDracky | 13 | 20 | 12 | Firebal | Magician | 10 | 16 | 8 | Firebal |S(1) M(1) MagWyvern | 45 | 135 | 83 | Sleep, Breath |* Metaly | 4 | 6 | 775 | Firebal, Immune |* MtlScrpio | 19 | 48 | 31 | Guard |G(2) Poltergst | 21 | 19 | 15 | Firebal |M(2) G(1) RedDragon | 100 | 143 | 350 | Sleep, Resist,Stopspell |C(6) RedSlime | 4 | 4 | 2 | |* RgeScrpio | 31 | 110 | 70 | Guard |* RockGolem | 140 | 148 | 155 | |C(3) Scorpion | 13 | 25 | 16 | Guard |S(1) M(1) ShdwKnght | 42 | 148 | 90 | Agility |* Skeleton | 27 | 42 | 25 | Agility |M(2) G(1) Slime | 3 | 2 | 1 | |* Specter | 27 | 72 | 47 | Heal, Firebal |G(3) Spooky | 7 | 8 | 4 | |S(1) M(1) StarWyvrn | 68 | 169 | 105 | Healmore, Breath |C(1) Werewolf | 52 | 155 | 95 | Agility |C(1) Wolf | 30 | 60 | 40 | Agility |G(2) Wolflord | 33 | 80 | 52 | Stopspell, Agility |G(3) Wraith | 32 | 62 | 42 | Heal, Agility |* Wyvern | 32 | 105 | 64 | |* ------------------------------------------------------------------------------ DracoLord | | | |Healmore, Firebane | (Wizard Form) | 200 | 0 | 0 |Sleep, No Effect |C(8) ------------------------------------------------------------------------------ DracoLord | | | |Breath, No Effect | (Dragon Form) | 350 | 0 | 0 |Agility, Breath2 |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 -------------------------------------------------- *********************************************** ***(III) The Walkthrough of Dragon Warrior I*** *********************************************** _______________ {{{TANTEGEL CASTLE}}} --------------- Treasures: Chest of GP, 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 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, then offers you the save options. _____________ {{{TANTEGEL TOWN}}} ------------- Treasures: Warp Wing Shops: -Weapon Shop- -Item Shop- -Inn- Bamboo (Stick) 10 Herb 10 3 GP Club (Stick) 60 Torch 8 Copper (Sword) 180 D-Scale 20 -Vault- Cloth (Shirt) 20 Leathr (Shirt) 70 Leathr (Shield) 90 Gather some information. Search a dresser in the Inn to obtain a free, and very helpful, Wing. My recommendation is to purchase the Cloth (Shirt) and the Club (Stick) from the Weapon Shop. Also purchase the D-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 GBC version 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 Loto's Cave. ______________ {{{LOTO'S CAVE}}} -------------- Treasures: None (Except the Tablet itself) Enemies: None To reach Loto'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 Drackys 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 Loto's words on it. 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 Leathr (Shield), and purchase the Leathr (Shirt). The shopkeepers in the GBC version 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 Cloth once you buy the Leathr. Level-4 gets you the Firebal 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 Firebal 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 (Stick) 60 Herb 10 6 GP Copper (Sword) 180 Torch 8 Iron (Axe) 560 D-Scale 20 Leathr (Shirt) 70 Chain (Armor) 300 Iron (Sheild) 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. Gather information by talking to the townsfolk. 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: Cloth(Shirt), Str Seed Shops: -Weapon Shop- -Item Shop- -Inn- Copper (Sword) 180 Herb 10 12 GP Iron (Axe) 560 Torch 8 Iron (Armor) 1000 D-Scale 20 Steel (Armor) 3000 Warp Wing 24 Leathr (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 (Firebal), MagDracky (Firebal), or Scorpions (Strong Defense) along the way, blast them with a Firebal 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 Cloth. Worthless to you now, but you can sell them for GP. In another dresser here you will find a Str Seed. Open your item menu and use it to increase your Strength from 1-6 points. Gather information from the townsfolk again. 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 GBC Version, 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 Iron(Axe) (preferred) or the Chain(Armor), 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 Druins could be the end of you! Level-9 earns you the Radiant spell, so you no longer need torches to see inside the caves. Level-10 gives you the Stopspell, which is the weapon that makes Druins into practice posts you can hack up with your sword without problem. The Stopspell seems stronger in the GBC version than it was in the original game. 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 Iron(Shield) and the Iron(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: Warp Wing, GP, Def Seed, Life Acorn Shops: -Weapon Shop- -Item Shop- -Inn- Copper (Sword) 180 Herb 10 24 GP Iron (Axe) 560 Torch 8 Steel (Sword) 1500 Warp Wing 24 -Key- Iron (Armor) 1000 16 GP Steel (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 Druins and their Sleep spell (Firebal 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. MtlScrpios 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 GBC version, 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 Warp Wing. Behind the two locked doors in the South is a Life 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 Def Seed. You can purchase some keys if you wish, they are much cheaper in the GBC version than they were in the original. I usually hang around Rimuldar and earn enough GP to buy myself the Steel(Sword) 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 Steel(Sword), head back to Tantegel and save the game. Then strike out for Rocky Cave. __________ {{{ROCKY CAVE}}} ---------- To find Rocky 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 Rocky 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, Iron(Shield), War(Ring), Str Seed, Mystic Nut, Choker Head East upon arriving on this floor. Along the North edge of the floor there are two chests containing some GP and a Torch. Sometimes, this chest will contain the rare cursed item the Choker instead of 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 an Iron(Shield). The chest in the West at the end of the carpet contains the War(Ring). Equip this from the item or equip menus as soon as you acquire it. Two chests nearby, in the South, contain a Str Seed and a Mystic Nut. 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 LORA}}} ----------------------- Treasures: None (however, an event here leads to receiving "LoraLuv") Before you head into this confrontation, I recommend the following statistics: Level-11, Steel(Sword), Steel(Armor). If you are missing any of these elements, better go earn them before attempting to rescue Princess Lora. You will also need at least one 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 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 Lora and take her back to Tantegel Castle. _________________________ {{{CASTLE TANTEGEL REVISITED}}} ------------------------- Treasures: AglSeed, MysticNut, Key, Gold, Sun Stone, Herb, LifeAcorn, LoraLuv 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 Lora, talk to the King to receive his thanks and Lora will give you the item "LoraLuv". 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 Agl Seed, Mystic Nut, 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 Sun Stone from the chest. Then head over to his room in the East and grab the Herb and LifeAcorn from his drawers. Go to the Vault in Tantegel Town and drop off the Sun Stone, 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: Key, Gold, LifeAcorn If you head toward the Northwest corner, then head East to the Northeast corner, you can obtain the chests containing the Key, Life 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: Shiny Harp. This one is obvious. Just head up and grab the Shiny Harp. Then either exit the dungeon with the Exit spell or walk your way out. _____________________________________ {{{SHRINE WEST OF KOL, THE STAFF OF RAIN}}} ------------------------------------- Treasures: RainStaff 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. Talk to the guardian of the shrine. He will take the Shiny Harp and move out of the way so that you can open the treasure chest and obtain the RainStaff. Head back home and drop off the RainStaff 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, Steel(Sword), 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 MERCADO, BATTLE THE GOLEM}}} ------------------------------------ Treasures: PxyFlut First things first, head to the town of Kol and pick up the PxyFlut. 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. 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 Rocky 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 DeadNites dodge not only your weapon shots, but your spells as well very often. DeadNites will cast the Heal Spell on themselves, and both of these skeletal enemies will hit you for significant amounts of damage. ArmKnights hit hard and cast Stopspell. RgeScrpio 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 Domdora 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, Metalys appear here. They cast the Firebal 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. MagWyverns will cast the Sleep Spell, and hit for solid amounts of damage as well. StarWyvrns 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. Druinlords cast Firebane 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. Dragons can appear near Mercado 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 Mercado. 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 PxyFlut. 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 PxyFlut 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 Mercado. ______________________ {{{CASTLE TOWN OF MERCADO}}} ---------------------- Treasures: DefSeed, Key, LifeAcorn Shops: -Item Shop 1- -Item Shop 2- -Inn- D-Scale 20 D-Scale 20 50 GP Warp Wing 24 Warp Wing 24 -Weapon Shop 1- -Weapon Shop 2- -Repellant- Bamboo(Stick) 10 Iron(Axe) 560 12 GP Club(Stick) 60 Steel(Sword) 1500 Copper(Sword) 180 Steel(Armor) 3000 -Key- Leathr(Shirt) 70 Magic(Armor) 7700 32 GP Chain (Armor) 300 Iron(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 Repellant 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 Def seed in one of the drawers to boost your defensive capabilities. Search in a dresser near the Repellant salesman and Weapon Shop 2 and you will find a Life 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 Key. 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 Domdora 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 Firebal 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 Mercado. 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 Loto's Armor. _______________________________________ {{{DESTROYED TOWN OF DOMDORA, LOTO'S ARMOR}}} --------------------------------------- Treasures: Loto(Armor) Head into the town of Domdora (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. Loto'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 AxeKnight (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 Loto'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 Domdora quite a bit easier if you have taken a beating from the AxeKnight. ________________________________________________________ {{{GATHERING THE QUEST ITEMS AND FORMING THE RAINBOW BRIDGE}}} -------------------------------------------------------- Treasures: Loto Seal, RainbwDrp 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. Search this spot of the swamp to obtain the Loto Seal. If you use LoraLuv while standing on the spot, you should see the numbers 70 and 40 as your position in relation to Tantegel. Now cast the Return Spell to get back home to Tantegel. Head over to Tantegel Town and retrieve the RainStaff and the Sun Stone from the Vault. You may have to leave something like LoraLuv 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 Seal 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. Talk to the old man in this Shrine and he'll call upon the powers of magic to fuse the Rainbow Staff and Stones of Sunlight into the Rainbow Drop. Then proceed forward and search to obtain it. 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 RainbwDrp to form the Rainbow Bridge, which allows you to pass onto the Isle of the DracoLord. Head back home and drop off the Loto Seal in the Vault. Then save your game and check your stats against the following list.... Level-17, Silver(Shield), Loto(Armor), Flame(Sword). Once you have this checklist fully complete, it's time to make your first assault on the DracoLord. ___________________________________________ {{{INTO THE HEART OF DARKNESS, LOTO'S SWORD}}} ------------------------------------------- Watch out for AxeKnights with their Sleep Spell, Dragons are strong and fast and are fairly immune to Firebal. RockGolem have high HP and hit hard. Druinlords could still be dangerous with Stopspell and Firebane. 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: Loto(Sword) Head up and claim Loto'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 DRACOLORD}}} ----------------------------------------------- ____________ |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 RedDragons (Sleep Spell) and AxeKnights (Healmore, Firebane) from here on in. A RedDragon 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: DvlBelt, MysticNut, Herb, Gold, Key, Gold, Warp Wing 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, Mystic Nut, Herb, GP, Empty, Key, Empty, GP, Warp Wing. That Herb could possibly be helpful, and if you are forced to retreat before you reach the DracoLord, 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 DracoLord'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 DracoLord again with that amount of MP. Talk to the DracoLord. He will ask you two questions, which you should say "No" to both of which. Battle with the DracoLord will then commence. The DracoLord has Sleep and Healmore this time out, and he uses them to his best advantage. Stopspell and Sleep seem to be useless against the DracoLord, so don't waste the MP. My guess is that the DracoLord 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 DracoLord can do 50+ points of damage per round and often gets the first attack in a round. I figure the DracoLord'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. ____________________________________ {{{THE BALL OF LIGHT RESTORED, THE END!}}} ------------------------------------ Once you defeat the DracoLord, 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 Lora, as you really don't have any say in the matter. Sit back and watch the ending and congratulate yourself! You have restored peace and light to the land of Alefgard, proving that you are the true descendant of Loto, the DRAGON WARRIOR! **************************************** *** VI: CREDITS AND ACKNOWLEDGEMENTS *** **************************************** First and foremost, thanks to Enix for bringing us yet another Dragon Warrior! Thanks to all in the US DW/DQ Community who fought so hard to keep DQ alive through the long valiant fight. It paid off, Enix is back in the US! Thanks to everyone who helped me out on my original SFC FAQ (See that FAQ's credits section for those) Thanks to those who pointed me to the roms to the SFC version, the GBC version, and all the translations that have been made for the SFC version.... especially the betas ^_^ Makes FAQ writing and screen caps a helluva lot easier. And as always, thank you Robin... My life, my love, my reason for being. You give me the strength and will to go on and to enjoy myself again. I love you.