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Dragon Warrior: Begin a New Quest

You have to make it to the Underworld first (enough ways lead there), then - after having visited the first town - it should be clear where to find the Sun Crest.

Dragon Warrior: Begin a New Quest

I still know that one. Assuming that you've already defeated Shadow (you wouldn't ask otherwise, I suppose), speak to the slime in Evandusk in one of the buildings - the one that said Shadow was his friend.

Edit: Two are better than one, especially at the same time. :)

Chronicles of Tsufanubra

I didn't think of that, so thanks for the warning, even though it could be considered your duty as I probably never would have found this "reward" on my own, due to the lack of my use of the keyboard's "enter" key. ;) Not having pressed on with the next location yet, I will load a save prior to trying out this "reward" before I continue. Slaying all optional bosses is an honour I don't intend to forego. So much for "intentional design choice". :D

Chronicles of Tsufanubra

It's also one of my RPG rules to always revisit places I wasn't allowed to explore because of some event that takes place automatically. Since I just finished my trek through Cerberus' Cage, I could confirm what you had found, Varn. I think it's just some very well-hidden reward, and I'm confident it hasn't broken anything. Surely Ephiam will warn me if I'm about to ruin my save file.

Edit 1: Cool, this reward also includes increased walking speed. :)

Edit 2: Powergaming scum that I am, I tried to confirm if the reward can be "earned" multiple times. Suddenly, one bridge on the way to the inside of Cerberus' Cage has become impassable (independent of the increased walking speed). Said measure, though, strongly hints that this one-time only reward is an intentional design choice.

Edit 3: Turns out: Don't take this "reward" or you lock yourself out of one of the bonus bosses' locations (see post below from Varn).

Chronicles of Tsufanubra

I've had no problems so far after updating to the newest version and resuming my save file from the previous version. Right now, I'm supposed to go to the mine northwest of Ziazu, but I prefer to explore the world map - despite the sudden spike regarding monster difficulty. (Un)fortunately, I wasn't able to indulge in sequence breaking, since there are sufficient "roadblocks" everywhere.

When I tried to reach Soriiati early, though, I got a warning message, concluding with "You decide that going any further would be in your best interest". I suppose there should be a "not" between "that" and "going"; alternatively, "wouldn't" instead of "would" should do the job, too.

Chronicles of Tsufanubra

I can't believe I waited that long to play another one of your games, Ephiam. While I'm sorry to bother you almost immediately after you've updated the downloadable game version, this could be one small part of and an incentive for the next version: In the God Eye's tower, the stairs that lead to the two treasure chests guarded by two knights (as described in that note somewhere further down in the tower) can also be accessed from the back (this concerns two tiles). What a disappointment it was when I recognized that I didn't find another secret passage. :D Also, it's funny that you just fixed a similar mistake (one I didn't find) regarding the black magic shop in Borduna.

Just a few days ago I downloaded Chronicles of Tsufanubra. Will I run the risk of encountering compatibility issues when I upgrade to the new version? Maybe I shouldn't upgrade in the middle of a dungeon at least. I'm still in the God Eye's tower, and I admire your dungeon design so far and love the "kill all enemies to get a treasure" feature. :)

Dragon Warrior: Begin a New Quest

Thanks for the intended mention in the credits. You don't have to do that, but I would appreciate it. :)

When I opened that treasure chest deep down in the cave west of Seaview, I immediately knew what I brought upon myself. As I didn't want to lose progress by restarting and still could use the Golden Claw for grinding purposes, I endured it. Maybe I'm just hampered by "modern age" RPGs. On the other hand, I like it even less when the player has total control over the encouter rate (e.g. Bravely Default). Thus, I also think that your solution's a good compromise, even though deliberately not opening a treasure chest feels too much like Final Fantasy XII (Zodiac Spear). ;)

My hunch about the Demonite Prodigy was correct in such a way that it features less advantageous drop rates. I'm glad there wasn't an oversight, but it felt to be worth verifying.

Considering the improvements you'll implement (or already have implemented), I'm sure that future players will - all the more - have an enjoyable experience with "Dragon Warrior: Begin a New Quest" similar to the one I've had. Thank you for a fantastic game and the interesting insight into your development processes.

Finally, I would like to share some tips, based on my playthrough notes, that new players might find helpful. Use at your own risk, as these tips might make the game too easy.

Before killing Josephine in Matarona (the nunnery), visit Ramona's mother in Polona and talk to her. She gives you the Glass Flower. Now travel to Anville and "give" the Glass Flower to Ramona (it will be put beside her). After having killed Josephine, talk to the guy in the Anville inn to receive one of the elusive Sanctuary Stones. Another one will be available by making progress in the alchemy side quest.

In the "short" period during which you have Hammy in your party (he won't leave if you don't enter his home in Anville), take your time and let him gain a few levels. He then learns the spell "Profiteer", a spell that enables the party to earn more money from battles (Miles won't learn this skill until much later). This way, you can earn a lot of money early in the game. The only problem might be to keep Hammy alive.

The puzzle in the ruins east of Carnelia is easier to solve than it seems. Make notes which switch lights up and erases which areas. To light up all areas, using the default setting, you only need to press two certain switches.

There are different ways to obtain lottery tickets, but you won't get many by only relying on treasure chests and monster drops. The quickest way is buying them from the guy in the lower right-hand corner in Nazrah (he'll only make you this offer if you buy two monster library entries from him for 5.000 and 10.000 gold pieces), but 1.500 gold pieces per ticket is really expensive. It's tremendously cheaper to exploit the tool shop gift mechanic. Every time you buy something at a tool store, you have a chance of getting a lottery ticket as a bonus. To exploit this, just buy one Medical Herb, exit the menu completely and repeat this until you have 99 lottery tickets. Use these tickets (and reload if you run out of them or repeat the previous process) until you get all five numbers correct and win the Golden Ticket (I recommend doing this in Seaview, enabling you to also get Orichalcum for four correct numbers in the process; alternatively, you can win a lot of Lifeforce Nuts for three correct numbers in Carnelia, which isn't possible anymore after having won the Golden Ticket). As a holder of the Golden Ticket, you can play as much as you want and don't have to worry anymore about getting more lottery tickets (or reloading). Another perk of the Golden Ticket: Fourth prizes for two correct numbers now consist of Magic Waters. Don't forget that all lottery prizes can be obtained in another way (treasure chests, monster drops, Small Medal trades). Thus, it isn't worth to aim for the Brimstone Marble, as you can find one in Balghast's castle (and you only need one for the alchemy sidequest). The same applies to the Garnet of BeDragon (that lets the user transform into a dragon): One copy can be found in Balghast's castle. Although the Garnet of BeDragon, being an item, can be equipped and used by all party members, it isn't that important, but it may be your saving grace during a particular optional boss fight.

When trading Small Medals at the Medal King palace for useful stuff, the Rattle of War doesn't seem that impressive at first glance. Get at least two of them nonetheless - if you intend to power-level. The Rattle of War's critical up ability is - despite the chance of a(n) (immediate) cooldown - by far the best method (even much better than Metal Swords) to kill King Metals, each one of them worth 30.000 experience points. It's possible to kill King Metals without critical hits by constantly dealing damage with Metal Swords (and by being lucky that those cowards don't flee), and a Metal Sword will deal a critical hit to them from time to time, but trying this is a far less reliable method. Therefore, charge up your Rattles of War and unleash critical hits. There are several places in which King Metals can be encountered, but the best place to find them (and other slimes) is Slime Island (or whatever you want to call it). To reach Slime Island, you have to take the portal in Rubiss' Shrine, which requires all five crests. You'll find yourself in another part of the Underworld. The eastern path leads to the place where Rubiss is sealed, but take the narrow passage in the north instead and you'll reach Slime Island. Here, you shouldn't go only for Metal Kings, but also for Metal Babbles. The latter ones can drop Orichalcum, Meteorite Armbands (agility boost) and - most importantly - Hats of Happiness (125 % experience gain per battle instead of 100 %!). Conveniently, the King Metals can also drop Orichalcum and Hats of Happiness.

About spending Small Medals: Aside from Rattles of War (see above), four Rubber Hats for certain boss fights would be convenient. The Shield of Divine Justice isn't that impressive, especially when compared to the Metal King Shield, but it has a very helpful special ability, and even better: It's one of the two only decent shields that Catherine can also equip (the other one can only be obtained from a post-game boss)! Sage Focus, though, aren't worth the costs to my mind (they cost 15 Small Medals, but only decrease MP costs by 1/3, and can be won on the lottery), for the two accessory slots are better used by increasing agility and instant death protection.

During the post-game, you can recruit new party members. Just revisit some towns and talk to the citizens. And you really should visit Rubiss (once again).

Everlong

Have you tried to click on "Compatibility files" (as can be seen on your screenshot), Gezelschaft? Save files of RPG Maker games are often times "hidden" there.

Dragon Warrior: Begin a New Quest

I totally understand your reasoning. Tool-based gameplay (with real-time battle system) should be limited to Zelda-like games.

For now I'm done "tampering" with the post-game, and I'm ready to move on, unless I missed an important optional dungeon or boss (it would be great if I did, because that would mean another opportunity to
parade the awesome goddess' equipment).
Although I didn't search the entire game world again, I managed to recruit seven new party members. It would have been helpful if
Wonder
could have been recruited before the post-game. :D

Thanks again for a great game. RPGs that entertain me for weeks are rare these days.

Here are my final improvement suggestions:

- I can understand the old-school charm of something like the Golden Claw, but it really gets the player into a dilemma: He/she can either suffer from an atrocious random encounter rate or sell a unique item with a potential future use. It would be better to reconfigure the Golden Claw as an item that can be used to increase the random encounter rate for grinding purposes, or to let it only effect the random encounter rate when equipped as a weapon. The Golden Claw, as it is now, nearly made me quit playing - it's that bad. Alternatively, the player could be warned or given a choice before picking it up. At least I could leave the Golden Claw near the end with one of the characters that can be recruited during the post-game. Doing this immediately alleviated my burden, so at least the Golden Claw works as intended.

- There are some people who, when talked to, mention Hammy. At least one person (I believe in Matarona
- in its original state -
in the hideout, lower left corner, and people in Anville) should react differently when Hammy's in the party and the player talks to her (considering the time during which he first joins the party). Story spoilers from here on:
People in Anville don't react at all when Ulster's revived, no matter if he's in the active party or not. The same applies to the revived Josephine in Matarona, the revived Owen when visiting Velmont and the revived Shadow in Evandusk. Also, when I replaced Owen in my party, I got the message that Benjamin headed home (it was still Owen who headed home, though).


- I don't see any reason why the "return spell" shouldn't work in Anville.

- When the player has to decide
which one is going to be the final party member, new choice B should join at the same level as old choice A.
Also, if the boss fight leading to this choice can't be avoided after all, it shouldn't be possible to ignore/bypass it temporarily. After the fight, it still isn't possible to use the "outside spell" until exiting and reentering Balghast's castle. In general, I prefer new party members joining with a level based on the average level of all party members, not with a set level. This is especially important considering the post-game, as there isn't much incentive to level up new party members from scratch. I really wanted to confront the final bosses with a totally different party to see whether you implemented additional/different dialogue, but I couldn't bring myself to grind again just for this. Though I was almost tempted to level up
Wonder
because of his Gigaslash ability. Gigaslash and my carelessness were the reason why
I lost the first fight with my level 99 party against Malghast ("he doesn't seem to hit that hard, I don't need to keep all party members at full health").


- Does the Demonite Prodigy (Monster Library Demon family optional boss) drop something at all? If so, does the Demonite Prodigy drop it taking account of the intended drop rate? Maybe I was just unlucky that it didn't drop anything after a dozen battles.

- The explosion magic nullifying effect of
Rubiss' armour doesn't work against Rubiss' explosion magic (divine cross) of all things. Could be intended, though: goddess' perfidy so to say.


- When the party defeats the final story bosses again, the protagonist's name is displayed as Miles (in the first dialogue box only) even when the player has renamed him.

- After the playable epilogue, the player has to leave town to get the menu to work again.

- It would be convenient if it was possible to still achieve all endings when beating the final bosses again during the post-game, but for whatever reason the last boss doesn't feature any choices anymore. Isn't that odd,
considering that beating the final bosses for the first time is supposed to have been a dream?


Of course, this is merely nitpicking. I mean: Your game is the only one of those that I played on this site that didn't force me at least once to restart/reload because of some bug. :)

Dragon Warrior: Begin a New Quest

Thanks for your help. This missing entry could have been anywhere, and I wasn't in the mood to scour the entire game (again) just that. As a matter of fact, it isn't just laziness on my part: I suffer severely from "final dungeon hastiness". When I reach the final dungeon in a RPG, I want to complete the game and become inobservant. I even forgot about the hidden staircase in the southwest tower of Balghast's castle until you mentioned it, though I did find the "wall of darkness" passage, as it had been hinted at by someone at the Sun Crest shrine. If I remember correctly, that's also the place where the secret staircase in the throne room is mentioned. When it comes to your game, making notes really pays off.

It's nearly impossible for one person to deliver a completely consistent gaming experience, so the least people like me - who are able to play your game for free - can do is to point out the irks and quirks they encounter. Speaking of that, I already found one post-game "inaccuracy". Obvious story spoiler ahead:

After having revived Ramona with Rubiss' help, Ramona's mum still wonders where Ramona has gone, even though Ramona stands just a few meters away (as an inactive party member). Dialogue is adjusted, though, in case Ramona's in the active party when talking to her mum.


To my mind, you masterfully hinted at this post-game activity. Animebryan obviously didn't talk to the healer during the playable epilogue, which is totally understable, given that the healers usually don't have much to contribute in terms of story and gameplay. :D

If you allow me to bother you with another question: Can the various treasure chests, jars and so on behind the counters at some vendors be accessed somehow or are they just for show? There's even one abandoned stall in Balghast's castle, featuring a few jars, so I can't help but think this might be another "scheme".