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"Can the remnants of our past lead us to a future...?"


Dragon Quest: Legacy of the Lost is a fangame highly inspired by Dragon Warrior 7. The game will feature the shard system and time travel aspect found in Dragon Warrior 7. The underlying story, however, is not the same and besides the time travelling portion, no plot sequence will be taken from Dragon Warrior 7.

STORYLINE:
“Join a story that spans the ages! Through a series of seemingly unrelated events, a young man finds himself in the middle of a divine conflict. Picking up allies along the way, the man will confront the darkness and bring back the legacy of the lost!”

The world of Araginol is at peace… or so it seems. As far back as the people of this land can recall there is little in terms of land. The continent of Erdrich is all that has been discovered by seafarers and captains of the seas…

“How can this be? Is it truly possible that the world be so small?”

Unknown to the people of the current era, Araginol had once consisted of several islands and continents. Through the power of the demon lord, the islands that occupied Araginol fell one by one, eventually leaving no remnant of their passing.

Just when it seems Erdrich has been spared from this tragedy, several unfortunate events begin to plague the land. It is up to you, the hero, to traverse the rifts of time and save the world from evil’s vile clutches!


CREDITS:
SCRIPTS:
Nelderson (RPGMaker VX Community) Ekras, Sojabird, Yanfly, Gexrox, Woratana, Fridgecrisis,
StorymasterQ, Synthesize, Ty, Diedrupo, Night5h4d3.

RESOURCES:
Square Enix
Dragon’s Den
Oran Gemeo (Logo, Title Screen and Game Over)
Myself

Latest Blog

The Final Patch Has Arrived!



The final patch for the game has arrived! Many players were looking for a larger post-game, like many Dragon Quest games offer, and this patch aims to add that extra challenge for players!

The patch does a lot more than add the final content though. It fixes many issues and makes many adjustments to the game to make it hopefully more fun for the player! I've put a lot of work into this patch and thanks to my diligent testers, I am fairly certain that it will be bug free!

The patch notes are pretty comprehensive. The details are either in the PDF file here or in the spoiler tags below. I hope you all enjoy the final update and patch for Legacy of the Lost!

Story Related:

- The final dungeons, “Temple of Earth”, “Temple of Flame”, “Temple of Water”, “Temple of Wind”, and “Saint’s Harbour” have been added. These story-related dungeons are only accessible after clearing the main game and are meant to be a challenge for the player.
- The post game scenario begins by entering your house after the game's conclusion.


Gameplay Related:

- The max level has been raised to 60.*
- In battle, status changes on characters now cycle through if you have more than 2 buffs/debuffs cast on you.
- Poison no longer lasts the entire battle.
- Many monster stats (representative of their dropped gene) have increased. Monsters that were deemed too weak for effort obtained or too weak at all have had all stats increased.**
- You can now change equipment in battle by pressing the “A” key on a character’s turn.
- A new Olian specific trial, “Runic Ward”, has been added to the Dharma Temple.
- The HP of many bosses has been lowered.
- In accordance with the above change, many bosses’ stats have been increased.
- Monsters in Esrarch, Yuria and Onyu now grant higher EXP points.
- Each arena level now has a recommended level specified by the class name.
- On the world map, red icons used to be random and mean nothing. Now they blink and indicate a shard left to find.



Item Related:

- A new category of weapons, “Monster Claws”, have been added.
- It is possible to see a better comparison of weapons and armor in the shop window by hitting the shift key.
- Attributes for many weapons and armor have changed. Two-handed weapons, in particular, have become noticeably stronger (to see changes, go to equipment list on main page. Changes are in red).
- Text help for items now scroll if the description was too long. In accordance with this change, weapon and armor descriptions now display more information to the user.
- Drop rates on most items have increased. A select few have decreased.
- Most enemies drop more gold.
- New post game equipment has been added. In accordance with this, new monster ingredients and recipes have been added.
- Price of torches has been reduced from 400 gold to 220.
- Drop rates on most Notorious Monster’s second item has increased to be no lower than 33%



Skill Related:

- All spells are now represented by an icon that depicts spell type and element.
- Text help for spells now scroll if the description was too long.
- All human characters learned several new abilities.
- Two of Aldain’s abilities have changed: “Sizz -> Firewave” and “Rainslash > Fury”.
- The following abilities changed in function/potency: Thordain, Thor’s Blade, Drain Magic, Frizzle, Kasizzle, Kacrackle, Kaboom, Flare, Blizzard, Blood Rite, Oomph, MegaMagic, HighJump, Ramming, Dodge, Sacrifice, Megaslash, Gigaslash, Darkbolt, Absolution, Opposition, Polarity, RockThrow, Evilslash, MPass, Mysticism, Absolute Zero, Thunder Roar.
- Added a spell, “Teleport”, that takes you make to the Great Shrine regardless of location.
- The following abilities now learned at different levels on Olian: Return Will, Detox, Envision, True Will, Purge.
- Missing spells because you have an old version has been addressed with the “Skillset” items available in the Great Shrine if your file is deemed an old version.*
- The “Oomph” spell is now just as strong as TwinHits.



Other Changes:

- The sprites for the main heroes (and a few other NPCs) have changed.
- A new item, “Repellant”, and a new spell, “Repel”, was added to prevent monster encounters.
- The achievement “The Ultimate Mage”, that required you to attain an essence of MegaMagic is no longer an achievement. Instead, the achievement is “The Ultimate Hunter” which requires you to defeat every notorious monster. This was done so that it is possible to get all achievements on any playthrough.
- A NPC very early in the game was added to make mention of the “Who Needs the Church!?” achievement.
- It is now harder to obtain Teal and Violet Medals. In addition, Metalys and Metabbles now run away at a higher frequency.
- The monster, Dragos, now joins at level 8.
- The brightness of tiles in the arena (present time) / treasure game have been lowered.
- Doors opened by the thief’s key / master’s key are now color coded. The only exception is that the prison doors in Castle Persivor (opened by master’s key) are still gray.
- Certain NPC dialogue in the present has changed to make it less ambiguous on who may want to go to Onyu.
- The dialogue for Melody joining your party has changed.
- Some tracks have been changed to create more musical consistency.
- Messages for some states have been changed to be less ambigious.
- The evasion parameter for all enemies has been lowered.
- The trainer who offers up her Slime to breed with you has been moved from Yu’Tolio to Present Time Quevi.
- It is easier to encounter the following monsters: Facetree, Grakos, Kingslime, Aiatar* and IceGiant*. Aiatar and IceGiant are only more common on the lowest level of the dungeon that they can be found.
- The secondary drop of Facetree and Kingslime have changed.
- A NPC has been added that mentions the optional treasure in Esrarch Tower.
- The Dracky NPCs in the Wisdom Trial are now ghost NPCs that don’t move.
- Any discrepancies involving the Monster Library have been fixed.
- A new NPC that sells monster essences has been added to the Abandoned Caves in present Esrarch (This NPC sells a possible six genes to you and can be encountered infinite amount of times)
- The music “Cardial in Crisis” no longer plays during battle for the Cardial Region at a certain point.
- The portals that take you back to the entrance in the Lyndbaum Mountain Range are now colored green, whereas correct portals are color coded blue. The portal maze remains unchanged.
- The “Safestep” spell now alerts you when it has worn off.
- The Achievement “Mystic Talent” now only requires you to complete 8 trials instead of the possible 10.
- The Achievement “I Cannot Live a Lie” is more lenient. You can now have one point in the wrong area respectively and still earn the achievement.
- The NPC innkeeper that is interested in moving on Onyu now has dialogue to make it more obvious.
- The following legendary monster accessories have changed in name: “Rosevine’s Grasp” -> “Rose Grip”, “Demon’s Volition” -> “Volivoir”, “The Eternal” -> “Agonizer”.
- The game’s font “Press Start 2P” should automatically display without having to install the font.


Bug Fixes:

- The window for spells learned has been resized when you level up – making sure that no spell’s name is cut off.
- A fix for missing Melody’s spells has been implemented. Now, she will have her full spell list regardless of what level perform the arcanist class change.
- The lag on some machines in the escape scene for Mount Wyubori has been alleviated. (It is still possible that some lag exists though).
- In the battle against Angsti, an additional check is performed to ensure Absolute Zero only goes off if the required conditions are met.
- Torch light is now always centered on the screen. In the old version, various locations would cause the torch light to go off center.
- Being able to solve the ice block puzzle in the Room of Rites in two steps has been fixed.
- Door leading to great shrine doesn’t reset to being closed anymore.
- The portal in Wyubori Volcano plays the intended shorter animation.
- Hopefully all issues where the hero is called “Aldain” regardless of your name have been fixed.
- It was impossible to clear the achievement “This is Yardrick (Past)!!!” if you cleared the present arena first. This has been fixed.
- When crossing a certain area in the shrine, Aldain’s graphic would reset to default regardless of costume. This has been fixed.
- Many NPCs incorrectly referred to the Phoenix as Pheonix.
- Issues with final battle 1 and 3 as a result of failing the battle / the timing in which you killed certain bosses / and re-challenging the boss fight upon game completion have been fixed. The issues involved certain bosses being locked into a set attack phase and the final boss being harder than he should be if you cleared the game.
- In the battle with Gripevine, his “burrowed” form caused him to be weaker. This has been corrected.
- You can now sell to the weapons/armor vendors in Onyu (Present Time).
- Various typos have been fixed.
- It is no longer possible to fight Deathtrap and Killjoy Slime before clearing Quevi.


If You Are Playing an Old File (Notice):

*If you are playing from an old version file:*

Even though the level cap has raised to 60, your level will stay at 50. In addition, any skills learned from the new version will not be learned naturally as you level.

However, you can still “level” past 50 and gain all the skills you missed! For files registered as old, several new NPC’s have been added in the Great Shrine. Head the where the saint’s plaque was located to find the ghosts of your past heroes. NOTE: Olian will only appear if you managed to recruit him. Also, when you clear the game, a monster ghost will appear that will grant an exclusive armor called monster mastery to replicate the effect of leveling from 50-60.

Leveling Up:
Each ghost will present you with a log item (Hero’s Log, Mage’s Log, Maiden’s Log, Cleric’s Log). When you use the item, it will perform a level check on how much experience is needed to reach level 51. When you hit the required experience, using the item will play the level up sound, display your stat changes and permanently increase your stats. The stat gains are exactly the same as if you had played the new version normally. Next time you use the item, it compares your EXP to level 52 and continues all the way to level 60. Note: If you gained a lot of excess experience past 50 on your old file, you may/will need to use the item multiple times to gain all of your hard-earned level ups!

Acquiring Missing Skills:
Each ghost will present you with a skillset item (Hero’s Skillset, Mage’s Skillset, Maiden’s Skillset, and Cleric’s Skillset). Using the item will replace your old skills with the new ones (Maiden’s Skillset also works if your old file caused Melody to be missing some arcanist spells). The game won’t inform you of changes, so check the charts below to see when you should use the item (it has unlimited use).

Posts

@ rpgilberto - check for the answer above in the Orias-Obherhode entry under show dated 2/08/2014- that will help you
Hi, i kinda stuck in the crystal cavern in yu'tolio region, i cant pass b1f, i already placed 2 ice blocks in the holes but i can manage to put the last one.
Wow, that was fast. (Although, sadly, not fast enough before I started with a Dracokid locked in. Oh well, another hour.)


Hmm, I bet I know who goes with TorchTree to make Ghostbane. Explains why Torchtree is so hard to make, despite not looking good on paper. Assuming Azuli + BreederSlime = KingSlime, anyway, I think the one I came up with will fly. And have the majority of the skill genes that are interesting. Will PM in ... a few weeks, or so ... if I'm wrong. Although ... since my guess at Mr. Ghostbane will use EVERY monster - there's going to be no way to get his ability genes. Hmm.

Interestingly, I don't think I picked up on HealRain being awesome before. I *DID* pick up on monsters having way better stats - except for attack power, which I reckon the new-ish monster weapons help to fix. And yes, I realize Aldain could have been a force to be reckoned with ... it's just I had opted to focus on Melody and Oruba for all the relics.

I suppose 2 strong monsters would work out; heck, I made it through some of the new battles with Aldain/Melody/SuperHargon and Monster#1 with no given abilities and only level 20, and not remembering what almost anything did. Will find out.


Oh, if you're looking for feedback while I'm playing - two things I spotted so far. First, the text on meeting Orbua has a typo: you "MEED a messenger for Rhemerage". Also, if you upped the NM encounter rate - Foo the Fencer is *extremely* likely to murder the party repeatedly before you can get Oruba some armor + HP from levelling.
I'm glad you enjoyed it the first time and will be giving the end game challenge a go. I've tested the game with many combinations, but I think my favorite has always been to use two monsters (one of them not being the extra rare egg). I tend to build a strong attacker type and a healing type. My favorite combination (despite not being the best) was Cureslime/Rosevine/Olian.

One super monster would work quite well though! I will be happy to answer your questions. The responses will be in bold. :)

author=Varn
I loaded up my old save file to look at the new post-game stuff; it looked awesome. But ... I kind of want to play again from the beginning (not just because of the new stuff - really enjoyed this game the first time.) Tend to be a bit compulsive about planning out the end-game stuff - so I've got some questions. Marked as spoilers (and nothing inside the tag spoils things your PDFs intentionally did not mention):


OK, this is pretty much entirely about monster breeding, since it takes a game's worth of planning to do, and winds up being irrevocable. The correct strategy seems to be to build a single god-among-monsters: save up every stat+ and useful ability gene in the game, and feed them all to a single one. Logically, this should be one of the guys from the egg, now that obtaining one is not the final action in the game. So:

1) Can genes and such even be used on the egg monsters? In my previous file, I used them ALL on Hargon, so could not test the stat+; it appears I did use some ability genes on the egg guy though ... I think?

Sure can!

2) How are the egg guys set for naturally-learned abilities? Not expecting a full chart - but among the PDF, highly desirable abilities include things like: FullHeal, HealUsMost, Revify, TwinHits, KaBuff, Barrier, KaCrackle, KaFrizzle, Soul Wave, Flare, Freeze, TriAttack, Gigaslash, Thordain, and MegaMagic. Any tips on which will be obtained naturally? At least a few seem to have been on my old file.

They are the only monsters that learn more than three abilities. The ability lists are as follows:

??? #1: Frizz, Sizz, Frizzle, Kasizzle, Flare, Kabuff, HealUsMost, Purge II, ?????
??? #2: Crack, Crackle, Kacrack, Kacrackle, Blizzard, FullHeal, IceSlash, Megaslash, Farewell, ?????
??? #3: Zap, Boltslash, Thordain, Megabolt, Lightning, Pulse, Shock, Resistance, Oomph+, ?????


3) Speaking of the PDF's breeding chart - I remember never figuring out the Boss Monster Ghostbane's "Combination Unknown!" Any chance of spilling the secret? Or, the lesser secret of what Absolution/Opposition/Polarity actually do?

Combination:
Recruit azuli, pyuro, and White (honest) for the optional monsters.
This monster is extremely powerful and uses up all monsters + all trainers. One of the required monsters is Torchtree + something that'd be hard to make. If you want to know more send me a PM. :)

Absolution - Deal moderate-high damage to all and heal HP from them.
Opposition - Send out a shockwave that deals high damage to all with no type. Metal killer.
Polarity - Deal low-moderate damage that inflicts all negative status on foes.


4) As it is no longer an achievement, the bonus PDF no longer mentions how to learn MegaMagic - which I suspect may well be needed, if it is not learned naturally by the egg monsters. How? I think it was as simple as the results of a breeding being a common slime, which only THEN would pass on the gene (Azuli wouldn't); but looking at the chart, slime + slime = KingSlime, so I'm not 100% sure how to go about that. Which of the following pairs would work: Azuli+HideEgg, Azuli+HaloSlime, HideEgg+HaloSlime, Azuli+Breeder's Slime, HideEgg+Breeder's Slime, HaloSlime+Breeder's Slime?

Megamagic is indeed learned by making a second "slime" monster. You'd have to do Azuli + another slime family that's not slime and that slime will not learn, but will pass on the MegaMagic gene.

5) Additionally, 2 more things on the chart I'd like to double-check. It is written that WhiteKing = Zombie + Boss; is this true? (As it would allow one to pick up the awesome Servant/DracoLord abilities, and still make a Hargon.) Further, are the Devil+BOSS and Water+BOSS correct? This would allow one to then discard Hargon for a GigaSlash gene ... possibly SoulWave as well if Gismo's still in play.

All combinations should be correct. :)

6) Finally, more a question of how the uber-god-monster fits into the final party. I was such a big fan of Oruba last time because all the truly challenging fights (last fights in Excate, the super-arena matches) were versus 3 (or more) monsters at a time - which he could then hit for 1000+, EACH. Without spoiling anything else - is this still going to be the case for the new bonus bosses? Or are they more single, strong monsters, as the PDF seems to suggest? If so, this would change who gets kicked out for the new monster god, and for that matter who gets the relic weapons/techniques ...
(Unfortunately, the MOST logical person to kick out, no matter how you look at it, would be Aldain ... which always seems to happen in games where You Can't Drop The Hero. Sigh. I dropped Olian last time, but suspect a double HealUsMost might be pretty damn useful ...)


Oddly enough, Oruba is the only one I haven't brought to the final end game area. He would be effective though, because minus the Incarnate fights, all of them will become fights against multiple foes (he will shine against fights against one too). Olian *might* be the weakest link, but because I buffed him with Runic Aura (critical hit+50%) it makes it possible for Aldain/Olian/Melody to have a 100% crit chance with your gear. Depending on how you gear up, Aldain can do extreme damage.

I think the best monster ability is HealRain + some type of heal. HealRain heals 50-100 HP and grants regen. That ability alone can do a lot of the healing that would be required for most fights and monsters can do incredible damage too. (A TriAttack monster with Oomph is a force to be reckoned with - or GigaSlash for even more damage). Monsters have the ability now to have higher stats than the main heroes too in probably every single stat (some even without using genes), especially HP.


Thanks - not sure if you'd want to answer these; I figure that even if you don't, it would at least give some insight into what players are still wondering about your game.
I loaded up my old save file to look at the new post-game stuff; it looked awesome. But ... I kind of want to play again from the beginning (not just because of the new stuff - really enjoyed this game the first time.) Tend to be a bit compulsive about planning out the end-game stuff - so I've got some questions. Marked as spoilers (and nothing inside the tag spoils things your PDFs intentionally did not mention):


OK, this is pretty much entirely about monster breeding, since it takes a game's worth of planning to do, and winds up being irrevocable. The correct strategy seems to be to build a single god-among-monsters: save up every stat+ and useful ability gene in the game, and feed them all to a single one. Logically, this should be one of the guys from the egg, now that obtaining one is not the final action in the game. So:

1) Can genes and such even be used on the egg monsters? In my previous file, I used them ALL on Hargon, so could not test the stat+; it appears I did use some ability genes on the egg guy though ... I think?

2) How are the egg guys set for naturally-learned abilities? Not expecting a full chart - but among the PDF, highly desirable abilities include things like: FullHeal, HealUsMost, Revify, TwinHits, KaBuff, Barrier, KaCrackle, KaFrizzle, Soul Wave, Flare, Freeze, TriAttack, Gigaslash, Thordain, and MegaMagic. Any tips on which will be obtained naturally? At least a few seem to have been on my old file.

3) Speaking of the PDF's breeding chart - I remember never figuring out the Boss Monster Ghostbane's "Combination Unknown!" Any chance of spilling the secret? Or, the lesser secret of what Absolution/Opposition/Polarity actually do?

4) As it is no longer an achievement, the bonus PDF no longer mentions how to learn MegaMagic - which I suspect may well be needed, if it is not learned naturally by the egg monsters. How? I think it was as simple as the results of a breeding being a common slime, which only THEN would pass on the gene (Azuli wouldn't); but looking at the chart, slime + slime = KingSlime, so I'm not 100% sure how to go about that. Which of the following pairs would work: Azuli+HideEgg, Azuli+HaloSlime, HideEgg+HaloSlime, Azuli+Breeder's Slime, HideEgg+Breeder's Slime, HaloSlime+Breeder's Slime?

5) Additionally, 2 more things on the chart I'd like to double-check. It is written that WhiteKing = Zombie + Boss; is this true? (As it would allow one to pick up the awesome Servant/DracoLord abilities, and still make a Hargon.) Further, are the Devil+BOSS and Water+BOSS correct? This would allow one to then discard Hargon for a GigaSlash gene ... possibly SoulWave as well if Gismo's still in play.

6) Finally, more a question of how the uber-god-monster fits into the final party. I was such a big fan of Oruba last time because all the truly challenging fights (last fights in Excate, the super-arena matches) were versus 3 (or more) monsters at a time - which he could then hit for 1000+, EACH. Without spoiling anything else - is this still going to be the case for the new bonus bosses? Or are they more single, strong monsters, as the PDF seems to suggest? If so, this would change who gets kicked out for the new monster god, and for that matter who gets the relic weapons/techniques ...
(Unfortunately, the MOST logical person to kick out, no matter how you look at it, would be Aldain ... which always seems to happen in games where You Can't Drop The Hero. Sigh. I dropped Olian last time, but suspect a double HealUsMost might be pretty damn useful ...)


Thanks - not sure if you'd want to answer these; I figure that even if you don't, it would at least give some insight into what players are still wondering about your game.
Sure! Just know it is impossible to mess up on the puzzle. If you've already gotten one of the iceblocks into a hole, you'll have to pretty much repeat the "red path" a bunch of times.

Your first goal is to get the iceblocks where the three x's are on the screen. Then just follow the path for them.

Having problem solving the last ice puzzle - the one with the 3 holes- can you help please.
Hey, to get to Magmagod, you'll need to:

1.) From first floor, go to left side to get up to the second floor. Then go all the way to the right to get to the crystal switch (that was previously blocked by some rocks) and hit it.

2) Go back the fourth floor and descend to B1F on the right side. You'll have to take a few branching paths to get to a switch to release a bridge, but you will eventually make it to Magamagod.

Right before his lair (where the bridge is), there will be a portal you can make that takes you to the entrance and back.
Hi I have finished the volcano, put out the town's fires and have gone back to the volcano but cannot find the magmagod - where is he? many thanks
author=wybella
Hi can you help please - where do I find the shards for Wyuto, Yu Tilio and Persiva - I only have half piece of them so cannot move forward in the game - also are you going to finish the walkthrough


I sure will be finishing the walkthrough! It will probably be a week or so before it is done though. For your missing shard:


1. Go to Dharma Temple in present time. Talk to all NPCs to see that the head guy is missing.
2. Go to Cardial (Past Time) and dock your raft to revisit the Sea Devil's Lair. Make your way to the plague behind where you fought Sea Devil.
3. Go to Esrarch Tower in the present and use the route from the plague to make your way to the top.
4. Fight the boss battle. If the guy lives 10 turns, he summons a helper, who, if killed, gives you a tinymedal. (Hint: Helper guy can be silenced easily.)
5. Return to Dharma Temple and talk to the main guy. He will give you a Fireshard and some other prizes. If Melody is in the party, she will perform the class change to Arcanist, granting her some great new skills.
Hi can you help please - where do I find the shards for Wyuto, Yu Tilio and Persiva - I only have half piece of them so cannot move forward in the game - also are you going to finish the walkthrough
author=Roy
I have to say that spot with the 4 chests and blinking black and white is hard on the eyes. A medical buddy was looking at it and mentioned it could for some folk, even cause something akin to an epileptic seizure. Its pretty cool but for me I think I will just pass it up. Too fast for me to keep up with. But like I said...pretty innovative!


Luckily, the game is completely optional! I'd surely hope no one would be affected!
I have to say that spot with the 4 chests and blinking black and white is hard on the eyes. A medical buddy was looking at it and mentioned it could for some folk, even cause something akin to an epileptic seizure. Its pretty cool but for me I think I will just pass it up. Too fast for me to keep up with. But like I said...pretty innovative!
Awesome! Thanks! I've seen shift used that way in other games, but it just didn't occur to me to try it for some reason. Silly me.
author=Geek2theRight
I like the scope of this game and all(a DQ7 inspired game with oldschool graphics? Hell, yes!), but is there any way to speed up walking and combat? Being able to adjust speed is the primary reason I use emulators for a lot of oldschool stuff even though I have the old cartridges laying around. And I have to be honest; everything moving so slowly is really dragging down the fun.


Sure is! Now I'm not sure if it'll be emulator fast, but it is certainly fast enough.

You can hold down the shift key and the character will run, which is significantly faster than the walking pace.

For battles, holding down the ENTER key / or any key that can be accepted as input for commands (SHIFT/SPACE.etc) will cause the battle text to speed up significantly. Animations won't be sped up, but everything else is.
I like the scope of this game and all(a DQ7 inspired game with oldschool graphics? Hell, yes!), but is there any way to speed up walking and combat? Being able to adjust speed is the primary reason I use emulators for a lot of oldschool stuff even though I have the old cartridges laying around. And I have to be honest; everything moving so slowly is really dragging down the fun.
author=Clyve
I saw this project and I was like, "Oh fuck yes, I'm totally- whaaaat... Dragon Quest SEVEN? The worst one in the series? Never mind."
lol you have never played dq 9 step your game up
Much appreciated- good luck with the updated version
I'll see what I can do. I have some downtime on this game while testers work on the updated version.
I have now put this game on hiatus until you finish the walkthrough- make it your New Year Resolution PLEASE