DRAGON WARRIOR 2 FAQ Version 1.0 Christopher Lee Boger leslumens@yahoo.com http://darken.0catch.com/goblin/ggdomain.htm (The Goblin's Domain, Home of the FAQ) http://www.rpgclassics.com (RPG Classics, more DW2 information here) http://www.dqshrine.com (Dustin's DW/DQ Shrine, more DW2 info here) http://www.tcowen.com/saschak/dw2/ (Nice Site Dedicated to DW2) First things first, if you find any errors in this FAQ, or have anything to add, please contact me at one of the e-mail addresses above. This FAQ may be distributed as you see fit, so long as nothing is changed. Addendums may be added, so long as none of the original content is changed. I would ask however, that any such addendums be brought to my attention so that they may be tested and added to the "Main" version of the FAQ. Any information added to this FAQ will be credited at the end of the document when the new version comes out. This FAQ is available in several different forms. First is the "Full" FAQ you are viewing now. There is also a "Charts Only" document which lists the various charts I have compiled for this game without a walkthrough if you only want statistics and don't want to have anything in the game spoiled for you by a walkthrough. There is also a "Hints and Tips" document which simply lists several frequently asked questions and their answers. The "Hints and Tips" document is divided into three sections. "Vague Hints", "Strong Hints", and "Outright Answers". This allows you to get through tough parts of the game without viewing the walkthrough, and using only the amount of outside prompting absolutely necessary. This is so that you can beat the game more or less on your own. There either is, or will be, an online version of this document available at the Goblin's Domain. This version will have descriptive pictures to aid you in your quest and will be hyperlinked to allow you to jump quickly to whatever section you wish to view. Also available at the Goblin's Domain are copies of the manual to this game. It is available in Text form right now and either is, or will be, available in online form with hyperlinks and pictures. I'm a micromanager and a treasure hunter, and I like to power up quite a bit before undertaking any task. Therefore, the walkthrough is constructed along these lines. You can probably get through any given area at a lower level and with less preparation than I describe in the document, but this is the way I do it, so this is how I'm typing it =P. TABLE OF CONTENTS ================= (A) A FEW TIPS TO START OUT (B) VARIOUS CHARTS (1) Enemy Chart (2) Spell List (3) Weapon List (4) Armor List (5) Sheild and Helm List (6) Item List (7) Experience Chart (8) Travel Doors (9) Chance Spell Effects (C) WALKTHROUGH (D) CREDITS AND ACKNOWLEDGMENTS ========================= ============================= =A FEW TIPS TO START YOU OUT=***************************************************************** ============================= ========================= This game is HARD. Only the Hero you start out with has any real power or stamina. The Prince and Princess must relegate themselves to support roles by healing and casting indirect attack spells and defensive spells most of the time. Occasionally they'll be able to chime in with an attack spell or two, but they'll spend most of the time healing themselves during the game. This is especially true near the end of the game. The Hero doesn't have any magical powers, however, so you need the Prince and Princess to keep yourself alive. Keep close watch on their HP, because it doesn't take very much at all for the strong enemies in the game to slap them dead in a couple of blows. Many enemies in the game hit for considerable damage, especially against the weak Prince and Princess. Keep close watch on how much damage enemies do to you, and be prepared to keep you HP up high enough that they can't smash you in one blow. One thing you can do to help counter some of this imbalance is the following trick. Due to a glitch in the game, you can select "Parry" then press "B" to go back to the character you just selected to parry. Then select another action. The party member you just did this for will then be able to act while having the added defensive bonus as if they were not acting but simply parrying to defend themselves. This will only work on the first two characters in your party when you have all 3. It will only work for the first member of your party when you have 2. And if an enemy puts one of your party members to sleep, this will mess up the pattern as well. Nonetheless, this trick will see you through many battles that would have proven near impossible to win otherwise. You can obtain a second Water Flying Cloth for the Prince if you perform a trick. Under normal conditions, you can only have one Water Flying Cloth in the game, but this trick allows you to get two and protect both the Prince and Princess with this powerful garment. You must first obtain the Magic Loom and the Dew's Yarn and take them to Don Mahone in Tuhn. Then, without saving or shutting the game off, go gather the Magic Loom and the Dew's Yarn again. Then save, shut the game off, and return to Tuhn. Collect your first Water Flying Cloth and then talk to Mahone again to give him the second set of Loom and Yarn. Save and shut the game off again, go to Tuhn and collect your second Water Flying Cloth. Once you make it to Rhone, be aware of the enemies which have instant death spells like Sacrifice and Defeat. Kill these enemies quickly as possible if you want to live to continue your quest. ============ ================ =VARIOUS CHARTS=****************************************************************************** ================ ============ _______________ ((((--ENEMY CHART--))) --------------- The statistics of the enemies in this game vary widely according to random factors. Add to this the difficulty of the game and you can see why it's difficult to come up with a truly accurate statistic chart for the enemies in the game. The totals I have for HP, XP, and GP are what I have come up with as an average through multiple battles with the enemy. You may view another opinion of the enemy statistics, by yet another loyal Dragon Warrior diligently performing this process, at http://www.rpgclassics.com in the Dragon Warrior II Shrine. You may view yet another opinion of the statistics in the "Charts Only" document which should be found at the same location as this FAQ. These are copied from Nintendo Games Secrets Volume 3. There is also another document listing the treasures found on monsters at Dustin's Dragon Warrior/Quest Shrine ( http://darkni.dragonfire.net/dragon/dragon.htm ) On the Dragon Warrior II page. I have not personally received all the treasures listed while playing the game, but these were sent in e-mail to me over the years and I've found other documents which say the same thing for almost every one listed. Therefore I consider these to be more or less accurate. I've put an (*) on the ones I've personally seen and noted, and a (?) on those I'm pretty sure to have received myself but did not make a note of in the reams of notebooks that contain my gaming notes. Those without any entry are tips from various sources. That said and done, here is the chart. Following is a list of terms used in the "Powers" section of the chart. If a spell name is listed (Hurt, Firebal, Firebane, Sleep, Stopspell, Explodet, Sacrifice, Defeat, Defence, Increase, Revive, Surround) then the enemy is capable of casting the spell against your party. Multiple effect spells always affect your entire party, as you are considered a "group" by the games engine. Call- This means the monster can summon more enemies of the same kind to attack you 2 Attacks- This enemy may attack physically twice in a round Guard- This enemy goes "On Guard" reducing damage you can do to it Immune- This enemy is immune to magical spells Poison- This enemy can poison you with it's touch or breath Sweet- This enemy has a group breath attack that puts you to sleep Flame- This enemy can breathe flames to damage your whole party Jig- This enemy can dance a strange dance and sap your MP Heroic- This enemy has a high probability of striking a "Tremendous Blow" against you Faint- This enemy can hit you hard enough to render you unconscious for a round FlameX2- Malroth's Flame Breath is much more powerful than any other enemies NAME |HP |XP |GP |POWERS |TREASURE ================|=====|=======|=====|=========================================|=============== Army Ant | 12 | 5 | 2 | Call, Guard | *Herb Attackbot | 104 | 723 | 107 | 2 Attacks | *Steel Sheild Babble | 13 | 9 | 4 | Poison | *Copper Sword Baboon | 37 | 20 | 37 | | *Club Basilisk | 35 | 41 | 45 | Poison | *Fairy Water Berserker | 83 | 129 | 94 | | *Giant Hammer Big Cobra | 12 | 9 | 9 | Poison | *Antidote Big Rat | 14 | 8 | 5 | | *Wing Big Slug | 7 | 2 | 3 | | *Herb Blizzard | 85 | 458 | 105 | Defeat, Defence | *Wizards Wand Bullwog | 200 | 872 | 85 | Explodet, Flame, 2 Attacks | *Wizards Ring Carnivog | 25 | 29 | 13 | Sweet | *Lottery Ticket Centipod | 18 | 14 | 26 | Poison | *Leather Armor Cyclops | 100 | 400 | 100 | Heroic | ?Dragon's Bane Dark Eye | 62 | 93 | 70 | Sweet, Jig, Surround | Evil Sheild Demighost | 40 | 44 | 46 | 2 Attacks | *Chain Sickle Dragon Fly | 38 | 65 | 36 | Flame | *Dragon's Bane Drakee | 8 | 4 | 3 | | *Club Enchanter | 36 | 35 | 36 | Firebal, Sleep, Increase | Dragon's Bane Evil Clown | 65 | 84 | 42 | Firebane, Defence, Increase | ?Wizards Wand Evil Eye | 45 | 92 | 25 | Jig, Sweet | Full Plate Arm Evil Tree | 52 | 67 | 36 | Jig, Stopspell | *Fairy Water Flame | 48 | 245 | 78 | Flame, Call | ?Magic Armor Gargoyle | 55 | 94 | 115 | Stopspell | *Iron Helm Gas | 42 | 43 | 29 | Sleep, Surround, Stopspell | *Clothes Hiding Ghost Mouse | 9 | 6 | 6 | | *Clothes Ghost Rat | 20 | 25 | 14 | Call | *Herb Ghoul | 78 | 79 | 86 | Firebal | *Chain Sickle Giant | 153 | 567 | 80 | Heroic | *Sword Destruc. Gold Batboon | 98 | 410 | 85 | Sacrifice, Sweet, Flame, Firebane | *Gremlin's Arm Gold Orc | 100 | 63 | 215 | | *Dragon's Bane Goopi | 48 | 37 | 25 | Call | Wizards Ring Grabgoopi | 58 | 42 | 30 | Call | *Copper Sword Green Dragon | 85 | 400 | 125 | Flame | *Sword Destruc. Gremlin | 56 | 67 | 21 | Flame, Sleep | ?Wing Wyvern Hargon's Knight | 70 | 201 | 132 | Defence, 2 Attacks, Healmore | Thunder Sword Hawk Man | 60 | 146 | 33 | | ?Gremlin's Tail Healer | 24 | 15 | 5 | Heal | *Lottery Ticket Hibabango | 51 | 89 | 78 | Defence, Surround | *Chain Mail Hork | 92 | 61 | 46 | Poison, Sweet | Wizards Ring Hunter | 60 | 74 | 35 | | ?Iron Spear Iron Ant | 6 | 4 | 4 | | *Herb Lizard Fly | 15 | 35 | 8 | Firebal | *Lottery Ticket Mace Master | 150 | 617 | 114 | Defence, Explodet, Revive, Defeat, | ?Staff Thunder | | | | Increase | Magic Ant | 13 | 19 | 7 | Sleep | *Lottery Ticket Magic Baboon | 42 | 63 | 35 | Call | *Herb Magic Vampirus | 52 | 182 | 79 | Sleep, Defence, Flame | Mysterious Hat Magician | 14 | 12 | 8 | Firebal | *Bamboo Stick Magidrakee | 12 | 10 | 12 | Defence | *Club Man O' War | 20 | 25 | 43 | Faint | ?Wing Wyvern Medusa Ball | 38 | 46 | 22 | Sleep, 2 Attacks | *Antidote Mega Knight | 65 | 89 | 66 | Defence | Evil Sheild Megapede | 20 | 33 | 23 | Poison | *Leather Sheild Metal Babble | 30 | 1050 | 222 | Surround, Firebane, Immune | *Dragons Potion Metal Hunter | 62 | 94 | 142 | 2 Attacks | ?Broad Sword Metal Slime | 5 | 135 | 86 | Firebal, Sleep, Immune | ?Iron Helmet Mud Man | 26 | 32 | 35 | Jig | *Fairy Water Mummy | 74 | 80 | 49 | Faint | *Clothes Mummy Man | 40 | 44 | 31 | | *Clothes Orc | 58 | 61 | 46 | | *Iron Spear Orc King | 84 | 154 | 104 | Healmore | *Lottery Ticket Ozwarg | 67 | 145 | 94 | Firebane, Healmore, Sleep, Stopspell, | *Gremlin's Tail | | | | Flame, Call | Poison Lilly | 39 | 30 | 32 | Poison | *Antidote Puppet Man | 55 | 67 | 98 | Jig, Increase | Wizards Ring Saber Lion | 80 | 81 | 55 | | *Iron Spear Saber Tiger | 24 | 46 | 43 | 2 Attacks | *Copper Sword Sea Slug | 30 | 41 | 70 | Poison, Call, Faint, Sweet | ?Copper Sword Silver Batboon | 75 | 271 | 78 | Sweet, Firebane, Healall | *Dragon Killer Slime | 5 | 1 | 2 | | *Herb Smoke | 15 | 16 | 34 | Stopspell | *Clothes Sorceror | 55 | 79 | 33 | Firebane, Stopspell | ?Clothes Hiding Titan Tree | 50 | 50 | 74 | Jig | ?Wizards Wand Undead | 55 | 45 | 37 | | ?Lottery Ticket Vampirus | 56 | 129 | 43 | 2 Attacks, Call | ?Wing of Wyvern Wild Mouse | 10 | 6 | 4 | | *Herb Zombie | 57 | 40 | 23 | Guard, Surround | *Leather Armor ================|=====|=======|=====|=========================================|=============== BOSS NAME |HP |XP |GP |POWERS |TREASURE ================|=====|=======|=====|=========================================|=============== Atlas | 200 | 1100 | 239 | 2 Attacks, Defence | ?Sword Destruc. Bazuzu | 230 | 1530 | 214 | Explodet, Firebane, Sleep, Defeat, | ?Mysterious Hat | | | | Healall | Zarlox | 240 | 2200 | 239 | Explodet, 2 Attacks, Flame, Increase | Staff Thunder | | | | Healall | Hargon | 250 | 0 | 0 | Sweet Breath, 2 Attacks, Explodet | Malroth | 250 | 0 | 0 | FlameX2, Healall, Faint | ============================================================================================== ______________ ((((--SPELL LIST--))) -------------- In the "Caster" section... (A) Refers to the Prince of Cannok and (B) Refers to the Princess of Moonbrooke. Level section is divided the same way where both Prince and Princess can cast a listed spell. In the "Cast" section..... (W) Refers to Walkabout Mode and (B) Refers to Battle Mode NAME CASTER LEVEL MP CAST EFFECT DESCRIPTION ==== ====== ======= == ==== ============= ============================== Antidote A & B 6 & 12 3 WB One Ally Removes the Poison Condition Chance B 25 15 B ????? Random Unpredictable Effects Defeat A 23 4 B Enemy Group Snuffs out Enemy Life Instantly Doesn't Always work Defence B 10 2 B All Enemies Lowers Enemy Defense Power Explodet B 19 8 B All Enemies Damages Enemies About 50-80 Pts Firebal A 3 2 B One Enemy Damages Enemy About 15-25 Pts Firebane A 18 4 B Enemy Group Damages Enemies about 30-50 Pts Heal A 1 3 WB One Ally Heals Up to About 20 Pts Damage Healall B 15 15 WB One Ally Heals ALL HP to Max Healmore A & B 14 & 1 5 WB One Ally Heals Up to About 50 Pts Damage Increase A 20 2 B All Allies Increase Ally Defensive Powers Infernos B 4 4 B Enemy Group Damages Enemies about 15-25 Pts Open B 23 2 W One Door Opens Doors Without a Key Outside A & B 12 & 17 6 W All Allies Warps Party Out of a Dungeon Repel B 8 2 W All Allies Weak Enemies Will Not Attack Party Return A 10 6 W All Allies Warps Party To Last Save Location Revive A 25 15 W One Ally Revives a Dead Party Member to 1 HP Sacrifice A 28 1 B All Enemies Destroys All Enemies, But Kills The Caster of the Spell Sleep B 2 2 B Enemy Group Puts Enemies to Sleep, Unable to Act Stepguard A & B 17 & 21 4 W All Allies Prevents Damage from Barriers Stopspell A 8 3 B Enemy Group Blocks Enemies Spell Casting Ability Surround B 6 2 B Enemy Group Confuses Enemies, Causing Them to Miss Allies With Physical Attacks _______________ ((((--WEAPON LIST--))) --------------- In the "Who Use" section, (A) Refers to the Hero (B) Refers to the Prince of Cannok (C) Refers to the Princess of Moonbrooke. "ATP" means Attack Power. NAME COST SELL WHO USE ATP FIND SPECIAL ==== ==== ==== ======= === ==== ======= Bamboo Stick 0 15 ABC 2 Chests Club 60 45 AB 8 Leftwyne Copper Sword 100 75 AB 10 Leftwyne Hamlin Magic Knife 200 150 ABC 12 Leftwyne Chain Sickle 390 293 AB 15 Leftwyne Hamlin Iron Spear 770 578 AB 20 Hamlin Broad Sword 1500 1125 A 30 Tantegel Lianport Hamlin Osterfair Giant Hammer 4000 3000 A 35 Tantegel Beran Wellgarth Osterfair Dragon Killer 8000 6000 A 50 Beran Wellgarth Osterfair Tuhn Light Sword 16000 12000 A 65 Wellgarth "Use" For Attack Similar To the Surround Spell Falcon Sword 25000 18750 AB 5 Tuhn 2 Attacks Per Round Sword of Erdrick 0 2 A 40 Chest Wizard's Wand 2500 1875 ABC 10 Lianport "Use" For Attack Similar Beran To the Firebal Spell Tuhn Staff of Thunder 0 19500 ABC 15 Chest "Use" For Attack Similar To the Infernos Spell Thunder Sword 0 375 A 80 Chest "Use" For Attack on Enemy Group with Strength Similar to Firebane Sword of Destruction 0 11250 A 93 Chest Cursed... Causes Equipped Ally to Freeze Up In Battle and Be Unable to Act ______________ ((((--ARMOR LIST--))) -------------- In the "Who Use" section, (A) Refers to the Hero (B) Refers to the Prince of Cannok (C) Refers to the Princess of Moonbrooke. "DFP" means Defense Power NAME COST SELL WHO USE DFP FIND SPECIAL ==== ==== ==== ======= === ==== ======= Clothes 0 23 ABC 2 Chest Leather Armor 0 113 AB 6 Chest Chain Mail 480 360 AB 12 Hamlin Leftwyne Clothes Hiding 1250 938 ABC 20 Lianport Tantegel Osterfair Full Plate Armor 1000 750 A 25 Hamlin Lianport Magic Armor 4300 3225 AB 25 Osterfair Strong vs. Fire Tuhn Mink Coat 65000 48750 ABC 30 Wellgarth Strong vs. Fire Armor of Gaia 0 38 A 35 Chest Armor of Erdrick 0 3 A 40 Chest Protects From Damage of Swamps, Lava and Barriers Gremlin's Armor 0 4800 AB 50 Chest Cursed.... Causes the Wearer to Freeze up in Battle and Be Unable to Act Water Flying Cloth 0 53 ABC 35 Don Mahone Strong vs. Fire, Protects In Tuhn From Damage of Swamps and Lava. ________________________ ((((--SHEILD AND HELM LIST--))) ------------------------ In the "Who Use" section, (A) Refers to the Hero (B) Refers to the Prince of Cannok (C) Refers to the Princess of Moonbrooke. "DFP" means Defense Power Stats for the Mysterious Hat and Evil Sheild taken from the DQ2 Remix. Everything else pretty well matches up, so I included these stats. If anyone discovers they are different in DW2 upon finding the item in question, send me a screenshot or something please ^_^ NAME COST SELL WHO USE DFP FIND SPECIAL ==== ==== ==== ======= === ==== ======= Leather Sheild 90 68 AB 4 Leftwyne Steel Sheild 2000 1500 A 10 Hamlin Lianport Tantegel Beran Sheild of Strength 21500 16125 AB 18 Beran May be "Use"d as an Item in Wellgarth Battle to Duplicate the Tuhn Effect of the Healmore Spell Upon the User. Sheild of Erdrick 0 15 A 20 Chest Evil Sheild 0 6600 A 10 Chest Cursed... Causes the Wearer to Freeze up in Battle and be Unable to Act. Iron Helmet 3150 2363 A 6 Tantegel Beran Wellgarth Osterfair Helmet of Erdrick 0 53 A 20 Chest Mysterious Hat 0 15000 ABC 8 Chest Reduces MP Needed For Spells By Half _____________ ((((--ITEM LIST--))) ------------- NAME COST SELL DESCRIPTION ==== ==== ==== =========== Antidote Herb 8 6 Cures the Poison Condition of an Ally Charm of Rubiss 0 0 Found on Rubiss' Island Once All Crests Have Been Obtained. Dispells Illusions of Hargon's Castle Cloak of the Wind 0 53 Found in Tower of Wind. Allows Party to Fall From Towers Without Harm. "Use" to Equip. Dew's Yarn 0 30 Found in the Dragon's Horn Towers. Used to Make Water Flying Cloth by Don Mahone of Tuhn. Dragon's Bane 640 480 Can be won in Lottery. Reduces the Effectiveness Of Enemy Spells Against the Wearer. "Use" to Equip. Dragon's Potion 0 7500 Found Very Rarely in the Treasure Chests of Metal Babbles, This Item Tells you Your XP Needed For Next Level and Allows You to Save the Game Anywhere. Echoing Flute 0 300 When Played Near the Location of one of the Crests You Will Hear The Flute's Music Echo Back. Eye of Malroth 0 0 Found in the Sea Cave, Opens the Way to the Cave of Rhone. Also Allows Passage to Lower Floors of the Castle of Hargon Fairy Water 40 30 When Used by a Party Member, This Causes Weaker Monsters to Avoid the Party, Not Attacking. Golden Card 0 375 Won in the Lottery, This Item Reduces the Costs of ALL Items in Shops by 25%. Golden Key 0 2 Opens Gold Key Doors. Gremlin's Tail 0 1125 Cursed.... Causes Enemy Spells to Be More Effective Against the Wearer. Jailor's Key 2000 1500 Opens Jail Doors Leaf of the World Tree 0 5 Revives Dead Party Members to 1 HP. Life Crest 0 0 One of the Five Crests Lottery Ticket 0 53 Allows Bearer to Play Lottery. Magic Loom 0 23 Used By Don Mahone in Tuhn to Make the Water Flying Cloth. Medical Herb 15 12 Heals HP damage of an Ally when Used. Mirror of Ra 0 0 Reveals Those Disguised by Magic. Used to Free Princess of Moonbrooke. Moon Crest 0 0 One of the Five Crests. Moon Fragment 0 350 Found in the Tower of the Moon, Raises the Sea Level around Sea Cave to Cover Shoals and Allow Entry to the Cave. Silver Key 0 2 Opens Silver Key Doors. Star Crest 0 0 One of the Five Crests Sun Crest 0 0 One of the Five Crests. Token of Erdrick 0 8 Found in Tantegel Castle, and Traded For Erdrick's Helm at the Monolith of Holy. Treasures 0 0 Traded at Lianport for the Echoing Flute Water Crest 0 0 One of the Five Crests. Watergate Key 0 0 Found in Wellgarth and Used In Tuhn to Open the Watergate Allowing Entrance to the Tower of the Moon. Wing of Wyvern 80 60 When Used Transports the Party Back to the Last Location Where the Game Was Saved. Wizard's Ring 0 1950 When Used This Restores Up to 30 MP to the User. May Break After Being Used. ____________________ ((((--EXPERIENCE CHART--))) -------------------- LEVEL HERO PRINCE PRINCESS ===== ======= ======= ======== 1 0 0 0 2 12 24 100 3 32 60 300 4 72 110 600 5 130 200 1200 6 280 380 2400 7 560 700 4200 8 1000 1300 6400 9 1800 2400 9000 10 2800 4000 12000 11 3910 6000 16000 12 5300 8200 20000 13 7600 11000 25000 14 10000 15000 31000 15 13000 19000 39000 16 17000 24000 50000 17 21000 30000 65000 18 26000 37000 83000 19 32000 46000 103000 20 40000 57000 125000 21 50000 70000 150000 22 62000 85000 180000 23 75000 100000 220000 24 90000 116000 270000 25 107000 134000 300000 26 127000 155000 330000 27 150000 182000 360000 28 175000 210000 400000 29 200000 240000 450000 30 230000 280000 540000 31 260000 310000 630000 32 290000 340000 730000 33 320000 380000 820000 34 350000 430000 910000 35 380000 480000 1000000 36 410000 520000 35 Is Max! 37 440000 580000 38 470000 640000 39 500000 700000 40 530000 760000 41 570000 820000 42 620000 840000 43 670000 900000 44 720000 960000 45 770000 1000000 46 820000 45 Is Max! 47 870000 48 920000 49 970000 50 1000000 ________________ ((((--TRAVEL DOORS--))) ---------------- Monolith North of Beran: West Portal--------} Monolith Southwest of Cannok Center Portal------} Fire Monolith Central Portal (Near World Tree Island) East Portal--------} Monolith West of Moonbrooke Fire Monolith (Near World Tree Island): West Portal--------} Monolith North of Lianport Center Portal------} Monolith North of Beran Central Portal East Portal--------} Monolith of Holy (Alefgard) Monolith of Zahan: Only Portal--------} Midenhall Monolith South of Midenhall: Only Portal--------} Osterfair Portal of Beran House of Healing: Only Portal--------} Monolith South of Rhone Final Refuge (Monolith of Rhone): Only Portal--------} Monolith South of Rhone (One way only) ________________________ ((((--CHANCE SPELL EFFECTS--))) ------------------------ (1) Defeat Spell, but affects ALL enemies (2) Heal Spell, but affects ALL allies (3) Increase Spell, but stronger than usual (4) Enemies become confused, and if more than one enemy may attack each other instead of you (5) Sleep Spell, but affects ALL enemies (6) Defence Spell, but stronger than usual (7) Sorcerors Call- All party members faint, all enemies run away. No XP or GP ========== ============== =WALKTHROUUGH=******************************************************************************** ============== ========== =========== (( MIDENHALL )) =========== Save Game?: YES House of Healing: NO Lottery: NO Shops: Item Shop Inn --------- --- Herb 15 4 G Antidote 8 Watch the opening sequence to learn a bit of the story leading up to the beginning of your journey. Take the chest as asked and make sure to equip the sword inside it. Talk to everyone you can find to acquire information about your quest. ALWAYS talk to every single person you see throughout the game. Now wander around near the castle and earn level-3. Heal up and save when necessary. Once you have acquired level-3, Make sure you save your game and it's time to strike out into the countryside for the town of Leftwyne. It might be wise to take a couple of herbs along with you as well. (You can acquire herbs from treasure chests monsters are carrying, so don't buy any until you are actually ready to leave. You might save the GP by finding free ones) ========== (( LEFTWYNE )) ========== Save Game?: NO House of Healing: YES Lottery: YES (Locked, Silver Key) Shops: Item Shop Weapon Shop Inn --------- ----------- --- Herb 15 Club 60 6 G Antidote 8 Copper Sword 100 Wing Wyvern 80 Magic Knife 200 Chain Sickle 390 Chain Mail 480 Leather Sheild 90 You will gather information here about Castle Cannok to the North and it's Prince. Other clues are available. Now, and throughout the game (throughout ANY RPG actually) talk to everyone you see to gather information about your quest ahead. Earn enough GP in the area to acquire the Leather Sheild and work your way up to level-5. You might wish to go back to Midenhall and save your game on occasion, just for safety's sake. Once you have the level and the sheild, strike out North for Cannok Castle. =============== (( CANNOK CASTLE )) =============== Save Game?: YES House of Healing: YES Lottery: NO Shops: Item Shop Inn --------- --- Herb 15 8 G Antidote 8 Wing Wyvern 80 Fairy Water 40 Gather information in town. Learning more about the Prince and where he's gotten off to. I usually hang around this area and acquire enough XP for level-6 and enough GP for the Chain Mail before continuing on in the quest. Before you set out from Cannok Castle, make sure you have at least 1 or 2 antidote herbs and a couple of healing herbs. Head East from Cannok. After a while you'll find a bridge to cross. Just East of this bridge is the Spring of Bravery Cave. =================== (( SPRING OF BRAVERY )) =================== Treasures: Herb, GP, Herb This is a simple dungeon of one level. Beware of Big Cobras, which can poison you. If you don't have an antidote herb on hand, you could be in trouble. The first dark path you see to the West is a dead end, so skip it and continue North. Near a pool of water is a dark path to the South. There is a chest here which contains a medical herb. Remember, if your backpack is full (8 items) and you search the chest, you'll either have to give up one of the items in your pack or *permanently* give up the item in the chest. You only get one chance to open chests. Just East of this dark path is another path going South. Follow it to it's end and you can obtain a chest with a small amount of GP. North of these two paths is a dark path East. It's a dead end, but there is someone here who talks about the Spring of Bravery. Once done in this area, continue North. A dark path will appear North. Once you enter this, follow it to the Spring. Near the Spring is a chest containing an herb. The old man at the Spring will tell you the Prince has already been here and went on to Midenhall. Say "No" you are not searching for him and he will annoint you with the waters of the spring. These waters restore your HP. Once you're done talking to the old man, exit and head for the town of Leftwyne, because that's where they will tell you eventually that he's gone after chasing him all over the globe. Go to the Inn and you should discover the Prince. Talk to him and he joins you in your quest. The Prince joins your party already knowing the Heal Spell. Very useful. Get the Prince a Leather Sheild, and earn enough to equip him or the Hero with the Chain sickle, giving the Copper Sword to the other. Go to the Monolith South of Midenhall to find out some things about keys. Keep going South, though there is a bridge going another direction, because the Monolith is far in the South of this peninsula. Once you've made this journey, earn enough GP to equip the Prince with the Chain Mail. Once you have the Prince properly equipped, make sure your levels are at about 8 and 6 (Though 9 and 7 might be better), heal up and save the game at Cannok. Head Northwest from Cannok, and you should find a bridge going West, cross it. Follow the narrow path between the mountains on the other side of the bridge and head due West once you emerge. You should see the Cave of the Lake in the Northwest. Watch for enemies that poison and Army Ants which can "call for help" in this area. If you have to retreat from the cave to recharge your HP and MP, and happen to have the GP, upgrade whoever has the Copper Sword to the Chain Sickle and your journey will be easier. ================== (( CAVE OF THE LAKE )) ================== _______ ///LEVEL-1\\\ ========= Treasures: Herb, GP The first dark path you see to the South leads to a chest with a medical herb in it. Both of the dark paths to the North are dead ends. Concentrate on knocking out healers when confronted with groups containing them in this dungeon. the first dark path West leads to the stairs to level-2. The Eastern path leads to a chest of GP. The Southern one is a dead end. Collect the chest if you wish, then head for the stairs and level-2 _______ ///LEVEL-2\\\ ========= Treasures: Herb, Antidote, Wing, GP, Silver Key The first dark path you see to the West is a dead end. The next dark path East contains a chest with an herb in it. The next dark path West is a dead end. The next dark path West leads to chests with Wing of the Wyvern and some GP. The final dark path South leads to the chest containing the Silver Key. Collect it and exit the dungeon. Head back to Cannok Castle and save your game. If you have any Lottery Tickets, you can no go to Leftwyne and play lottery. The lottery in Leftwyne seems to have a high chance of winning the Dragon's Bane which helps to protect your warriors from the spells of your enemy. Open the Silver Key door in the weapons shop of Leftwyne to find the lottery office. Head to the Monolith near Cannok. Go due West from Cannok until you reach the foothills and head South to find it. Just head South in the dungeon of the monolith and use the stairs at the end. Head South upon emerging from the monolith (quite a ways) to the town of Hamlin. ======== (( HAMLIN )) ======== Save Game?: NO House of Healing: YES Lottery: YES Shops: Item Shop Weapon Shop Inn --------- ----------- --- Herb 15 Chain Sickle 390 12G Antidote 8 Iron Spear 770 Wing Wyvern 80 Broadsword 1500 Fairy Water 40 Chain Mail 480 Full Plate 1000 Steel Sheild 2000 Gather information in town. That dog really seems to like you quite a bit now doesn't it, eh? I recommend gathering enough GP for the Iron Spear to equip the Prince. Also gather up the GP to equip the Hero with the Broadsword and the Full Plate Armor. You should probably get this equipment before you try to continue on, because the next section of your quest is full of frightfully strong enemies. Baboons across the bridge pack a whallop you won't soon forget, and you'll want to kill them quickly. Fireball might come in handy here to do quick damage. If you're at about level-9 or 10, you might want to jaunt over to Castle Moonbrooke to keep from getting bored while you're trying to build up the GP for the equipment you need. Make sure you take herbs, antidotes, and a wing of the wyvern for emergencies if you do though! Head South and cross the bridge. Then head West on the grassy plains. You should see some mountains and swamp in the South eventually near a lake. This is Moonbrooke. The chests are empty and monsters attack inside. The only reason to go here is to discover the Princess has been changed into a dog and that the only thing which can return her to her natural form is the Mirror of Ra. Unfortunately, the Mirror was lost in a swamp to the Southeast of Hamlin. The one living person in Moonbrooke can be found by exiting the Castle in the Northwest corner and walking through the swamp along the wall South to the Southwest corner. Enter and go downstairs if you want to talk to them. Once you have the three pieces of equipment I suggested, you can go after the Mirror. Once again, it's wise to have herbs and a wing on hand for emergencies. Heal and save your game before you leave, by all means! This is by no means an easy journey. Cross the bridge in the South and head toward Moonbrooke. Once you reach Moonbrooke, go back to the east, staying to the South of the lake and the river in this area. If you stay near this river, you will soon see a square swamp. When you are standing near this swamp there are four bridges visible. Search the Northeast corner of the swamp and you will discover the Mirror of Ra. Now return to Hamlin. Go to the dog and stand in front of it. Use the Mirror of Ra and the Princes curse will be broken. She'll immediately join your adventure. The princess begins with the Bamboo Stick and Clothes as her equipment, and she already knows the Healmore spell when she joins. Make your way back to Leftwyne and purchase the Magic Knife for the Princess so she can contribute in battle a bit other than healing. If you haven't saved anywhere since Hamlin, and you're at least level-10 on the Prince, you can use the Return spell to get back to Hamlin and avoid the walk through the cave. The journey to the Tower of Wind will be a long one, so you should power up the Princess for a while before you leave. Try to get her to at least level-4, probably level-5, to be safe before you set out. Have herbs, antidote, and wing on hand! Go North from Hamlin, staying on the East side of the mountain range. Pass the first bridge you come to. Farther North is another bridge which you need to use. Follow the long winding path South. You'll cross a couple of bridges along the way. Keep going generally South until craggy mountains block you and force you to turn West. Here you will find the Tower of the Wind. =================== (( TOWER OF THE WIND )) =================== _______ ///LEVEL-1\\\ ========= Treasures: Herb There is a medical herb in a chest on the Southeast corner of the first floor. The only stairs which go anywhere productive are the ones in the Northeast corner (outside the walls) so use them to ascend higher. _______ ///LEVEL-2\\\ ========= Treasures: None Don't walk off the edge of the tower or you'll fall to your Death! Walk due West and use the stairs you find there. _______ ///LEVEL-3\\\ ========= Treasures: GP You can grab a chest of GP on this floor, then use the stairs. _______ ////LEVEL-4\\\\ ========= Treasures: Cloak of Wind (actually down a few floors, but, hey... You'll come to a set of stairs in the middle of the floor. Use them and make your way down several flights (no other way to go) and obtain the Cloak of Wind from the chest. Use the Cloak from the item menu to equip it. You may now safely fall off the edge of towers. Make your way back up and onto the fifth floor and leap off the tower to exit it a lot more quickly than climbing all the way back up and down. There's a decoy chest on top of the tower, but it's empty and I'm not going to mess with giving directions to it because of this. Your next journey is long and dangerous, so power up on plenty of herbs and carry a wing of the wyvern for emergencies. I'd say at least levels 13, 12, 6, before you set out. Head for the Monolith West of Moonbrooke. It's actually sort of Southwest of Castle Moonbrooke actually. Cross through the monolith to the other side and make your way Northwest (Mostly North) to the Dragon's Horn Towers. Metal Slimes can appear here, and most of the monsters hit for high damage, so be careful. ===================== (( SOUTH DRAGON'S HORN )) ===================== Treasures: None (One actually, but don't want it yet) Just use the stairs unless you want to talk to the merchant. In fact, that's the plan all the way up the tower. There's one thing to find here, but you don't want it cluttering up your backpack yet. Just make your way to the top. I suggest Stopspell and Surround on grouped Medusa Balls. This will help stop them from being such devastating foes. Once on the top of the tower, jump off to the North to make your way into the next area of the world and continue your quest. Head North, then East when you can and you'll reach the town of Lianport. ========== (( LIANPORT )) ========== Save Game?: NO House of Healing: YES Lottery: YES Shops: Item Shop Weapon Shop Inn --------- ----------- --- Herb 15 Magic Knife 200 20G Antidote 8 Broadsword 1500 Wing Wyvern 80 Wizard Wand 2500 Fairy Water 40 Full Plate 1000 Dragon's Bane 640 Clothes Hiding 1250 Steel Sheild 2000 Heal up at the Inn. Then walk over to the monsters in the Northwest corner of town. You might want to upgrade equipment (Clothes of Hiding are especially good) before doing this if you have or are willing to earn the GP. I recommend using Surround on the Gremlins. Once you defeat them, the girl will talk to her grandfather and you'll be granted the use of a ship. If you sail to the Silver Key door South of where you get the ship, a man will offer you a quest. I'd find some place to save first! Sail East and then go around the landmass to the South. Sail North into the area where you can and enter Tantegel Castle. ================= (( TANTEGEL CASTLE )) ================= Save Game?: NO House of Healing: YES Lottery: NO The "Light Shine Upon" thee fellow is here as well A fellow in town will remove curses from you for free Shops: Item Shop Weapon Shop Inn --------- ----------- --- Herb 15 Broadsword 1500 2G Antidote 8 Giant Hammer 4000 Wing Wyvern 80 Wizard's Wand 2500 Fairy Water 40 Clothes Hiding 1250 Dragon's Bane 640 Steel Sheild 2000 Iron Helmet 3150 Do your standard gathering of information here. I'd advise purchasing Dragon's Bane for everyone in your party if you don't already have them, or you can try your luck in another town to win them in the lottery if you want. I'd just advise getting them as quickly as possible. Use these from the item menu to equip them on each member of your party. Make sure and get Clothes of Hiding for the Prince and Princess. Get the Hero an Iron Helm. You might also wish to get the Princess a Wizard's Wand, but you might be better off saving inventory space in your backpack and GP. This section is optional, because the item you acquire by completing this quest isn't really necessary if you're using the walkthrough. It's the Echoing Flute and will help you find the Crests later. I'll tell you where to find each one however, so it's up to you whether you want to get the Flute. I usually don't because I like to keep the spot in my backpack free for other items. Get into the ship and sail to the sea inbetween Lianport and the continent of Alefgard. Sail more or less due North and you should see a white spot in the ocean. Search this to acquire the treasures. Return to Lianport, and the man behind the Silver Key door. Trade the treasures for the Echoing Flute. Now sail around the continent of Alefgard to the South. Once past Alefgard, sail Northeast. You are trying to find the passage East around the Eastern continent, which lies fairly far in the North. It's right near the Monolith West of Cannok (2 Caves on Islands) Once you pass through the narrow strip of sea, follow the coastline of the land to your West far to the South. It will eventually terminate in a point covered in craggy mountains. Beware Vampirus which appear as you sail on this journey! Once you reach the point, you will see a couple of white spots in the sea like those the treasures are hidden in. There will also be an island with a single tree in the center of it here. Search the square with the tree and acquire a Leaf of the World Tree. Using the Leaf of the World Tree will have the same effect as the Revive Spell, and it always works. If you have to use the Leaf at some point, return here and you can gather up another one to carry with you. Now sail South from World Tree Island until it's just barely visible on the top of the screen. From here turn and sail due East. You should soon find two small islands. There is a monolith on one of them and the town of Zahan on the other, enter Zahan. ======= (( ZAHAN )) ======= Save Game?: NO House of Healing: NO Lottery: NO Shops: Item Shop Inn --------- --- Herb 15 30G Antidote 8 Fairy Water 40 Dragon's Bane 640 Gather information as usual. Walk over toward the dog. When it barks, runs and points, search the spot it's pointing to and acquire the Gold Key. Now sail back toward World Tree Island. Sail West from here, letting the point of craggy mountains be on your North. If you stay close to the coast you should see the town of Welgarth in the North. It may appear that only one person lives here, but use your new Gold Key and enter his house to find the rest of the town. ========== (( WELGARTH )) ========== Save Game?: NO House of Healing: YES Lottery: YES Shops: Item Shop 1 Weapon Shop Inn ----------- ----------- --- Herb 15 Giant Hammer 4000 40G Antidote 8 Dragon Killer 8000 Fairy Water 40 Light Sword 16000 Dragon's Bane 640 Mink Coat 65000 Sheild Strength 21500 Item Shop 2 Iron Helmet 3150 ----------- Herb 15 Antidote 8 -(Blank)- 2000 Wing Wyvern 80 Go to Item Shop 2 (The one not near the lottery office) and select the blank menu option to purchase the jailors key. If you don't have enough GP, sail around in this area and earn it, then come back and purchase it. Now head to the East side of town to the building under the roof. This is the jail. Use the Golden and the Jailor's key to enter the Eastern Cell. Now press against the Eastern wall of this cell to find a hidden passage. Talk to the person here to get the Watergate key. Head back to Tantegel so you can rest, recharge, and save your game. Then sail Southward and enter Charlock Castle. You should be about levels 16, 15, 10, before attempting this little bit of the quest. Level-10 on the Princess is especially important for the Defence spell which you will need to combat the Gorgons inside the castle. These critters use the increase spell often, and if you don't have Defence to counteract it, you'll find yourself only doing 1 pt. of damage (if that) rather quickly to these enemies. Stopspell these critters as quickly as you can as well. It certainly helps. ================= (( CHARLOCK CASTLE )) ================= _______ ///LEVEL-1\\\ ========= Treasures: None Only one way to go on the first floor, so just make your way to the stairs and descend. _______ ///LEVEL-2\\\ ========= Treasures: None Only one way to go again, find the stairs and use them. _______ ///LEVEL-3\\\ ========= Treasures: None Both sets of stairs on this floor will put you in the same place eventually, but the one in the West is quicker to get you where you're going. _______ ///LEVEL-4\\\ ========= Treasures: Sword of Erdrick (Actually another floor, but reached from here) Head over and use the stairs up. Follow this path until you reach the chest with the Sword of Erdrick inside. Equip this on the Hero as soon as you acquire it. Then make your way back up to the 4th floor. Now use the stairs down within the "W". __________ ///LEVEL-5, 6\\\ ============ Treasures: None Only one way to go here. Just make your way to the stairs on both these floors. _______ ///LEVEL-7\\\ ========= Treasures: GP, Wing of Wyvern, Lottery Ticket, Herb Note: These chests refill themselves if you leave the castle and come back. A good place to return to if you feel you need a Lottery Ticket. Due North, past the damage area, are chests containing GP, Wing, Lottery, Herb. Go grab them if you want them and have the space in your backpacks. Go talk to the Dragonlord's heir. He gives you advice because he's miffed Hargon has taken over the world when he considers it to be rightfully his ~_^ Now exit Charlock Castle and head back for Midenhall. Enter the treasure room behind the Gold key door and you can acquire Herb, Wing, Erdrick's Token, and GP. Then open the Silver Key door and head into the basement. Open the Gold key door and cross the barrier, then open the Jailor's key door and walk to the old man in the cell. Heal up and be ready for battle before you talk to him. Fight the Evil Clown and he drops the Staff of Thunder. This is the best weapon the Princess can get and can be used as an item in battle to duplicate a spell about equal to the Firebane spell in strength. While you're in the area, go raid Cannok Castle. Behind a Gold key door you'll find Erdrick's Sheild for the Hero. Now go to the area near Tantegel and to the Monolith of Holy. This monolith is on the Southeasternmost island on the continent of Alefgard. Trade Erdrick's Token for Erdrick's Helm. Equip the Helm on the Hero Naturally. Metal Slimes appear in large groups here, so it's not a bad place to build up a bit of XP. Head back to Wellgarth. Sail along the coast toward the West once you reach there. You'll pass a river with a bridge fairly soon after passing Wellgarth. Then the coast will turn North and you'll pass another river. Then you'll see a shallow river with a bridge. Finally you'll see the river you need to use to travel inland. Follow this river to it's Northmost point, then get out of the boat and head North. Turn East and head through the foothills. Follow this path and you'll soon find the village of Tuhn. ====== (( TUHN )) ====== Save Game?: NO House of Healing: YES Lottery: NO Shops: Item Shop Weapon Shop Inn --------- ----------- --- Wing Wyvern 80 Wizard Wand 2500 40G Fairy Water 40 Falcon Sword 25000 Dragon's Bane 640 Dragon Killer 8000 Magic Armor 4300 Sheild Strength 21500 Iron Helmet 3150 Don Mahone lives in this town. His house/shop is behind the Gold key door. If you locate the Magic Loom and Dew's Yarn and bring them to him, he will make the Water Flying Clothes which are great protectors for the Prince and Princess. Head near the item shop and go North. When you see the man standing here, turn West. You will find a set of stairs to use. Go down the stairs, face South and use the Watergate key. Then head back into town. Now make sure you're restored to max power and save the game. You're going to get some Water Flying Clothes for the Prince and Princess. Make your way to Zahan. Go across the damage area and to the West door. Obtain the Magic Loom here. It'll take a lot of Healmore spells unless the Prince is level-17 and has the Stepguard spell. Now go to the North Dragon's Horn tower and ascend to the third floor. In the North is where you will usually find the item you are looking for, Dew's Yarn. Search this floor block by block (start in the North) until you find the Dew's Yarn. Now head back to Tuhn. Rest up and recover your power once more. Open the Gold key door and give the Loom and the Yarn to Mahone. Now repeat the process. Go collect the Loom and the Yarn again. Then head somewhere and heal up, saving your game. Then shut the game off and turn it back on. Return to Tuhn and retrieve the Water Flying Clothes. Talk to Mahone again and he'll take your second set of materials. Save and shut the game down again, then head back to Tuhn again and collect your second Water Flying Clothes. Equip the Prince and Princess with these powerful protectors. If you're anywhere near the 21500 necessary to purchase a Sheild of Strength, do so while you're here. This is an excellent boost to the Prince's Armor and can be used in battle as an item to duplicate the effects of the Healmore spell upon himself. Now head to Osterfair. You might wish to stop and heal and save at Midenhall along the way. Then sail South to the Western peninsula South of Midenhall, not the one with the Monolith South of Midenhall. From here sail due South. Pass the small island on it's West side when you come to it. You should soon reach the island of Osterfair. Sail on it's West side as well. Sail inland on the river and then dock your boat and head over to the Castle of Osterfair. ================== (( OSTERFAIR CASTLE )) ================== Save Game?: NO House of Healing: YES Lottery: NO Shops: Weapon Shop Inn ----------- --- Broadsword 1500 25G Giant Hammer 4000 Dragon Killer 8000 Clothes Hiding 1250 Magic Armor 4300 Iron Helm 3150 You'll want to wander around the outer walls of the Castle before you actually enter the central part where the King of Osterfair is. Instead of entering the doorway to the main castle, circle around the outer wall and enter the doorway near the teleporter. Use the Gold key to open the door. Search the chests here for the Armor of Gaia and a Magic Knife. Equip the Hero with the Armor of Gaia. Now make sure you're strong (HP and MP) and go talk to the King. Say Yes when asked if you will entertain the King. You'll fight the Saber Lion. Use Surround, Defence, and Increase (If you have it) and just beat on him with your weapons. He's not so tough to beat actually. You'll then receive the first crest, the Moon Crest. Now return somewhere and sell of excess equipment, rest and save your game. Then it's off to the area near Tuhn again. Right near the river where you first went inland to visit Tuhn you should see an island offshore West. Sail to the Western side of this Island. The Western side of this island is covered in craggy mountains on the shore a long way down from the North. You'll want to dock your boat right near where the craggy mountains stop. You should see the town of Beran if you sail near the shore in this general area. Dock the boat somewhere close to the town, South of it. Beware dangerous enemies who steal MP, hit hard, and call for help while on this island. Make the short jaunt to the town of Beran. ======= (( BERAN )) ======= Save Game?: YES House of Healing: YES Lottery: YES Shops: Item Shop Weapons Shop Inn --------- ------------ --- Herb 15 Giant Hammer 4000 30G Antidote 8 Wizard Wand 2500 Wing Wyvern 80 Dragon Killer 8000 Fairy Water 40 Steel Sheild 2000 Sheild Strength 21500 Iron Helm 3150 You should save your game here now, as it's the best place to have your Return spell set for in the foreseeable future. Now head back to the mainland. There are two rivers leading toward Tuhn. The first is entered from the West and is the one you first used to reach Tuhn. The second is farther East and is entered from the West as well. Now that you have opened the Watergate, this makes a safer path to Tuhn and gives access to the Moon Tower, which is your next destination. =================== (( TOWER OF THE MOON )) =================== Some enemies such as the Evil Eye and Mummies in here are especially dangerous. Therefore I'm going to go straight for the Moon Fragment, then list the path to the other chest later on as optional. Don't Stopspell Ghouls!! You'll be sorry, believe me ~_^ _______ ///LEVEL-1\\\ ========= Treasures: None Just West of the entrance is a path leading to a room with stairs up, which you want to use to reach the next floor. _______ ///LEVEL-2\\\ ========= Treasures: None Head out into the center of the floor, you'll pass a set of stairs up in a small room along the way. Once you're in the center, use the stairs up you find here. _______ ///LEVEL-3\\\ ========= Treasures: None Use the nearby stairs up. _______ ///LEVEL-4\\\ ========= Treasures: Bamboo Stick, GP If you head South you can grab a Bamboo Stick and some GP from chests. Your goal is to go East and use the stairs up, however. _______ ///LEVEL-5\\\ ========= Treasures: None Unlock the Gold key door South and use the stairs down you find in this area. _____________ ///LEVEL-4,3,2,1\\\ =============== Treasures: Moon Fragment There's really only one way to go once you get on this path, so just keep using the stairs down until you reach the first floor and collect the Moon Fragment from the chest. Either exit via the Outside spell or make your way back up to the fifth floor if you want to go after some of the peripheral chests. _______________ ///OPTIONAL CHESTS\\\ ================= Treasures: Herb, GP If you take the Southeast stairs on Floor #2 you can acquire and Herb. If you use the stairs up in the small room on the same floor you can acquire some GP. The chest on the top of the tower is a dummy chest and is empty, so no directions to that, unless you just want to waste your time looking for it hehehe. Time to pick up a load of Crests. Make your way to World Tree Island. Sail East from it and you should see a monolith. Inside the monolith are three teleporters and a fire. This is the Fire Monolith. Walk out the Eastern doorway of this monolith one step outside of the walls. Turn North and search the alcove. You'll exit the shrine if you move North. Here is the Sun Crest. Now make your way back to Hamlin. Unlock the Gold Key door and enter the building. Now open the Jail door and talk to one of the monsters. Fight the Ozwargs using Stopspell, Defence, and Surround. Now search the cell's Northeast corner for the Water Crest. Now it's time to rest and save your game. The next journey is to the Lighthouse. Once you've completed all your town business, head for the Lighthouse, which is more or less due South of Tantegel on a small island near the monolith West of Moonbrooke (Northwest of this monolith) ============ (( LIGHTHOUSE )) ============ _______ ///LEVEL-1\\\ ========= Treasures: GP, Chain Sickle (Actually higher up, but reached from here) Head West and stay on the outer edge of the tower. Head South when the path turns, then head East when it turns again. Then head North and look for a path West into the central area. In the central area you'll see a sort of doorway indention into the roofed area, here is where you want to enter. If you go out the Northern doorway of this area you can get a chest of GP. From the original roofed room, you can reach 4 sets of stairs up, the ones South of the original room lead up the tower to a dead end, but you can get a Chain Sickle along the way. The stairs in the original room and the ones in the West don't really go anywhere, and there are no chests to obtain. The stairs you want are the ones in the Southwest corner. Use them and head for the next level of the Lighthouse tower. _______ ///LEVEL-2\\\ ========= Treasures: None Exit the small room you appear in and head South. You should find some stairs up a short distance East thereafter. _______ ///LEVEL-3\\\ ========= Treasures: None Use the first set of stairs up you come to. There is another set behind a Gold key door farther North, but these lead to the very top of the Lighthouse where a guard gives some information about Rhone. _______ ///LEVEL-4\\\ ========= Treasures: GP, Fairy Water (actually on L-5, but accessed from here) This first paragraph is OPTIONAL Head South upon arriving on this floor. You'll see stairs up. East of these stairs is a chest with GP. Use the stairs up. On Level-5 only one way to go, so head for the stairs up and use them. On Level-6, use the stairs down. On Level-5 you can collect a chest containing Fairy Water. Then head back to Level-4 where you first started from. Head East and stay on the visible path until you reach some stairs up. All the side paths are dead ends. _______ ///LEVEL-5\\\ ========= Treasures: None Only one way to go here, so head for the stairs up. _______ ///LEVEL-6\\\ ========= Treasures: None Open the Gold key door and head for the Northwest corner. Use the stairs you find here. _______ ///LEVEL-7\\\ ========= Treasures: None Follow the Demon you see. Then follow the old man you see when you chase after the demon. Use the stairs he leads you to. The other stairs on this floor only lead to a dead end. ________________ ///LEVEL-6, 5, 4, 3\\\ ================== Treasures: None Follow the old man and keep using the stairs down he leads you to. _______ ///LEVEL-2\\\ ========= Treasures: Star Crest Open the treasure chest you see and fight the 4 Gremlins. Make use of spells like Stopspell, Surround, Defence, Increase, etc., and have the Hero beat on them with his powerful weapons. When you defeat all of them you'll obtain the Star Crest. Exit the Lighthouse now, and head back to town to rest and save your game. Then head back toward Osterfair. From the river entrance to Osterfair, sail about 15-20 clicks West. Then sail South and you should see the Sea Cave, surrounded by shoals. Use the Moon Fragment and the shoals will go underwater, allowing you to enter Sea Cave. ========== (( SEA CAVE )) ========== _______ ///LEVEL-1\\\ ========= Treasures: GP, Herb If you choose to travel through the lave to the West and North you can get a chest of GP, but it's questionable whether it's worth it. I'd just head South, avoiding the lava, and head West when you can. Skip all the dead end side passages and stay on the visible path. Near where it turns South you can enter the North side passage and obtain an herb from a chest. Otherwise continue South to the stairs. _______ ///LEVEL-2\\\ ========= Treasures: None The dark path you see just South of you upon arrival on this floor leads to a chest, but it's a poison trap. Leave it be, and head out staying on the visible path. Go South when you can. Once you've turned South, head West on the visible path until you see a lava covered path going North. Follow this and use the stairs you find here to reach level-3. _______ ///LEVEL-3\\\ ========= Treasures: GP Open the Gold key door, the chest in the Northwest corner is GP, but the other is a poison trap. Continue South and follow the path to a large collection of stairs. There are 4 rows of stairs from North to South. On the second row (Starting from the North) take the Western set of stairs down to level-4. _______ ///LEVEL-4\\\ ========= Treasures: Dragon's Bane You can grab a Dragon's Bane from a chest just north of you upon your arrival on this floor. Your goal is to head due West from where you arrived on the floor to the wall and then a bit North to the stairs to level-5. _______ ///LEVEL-5\\\ ========= Treasures: Eye of Malroth You'll be forced to fight two Evil Clowns not long after you begin exploring this floor. Use the same patterns you've used before, weakening the enemies with indirect attack spells and strengthening yourself with defensive spells. Once you've beaten them proceed forward and collect the Eye of Malroth. Now head back to Beran, rest and save your game. You're getting ready for the journey to Rhone, so it might be wise to put a Sheild of Strength in the Princess' inventory if you can afford to. She cannot equip the Sheild, but she can use it as an item in battle to recover her HP via it's Healmore-like ability. You can sell the Moon Fragment now, because you will no longer need it. Go to the House of Healing in Beran. At the back of the house is a jailor's key door, hidden in darkness. Open this, cast stepguard, and enter the teleporter. You'll appear inside a small shrine. Cast stepguard again and exit to emerge in a small sheltered valley. Head Westward toward the swamp. Walk one step into the swamp at it's Northmost edge and use the Eye of Malroth to open the cave to Rhone. You should be at about levels 23, 21, 17 before entering this cave. Don't be surprised if you end up having to retreat several times, as this cave has VERY tough enemies inside. =============== (( CAVE TO RHONE )) =============== _______ ///LEVEL-1\\\ ========= Treasures: None Make your way toward the Southeast corner of the floor. Stay near the Southern wall to avoid pitfalls that will drop you onto the basement floor below farther from your destination stairs. Near the Stairs up that lead to level 2 in the Southeast corner, you'll see a set of stairs down to the Northwest. Head for these stairs and use them. __________ ///BASEMENT-1\\\ ============ Treasures: Life Crest You should see a treasure chest not very far South of you. Head down and grab the Life Crest from the chest. You'll be attacked by groups of Horks almost every step, and their ability to put your party to sleep will prove a nuisance as you try to get the Crest. Once you've collected the chest, exit the cave and head back to Beran. Rest up and save your game in Beran. Now get on board the boat and make your way to Midenhall. From there, sail South as if you were heading to Osterfair Castle again, you should find the Isle of Rubiss, which is a single square of land with a monolith on it. ================ (( ISLE OF RUBISS )) ================ Make your way to the bottom level of the monolith. It's quite a way down. Once on the lowest floor, make your way over to stand on the white square. The voice of Rubiss will come to you and give you some information, it will then bestow the Charm of Rubiss on you because you have collected all the Crests. Exit the monolith and cast Return to make your way back to Beran. Rest up and save your game again. Then it's time to make your way back to the Cave to Rhone for the real assault. ===================== (( CAVE TO RHONE AGAIN )) ===================== _______ ///LEVEL-1\\\ ========= Treasures: None This time, make your way to the Southeast corner and use the stairs up you find here. Don't forget to hug the Southern wall to avoid the pit traps. _______ ///LEVEL-2\\\ ========= Treasures: None The second floor of this cave is designed to confuse. The whole floor has a repitative pattern of corridors and hallways that look exactly alike. The key to finding the set of stairs up is to follow this pattern when choosing which paths to take. First, go East. Then turn South as soon as a path that direction presents itself. Then take the first available path East. Keep doing this East then South pattern and you'll find the stairs up to level-3. _______ ///LEVEL-3\\\ ========= Treasures: Lottery Ticket Head Southwest first. Pass up the first dark path you see, as it is a useless dead end. So is the second dark path you come across. You'll be presented with a choice of three dark paths next. Take the North one and you can collect a Lottery Ticket from the chest there. The South path is a dead end and the East one takes you to where you want to go. Grab the ticket if you want, then head East and use the stairs you find here. _______ ////LEVEL-4\\\ ========= Treasures: None Not much to this section of the fourth floor. Just a small passageway and a set of stairs up you need to use. _______ ///LEVEL-5\\\\ ========= Treasures: Armor of Erdrick Collect the Armor of Erdrick from the chest and equip it on the Hero. Then backtrack to your starting point on the third floor. _____________ ///LEVEL-3 AGAIN\\\ =============== Treasures: GP (Two more chests of GP may be obtained by taking side trips from this floor to level-5) From the stairs you arrived upon level-3 originally, you have a choice of three directions you can go. South obviously goes to the Armor, which you have. West simply leads to a chest of GP that is questionable in value to go after on the Fifth floor. The path you want to take is North. Strike out North. The first dark passage you see has a chest with some GP in it. The next dark path on the West is a dead end, as is the one after that on the East side. Continue North until the path splits into two final dark passages leading East and West. Going West will only get you some GP (decent amount though) on the fifth floor. East is the direction you want to go to make it to the next floor. Grab the GP if you want, then take the Eastern path and use the stairs up you find here. _______ ///LEVEL-4\\\ ========= Treasures: None Another singularly uninteresting section of the fourth floor. Once again just cross the short space and use the stairs up. _______ ///LEVEL-5\\\ ========= Treasures: None Walk due North until you hit the wall. Then walk due West and you should fall in a pitfall down to the fourth floor. _______ ///LEVEL-4\\\ ========= Treasures: None The fourth floor sure is boring in this cave isn't it? Make your way to the Southwest corner of the floor. There is a pitfall in this area which will drop you down to the third floor, where you want to go. _______ ///LEVEL-3\\\ ========= Treasures: Thunder Sword Collect the Thunder Sword from the chest and equip it on the Hero. Make your way to the end of the path and you'll find a pitfall that will drop you down to the second floor. _______ ///LEVEL-2\\\ ========= Treasures: None Make your way to the end of the path here and you'll find another pitfall that will drop you back onto level-1. Now might be a good time to exit the cave and head back to Beran to rest and recharge. You're on the first floor of the cave anyway, you're probably pretty weak by now, and you have items clogging up your inventory. If you choose to return to Beran right now, sell off the Armor of Gaia and Erdrick's Sword. Even though they aren't worth squat for GP, you need to free up the space in your inventory for other items. Rest and save your game, then return to the Cave to Rhone and make your way back to the Fifth floor where you dropped down the pit to begin the descent to the Thunder Sword. _______ ///LEVEL-5\\\ ========= Treasures: None Start out on these directions from the stairs where you first arrive on this floor. What you are doing is avoiding enormous amounts of pitfalls that are going to put you back on the boring old fourth floor and force you to make your way back to the fifth floor all over again. Go North 2 steps first to make your way around the stone block that is in your way to the West. Once you're around the block, head due West until you run into another stone block. Now go due South until you hit the stone block there. Go around this block on it's West side. Then walk directly under the block one step. From here, turn and go due South to the Southern wall. Now go due East until you hit the Eastern wall, and use the stairs you find here to reach the sixth floor. _______ ///LEVEL-6\\\ ========= Treasures: None You are presented with several dark paths in each section of this floor. If you do not choose the correct one, you'll be teleported without any sort of warning or indication back to other rooms you've already been in. If you don't follow these directions exactly, you'll end up wandering on this floor in an eternal loop forever getting the crapola beat out of you. In the first room you have choices in all directions. You want to take the passage which leads East. Once you enter the new area, you have a choice of East and West. The path West is the one you want to take. In the next area you have a choice of East and West once again. This time you want to take the path East. You have a choice of North, South, or East in the next area. You want to take the path East this time. You are presented with two paths going East in this area. Take the Northern one to make it to the next area. Follow this path until it forks again. There are two paths North in this area. You want to take the Western one to reach the next section of the floor. You are now presented with a path North and one East. You want to take the path which leads North. Follow this until you are presented with a choice of East and West. Take the Eastern path and follow it to the stairs up. Use them to reach the surface. You'll now emerge in the high valley of Rhone. The enemies here are frightfully dangerous and extremely annoying. They have vast physical strength, instant death spells, powerful magical attack spells, and other abilities too numerous to mention. Try using Surround to confound Giants and Cyclops. If you have the Defeat spell, use it against Blizzards, it seems pretty effective. Try Stopspell on Gold Batboons to prevent them from using Fireband and Sacrifice on you. If you have the Explodet spell, you can utilize it with some effectiveness on Blizzards and Batboons. Make your way Northward. Stay on the snow (white sand looking stuff) until you see some water in the North. Make your way toward the Eastern edge of the valley and you'll see bridges leading to a Monolith, this is the Final Refuge. Enter the Final Refuge. Talking to the Healer inside this monolith will heal your party to max HP and MP. It will also revive dead party members (very likely around here!!). You can also save your game here in the final refuge, and I suggest you do so. Your Return spell will be set at the Final Refuge once you save your game here. Now hang around the area and build up GP and XP, returning to the Final Refuge as needed to revive party members and recharge HP and MP. Keep yourself well healed in this area, as enemies can do LOTS of damage in a single round, and they get first attacks very often. Your first goal is to obtain 25,000 GP. Once you have it, return to the Final Refuge and save your game. Step on the teleporter at the Southern side of the Shrine and you'll reappear in the shrine near the cave to Rhone. Step off the teleporter and back onto it to return to Beran. Sell off any items you do not need (like cursed armor and weapons from monster treasure chests), and set sail for Tuhn. In Tuhn, purchase a Falcon Sword for the Prince. While his attack power drops, the Falcon Sword allows him to attack two times each round of battle. I've totaled up the average damages of the Iron Spear's single attack and the Falcon Sword's weaker two attacks rather extensively, and you consistently do more cumulative damage with the Falcon Sword equipped on the Prince. Now head back to Rhone by casting Return. Your next goal is to get 21500 GP so you can get a Sheild of Strength for the Hero to carry around in his inventory. This will give him some ability to heal himself when necessary. You can get a Sheild of Strength in Beran when you have obtained enough GP. Your next goal is to make it to level-25 on the Prince. At level-25 the Prince will get the Revive spell, which will prove to be almost a necessity in the journeys ahead. After this, it's up to you. I usually hang around the area for a bit longer and level up at least a couple more levels to 27 or 28 on the Hero before I make the assault on Hargon. Decide when you are ready, then strike out for the final battle. Head out from the Final Refuge toward the Northern edge of the valley. When you reach them, turn West. Try to use your Sheilds of Strength for healing as much as possible until you reach the castle. Actually, try to use them instead of magic any chance you can that won't threaten your existence in battle. Stay on the forest, avoiding foothills as you continue West. You'll eventually be forced to turn South. You'll be presented with two choices after turning South. You can either go West through forest or East through foothills. Take the Eastern path through the foothills, as there is a part of this where weaker enemies live and it will help you to conserve power as you make your way to Hargon's Castle. Follow this path as it curves South. It will open up in the South in a snow field and you will see a path Northward through some foothills. Follow this path North to reach Hargon's Castle. ================= (( HARGON'S CASTLE )) ================= _______ ///LEVEL-1\\\ ========= Treasures: None anywhere within the castle whatsoever. This will appear to be Midenhall Castle, but it's just an illusion. Whoever has the Charm of Rubiss in their inventory should use it. Rubiss' power will destroy the illusion and let you see the town as it really is. Don't bother using the Inn or the Healer or buying anything while you are in the illusionary castle. All such benefits will vanish the moment you exit the castle or when you use the Charm of Rubiss. Once you have destroyed the illusions, make your way North toward the throne and the damage floor. Head to the farthest point Northwest you can reach without stepping on the damage floor and cast Stepguard. Then step onto the damage floor and make your way to the Northwest corner of the damage floor. Point yourself at the North wall and use the Jailor's key to open the hidden door here. Go through the door and cast Stepguard again. Now head East toward the dark spot you see to your North. Use the Golden key here to open the door and step through. Cast Stepguard again and make your way North to the white square. Once you step on it, cast Stepguard again and continue North to stand on the Grey square here. Use the Eye of Malroth here and you'll be transported to level-2 _______ ///LEVEL-2\\\ ========= Head North and enter the roofed area from it's West side to find the stairs to the third floor. Beware Mace Masters in this Castle, they wield lots of dangerous magic. The most dastardly one they use is Revive though. You'll kill most of the enemies and then the annoying Mace Master will chant Revive and bring them back to life at full HP. _______ ///LEVEL-3\\\ ========= Only one way to go, so make your way to the South, enter the roofed area, and then head North to find the stairs to level-4. _______ ///LEVEL-4\\\ ========= Only one way to go again. Loop around the floor and enter the roofed area. Within this area you'll encounter the first of Hargon's bodyguards, Atlas. You should be using the Parry/Attack trick against all of the bodyguards in the castle, as they can do VAST amounts of damage. Without this trick, you have little to no hope of surviving without earning several more levels. The Hero should attack with his weapon. The Prince should cast Increase every so often to boost defensive power against Atlas' strong attacks. The Prince and Princess should otherwise concentrate on keeping the party healthy with Healmore and Healall. When the Prince and Princess don't need to do anything in particular, have them Parry. The battle is by no means easy, but once you defeat Atlas, proceed to the stairs up and make your way to the fifth floor. _______ ///LEVEL-5\\\ ========= Head to the Northwest corner of the floor and enter the roofed area here. Here you'll encounter the second of Hargon's bodyguards, Bazuzu. Once again the Hero should just whail away with the Thunder Sword. The Prince and Princess should concentrate on keeping the party healthy, parrying at all other times. Once you manage to beat him, head over and use the stairs up to the next floor. _______ ///LEVEL-6\\\ ========= Head straight across East and toward the stairs inside the roofed area. Here you'll encounter Hargon's final bodyguard, Zarlox. Hero, strike with that Thunder Sword as usual. The Prince and Princess should concentrate on keeping the party healthy as usual, but the Princess should cast Defence whenever possible to weaken Zarlox and disarm the Increase spell he casts on himself on occasion. Once you beat the final bodyguard, climb the stairs to reach Hargon's chambers. _______ ///LEVEL-7\\\ ========= Cast Stepguard and head toward Hargon. Once you're off the damage floor, Heal your party back up to max HP. If you have a Wizard's Ring, use it to restore your MP as well. Once you have restored your power, walk forward and talk to Hargon. Answer the question he asks however you choose, as the answer doesn't really matter. Be careful using the Parry/Attack pattern against Hargon. While you should definitely make use of this glitch in the game, you have to be careful when he uses his Sweet Breath ability to put party members to sleep. If the Hero falls asleep, then the Prince loses his ability to use this trick. Likewise if the Princess falls asleep. The Hero will lose the ability to use this trick if both of the other party members are dozing. Big surprise, the Hero should attack with the Thunder Sword. The Prince should make sure and concentrate as much as possible on casting Stopspell until Hargon's magic has been blocked. Otherwise, the Prince and Princess should both concentrate on keeping the party at a good healthy level of HP. Once you defeat Hargon, hear his final words as he casts his last spell. Then walk South as if trying to leave and fires will begin to light. You will now find yourself in battle with the greater evil, Malroth. The Hero should (No? Really???) Attack with his sword. The Prince should concentrate on keeping the party healthy, but the occasional Increase spell when it is no danger to the HP of the party might be prudent. The Princess should cast Defence.. ONCE. It will only work once, and you'll definitely want to do it to weaken Malroth's strong defensive abilities. After this lone Defence spell, the Princess duty is to keep the party healed up with Healmore and Healall. Malroth has the annoying habit of casting Healall on himself all the time, and ALMOST ALWAYS when he is within 50 HP of croaking. This makes it very difficult to kill Malroth. Only dumb luck of a tremendous blow at the right time or his (rare) choice not to Healall himself when low on HP will see you through this battle. That is unless you level yourself up to immense power. With a little skill, and a lot of luck, you'll defeat Malroth. Rubiss' voice will grant you praise, then restore you to max HP. He will then teleport you outside and the Castle of Hargon will vanish from Rhone. Wander the world and listen to the people praise your casting down the enemy who enslaved the world in darkness. Don't worry about random encounters, there aren't any. Barriers and swamps have also lost their ability to do you harm as well. Once you're done basking in the glory of the people, make your way back to Midenhall. Go forward and talk to the King. May as well say Yes to the question he asks you, as you don't actually have a choice Hehehe.... Then, watch the ending. You have proven yourselves true descendants of the blood of Erdrick, the legendary DRAGON WARRIOR!!!! ========================= ============================= =CREDITS AND ACKNOWLEDGMENTS=***************************************************************** ============================= ========================= First off, as is only natural, gotta thank Enix and all those who worked on the original Dragon Quest 2 and Dragon Warrior 2. Without them, I wouldn't have a game to play or write a FAQ for ^_^ Thankyou's to Rangar on Dustin's WWWboard for coming up with the treasures for the Mega Knight and Magic Vampirus ^_^ Thankyou's to Halla on Dustin's WWWboard for the resale values of Dew's Yarn, the Gremlin's Tail, Mirror of Ra, Token of Erdrick, and Watergate Key ^_^ Big thanks to Dustin, Mohamme, Neil_, Cie, and everybody else in the DQ community who continually encourage me and keep me working. Big thanks to an e-mail tipster (who wishes to remain anonymous ::shrug::) For sending me the treasure chest listings for Enchanter, Hargon's Knight, and Zarlox. And finally, great big THANKYOU'S that can't possibly begin to account for the presence and encouragement my girl Robin gives me. You're the wind in my sails, Full speed ahead Mr. Cohen!!!