Dragon Quest II [Switch] #05, Tantegel; Sunken Treasure; Charlock Castle: Erdrick's Sword
Автор: heorotlinea
Загружено: 2021-08-22
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This is video #05 in my playthrough of Dragon Quest II: Luminaries of the Legendary Line for the Nintendo Switch.
Dragon Quest II [Switch] Playlist: • Dragon Quest II: Luminaries of the Legenda...
Previously, the party explored the Pillar of Wind in the southeast of the Moonbrooke region and acquired the Windbraker. Then, they journeyed northwest from Moonbrooke. After climbing the Southern Dragon's Horn, they reached the town of Rippleport. There, they rescued a girl and earned the use of a ship. In the Northern Dragon's Horn, they found the Celestial Skein. Now, they will sail east to Tantegel in the land of Alefgard.
The party resumes in the town of Rippleport. After putting some stuff away in the bank, they check out the northwest corner of town and find a Seed of Strength. Davilas uses it to boost his strength.
The party boards the ship. They visit the southeast room in the seaway to learn about sunken treasure.
The party sails out to the open sea. Alefgard is just to the east of Rippleport. It has been shrunk down to half its size to fit in DQ2's map. I've always found this one of the most interesting aspects of this game.
First, the party sails to the southeastern shrine, where the hero of the first game got the Rainbow Drop. The man here has an interesting helmet, but the party must prove they are of the blood of Erdrick before they can take it.
The party sails north, west, and north to find Tantegel. The castle and the town are in the same zone, but unlike in the first game, the town is now west of the castle. In the castle's southwest room, a merchant has more to say about the sunken treasure. This flags the appearance of the treasure.
The party explores the castle and the town. In the curse healer's house in town, a pot contains a phial of Holy Water.
The draper's shop in the northeast of town requires the Silver Key to enter. The shopkeeper reveals where the Celestial Skein can be found, but the party already has it.
The armoury has a few good upgrades. Notably, everyone can take advantage of the Cloak of Evasion. Furthermore, someone interesting is upstairs in the armoury. The party will need the Golden Key to visit him.
The party departs town and boards the ship. The sea enemies are pretty good for earning gold at this point.
The party sails towards Rippleport and then north. Some distance directly north of Rippleport, they find a sparkly spot. They examine it and acquire the Sunken Treasure!
The party sails back to Rippleport. In the town's seaway, they enter the southeast room. They return the Sunken Treasure to the merchant. In return, he gives them the Echo Flute. This item is not essential, but if they play it in a zone that has a Sigil, the party will hear echoes.
The party Zooms to Tantegel. There, they pick up a Cloak of Evasion for Thomas of Cannock. Then, the rest and save.
Afterwards, the party boards their ship to grind in the seas around Alefgard. Look out for Hawk Men, which have fairly high attack power, and Gargoyles, which hit even harder. They are susceptible to Dazzle. However, a Gargoyle can drop the Iron Helmet, which is fairly expensive at the shop. Only the Prince of Midenhall can equip this. Merluscs can spew sweet breath that puts the party to sleep. Men o' War can inflict sleep with their physical attacks.
After some grinding, the party returns to Tantegel. They pick up another Cloak of Evasion for Isolde of Moonbrooke.
The party leaves town to do some more grinding in the seas.
When they have earned enough gold, the party returns to Tantegel. They pick up another Cloak of Evasion for Davilas of Midenhall. They also rest and save.
Next, the party sails to Castle Charlock directly south of Tantegel. The top level is almost entirely destroyed, except for a few walls. The party takes the stairway in what used to be the throne room to enter the labyrinth.
On B1, the path is straightforward. It leads west, south and, east.
The party continues down to B2. The party follows the outside of the floor clockwise. In the northwest, they find the next stairway.
The party continues down to B3. They arrive in the southwest. There is a stairway in the northeast, but it leads to a long detour. The party takes the stairway south of the northwest corner.
On B4, the party finds a few more options. The northeast stairway is the other end of the long detour from B3. In the middle of the room, the party takes the southeast stairway leading up.
They arrive in the interior room on B3.
At Level 13, Isolde learns the spell Squelch.
Continuing up, they reach a small room on B2. They continue up to a small room on B1.
The next stairway leads to the interior treasure room on B2. The party opens the chest and finds Erdrick's Sword! In this version, both princes can equip it. Thomas of Cannock equips it.
The description is continued in the comments.
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