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PostPosted: December 14th, 2006, 4:26 pm 
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Yes, it's true it's true. DQ9 is now headed for Nintendo's Godzilla-like japanese wallet destroyer, the DS.

What does this mean for the world? I don't know, but I'd say PSP just lost a big one.

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PostPosted: December 14th, 2006, 4:40 pm 
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Even though I'm not a big Dragon Quest fan, (Actually I have never beat one of the games or got far in any of them) I'm very happy to hear this.

This means that although the PSP, PS2, PS3 are popular in Japan, Nintendo just got about 20-40% more popular.

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PostPosted: December 14th, 2006, 5:23 pm 
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Well may not be a big loss, in the future they might say its for both handhelds.


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PostPosted: December 14th, 2006, 5:52 pm 
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I'm excited, yes. But judging from what I've seen and heard, they're ditching the traditional Dragon Quest battle system for a real-time system like in the FF Crystal Chronicles games, which really bothers me.

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PostPosted: December 14th, 2006, 6:05 pm 
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Realtime is better, no more random battles. The thrill of not having to see the same battles being repetitive


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PostPosted: December 14th, 2006, 11:30 pm 
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But that deviates from the traditional Dragon Quest formula. It'd be like if Nintendo went and made the next Zelda like Zelda II. To which I'll admit I like Zelda II, but that's besides the point.

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PostPosted: December 15th, 2006, 6:13 pm 
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If it's anything like DQ8 then Sony isn't missing much... at all.

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Last edited by Lantis on February 9th, 2007, 11:07 am, edited 1 time in total.

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PostPosted: December 15th, 2006, 6:24 pm 
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It was the best-selling game on the PS2.

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PostPosted: December 15th, 2006, 7:39 pm 
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Indeed it was, if the next zelda was done like zelda II it would still sell alot of copies. Its just like the Star wars Franchize, same movie and special features people buy them like crazy.


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PostPosted: December 16th, 2006, 4:18 am 
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DQ8 has too many bad element in it... Repetitive battle (that even RM can do better at), pointless storyline (oh no, another stupid errund that has nothing to do with saving the world), and a tad too diffucult for my taste.

At least you only had to do that stupid staff thingie once, even if you died.

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PostPosted: December 16th, 2006, 4:50 am 
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How many rpgs that doesn't have saving the world element? As for the battles, well they were much better than rpg maker could've produced.


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PostPosted: December 16th, 2006, 11:40 am 
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That's just how Dragon Quest is supposed to be. That's how most fans of Dragon Quest prefer it.

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PostPosted: December 16th, 2006, 1:37 pm 
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Meh, to each their own.

The only diffence I see, however, in battle of RM1 to DQ8 is that it's in 3D. That's it.

And yeah, the story did in fact have WAY too much stupid errunds that had nothing to do with the storyline.

In fact, here's a walkthrough for getting the boat to chase doulmagus after you fight him and he runs across over seas.

Quote:
After a little bit of groveling Red eventually agrees to return your horse
and cart to you. All Yangus can think to do is to head back to Pickham a
second time and see if maybe Brains is around. Use a Chimaera Wing to warp
to Pickham. Take the stairs on the east side up and locate that hidden path
down to Brains' place once again. Indeed you will find the man himself
sitting here at the desk. Brains' sources report that Dhoulmagus was seen
wandering over to the western continent. He has also heard that to the west
of Port Prospect there is a large wasteland where the party might be able to
find an abandoned ship they could use to cross the ocean. Get out of Pickham
and use yet another Chimaera Wing, this time to get to Port Prospect.

There is a path leading almost directly west of Port Prospect from where you
appear if you use the Chimaera Wing. Follow it for a little ways and then
keep going as it curves northeast. Soon enough you'll be back on the path
once again and before long come to what is known as the Hilltop Hut. The
first
thing you will want to do is jump down the well out front. Examine the crown
at your feet for a quick scene, be sure to choose "yes" when the option
presents itself. For helping out the enormous slime you will get the SLIME
CROWN as your reward. Before going back up make sure you talk to all of the
slimes, one of them will teach you a new recipe: "Meteorite Bracer = Agility
Ring + Agility Ring + A Valuable Item." Climb the rope to get out of here.
The Hilltop Hut serves as both a place you can rest as well as a church.
First of all break the pot in the corner to get a MINI-MEDAL and then speak
to the guy sitting happily in the chair to stay the night for a great price.
Your religious obligations can be handled by the woman in front of the holy
statue. To reach the wastelands you'll have to backtrack just a little bit.
Go down the hill you came up to reach this hut and then head northwest.

The path takes you down into an unmistakable wasteland. At the bottom of the
path when the area opens up we'll head west (don't worry you can just drop
right off the edge, it's only a few feet down.) Continue west down here but
stay on the south side, the path kind of forks in this area. When it opens up
again you should notice a sloping hill on your right (north). Ascend this
hill and take a look on your right at the top, hidden behind this rock is a
locked chest containing a SLEDGEHAMMER. From here what you want to do is go
west and then north to find the ship you were looking for. The ship is
perfect for what you need to do, but how you plan to get it into the water
is anyone's guess. Trode's best solution is to head north to Trodain Castle
(where's he's from) and check out the library to see if you can find any
information. Forget the ship for now and continue on your journey.

The best way to get to Trodain's Castle from here is to go up the sloping path
just south of the abandoned ship and then head northwest from there. Take a
look at your map and notice the nearby cave just northwest of where you are.
That will be your eventual destination, but if you're looking to collect all
the chests then first you're going to be heading all the way to the end of the
western peninsula. Open up the treasure chest and you will acquire a SEED OF
MAGIC. Now you have to get back to that cave northeast of here. Proceed
through this tunnel and then when you come out the other side, turn and face
to the west. You should be able to see a church in the distance. Make your
way down to that church and save your game inside. Not only is there also an
inn inside this church, if you speak to the man at the table he will run a
little shop for you. Leave the church and head off to the northeast.

Just on the lower side of a tall cliff on the western side as you're heading
northeast (about half way between the church and the castle) you will find a
locked treasure chest. Open it up to get the 630 GOLD COINS from inside of
it. Directly east of this chest is yet another chest, not locked this time.
Unfortunately this chest is trapped and it's actually a Cannibox! Open it at
your own risk. In order to reach the castle from here you have to go back
south a little, then northeast up the path. It's pretty obvious if you just
have a look at your map. Approach the door and examine it for a scene.

Back in a time when King Trode actually ruled the castle and wasn't trapped in
the body of a mutant, he had a daughter (the princess) named Medea. They were
outside on the balcony one night when King Trode noticed a fallen soldier on
the ground. The injured soldier told him of someone breaking into the Sealed
Chamber. It was of course, Dhoulmagus himself who then turned his evil magic
on the king and princess, transforming them into what you see now. He also
used the sceptre's power to cover the entire castle with the thorns and vines.
Even the inhabitants themselves become victims of the curse, their limbs
transforming into viny appendages and no longer being able to move. Hero was
a soldier at the castle at the time, and along with the King and Princess he
was the only one to survive the attack. Hero however was not inside the magic
circle the King and Princess were, how he survived is indeed a mystery.

The library door is actually barricaded by vines so King Trode tells you that
you're going to have to find another way into it. There is a door into the
library from inside the castle but to reach it you'll have to go around the
long way. Go north of the fountain and up the stairs on the left side to find
a MAP OF CASTLE TRODAIN at the top. Once you have picked it up then head
through the door. When you get inside make a right turn and head through the
door on this side of the front hall. This castle can get kind of confusing
so make sure you follow the instructions very closely to get everything.

Here on the east side of the castle first floor go north a little bit then
turn right down the east hall and ascend up the stairs. Turn around at the
top of the stairs and go north, west, and north through the large doors.
Examine the cabinets in this room to get a MINI-MEDAL. You'll also want to be
sure to examine the bookshelf in this room. Doing so will teach you a new
alchemy recipe: "??? = Moonwort Bulb + Moonwort Bulb + Moonwort Bulb." Leave
the room and head west again. Go through the door at the end of the hall.
Break the three barrels in this room to get 29 GOLD COINS. Take a look at
your map now, you should be standing exactly where you found the gold coins in
the barrel. Your destination is the room directly beside you to the east, but
you'll see on your map that you actually have to go all the way around the
west side in order to reach it. Do that now and then examine the cabinets in
this room to find a GARTER. Turn around and return to the previous floor.

Run to the far south end of the hall and then east. Proceed through the south
door and you'll find yourself in a room with some stairs leading down. Since
you cannot get the door to the treasure chests open right now, descend down
the first two sets of stairs and break the pots at the bottom. One of them
hides 46 GOLD COINS. Continue down even further and you'll come across a
couple of barrels which can be broken to reveal a MINI-MEDAL.
Take the west door out of here now. We're now back in the courtyard once
again. Enter the castle through the main entrance and turn left this time.

Immediately on your left again is a large set of doors leading into a room
full of treasure. The first thing to do is to break all the pots and barrels
which will get you a MAGIC BEAST HIDE and MINI-MEDAL. Don't forget to reach
into the bags on the wall to find a GOLD BRACER. Finally examine the chest on
the left to receive the MAGIC KEY. You may not realize it now, but this is
the key you've been waiting for. All of the chests in the world that your
Thief's Key hasn't been able to fit into, this key will. Your first
opportunity to use it comes right now on the chest beside you which contains
a TEMPLAR'S SWORD, an extremely powerful new weapon for Angelo. Unfortunately
the key does not work on that locked treasure room you passed earlier.

Now for your final destination. Return to the castle's front hall and go
through the east door. Take a few steps north and then turn right down the
east hall and up these stairs again. Turn around and go north at the top of
the stairs then all the way to the far east side where you broke the barrels
before. This time we're going to leave this room through the southern door.
This outdoor area leads directly around to one of the castle towers with a
spiral staircase inside. Descend down not one, but two floors here. Take a
few steps east and then make a right at the first door you see. Break the
first pots to get a chunk of ROCK SALT. Since you can't reach the centre of
the room from here, turn around and continue east down the hall.

Make a right turn once again at the next chance you get. At the southwest
side of the throne room here there is a door leading west. Go through this
door and then head north to reach the middle of that room you couldn't access
from the other side. Break the barrels and pots in this room to find
WATERWEED MOULD, 150 GOLD COINS and a MINI-MEDAL. Go back out of this room
and head south to finally reach the library. There are a ton of bookshelves
here so you should try and examine all of them if you can. There are two
different types of bookshelves. The only ones which you can examine are the
ones with a slanted green book on the shelf second from the bottom. On of the
first ones teaches you a new alchemy recipe: "Elfin Elixir = Yggdrasil Dew + A
Liquid." Another one teaches you the recipe: "Healthy Cheese = Plain Cheese +
A Healing Item." Keep searching and you'll find even more. Another book
holds the recipe: "??? = Wizard's Staff + Rockbomb Shard." Further down is
one with the recipe: "White Shield = Iron Shield + Something Silver." Keep
going down and you'll automatically trigger a scene with King Trode.

You're the one who's going to be responsible for finding the correct book.
You might as well just check all the shelves since there are still more
recipes to find. One book contains the recipe: "Robe of Serenity = Cloak of
Evasion + Private Clothing." Keep looking to find "A Stylish Helm = Stone
Hardhat + Bronze Knife + Bronze Knife." Next we have the recipe: "A Blunt Axe
= Iron Axe + Gold Nugget." Finally the furthest shelf on the left side is
the one which holds the book you are searching for. The party starts to read
the book hoping to find a way to get that ship into the ocean.

The book doesn't really provide any concrete answers unfortunately. As they
are reading it the full moon shines high in the sky and extends the shadow of
the vines in a manner similar to the shadow on top of the mountain. Examine
the door on the wall like you did there to enter the other dimension.
Approach the man standing at the shining crystal ball. Perhaps Ishmahri can
help you find a way to get the ship into the ocean. He says that awaking the
memory of the ocean would be enough to return the ship to water however his
instrument is not powerful enough to do so. Somewhere back in the real world
there exists a much more powerful harp. Before anything can be done your
party must venture out to find this Moonshadow Harp. You'll soon have control
of your character again so leave this dimension and return to the library.

You can leave the library by unlocking the eastern door which provides a
shortcut for future trips back here again. Leave Trodain Castle and use
another one of your Chimaera Wings to warp back to the town of Ascantha.

The man in your debt who Ishmahri was talking about is the King of Ascantha.
Head up to the throne room of the castle and speak to him now. The king tells
you that they do have the harp but it is locked within the vault under the
castle. You'll automatically be warped there now. Upon throwing the brooch
into the fountain the path to the vault opens up. Follow the king down inside
only to learn that thieves have plundered all of Ascantha's treasures. The
king runs off but you are of course free to enter into the tunnel.

There is no treasure to be found in this tunnel, it is a relatively linear
path through the underground designed to take you to the other side. At the
first fork make a right and continue to the west. When it opens up into a
larger room just ignore all branches and keep moving forward. After that it's
pretty much impossible to go in the wrong direction. The path leads you out
of the tunnel and out into what's known as the Land of the Moles.

There is a large cliff directly in front of you when you leave the cave. Turn
left and go around it via the northwest side. If you stick close to the cliff
and keep going north you should catch a glimpse of a chest nearby. Use your
Magic Key to open this one up and inside of it you will find a SEED OF LIFE.
Keep going directly north from here without changing direction and then head
east. Take a look at your map and you'll see a cave. Go north until you're
just above the cave and head east from there to reach the only other chest in
this area containing MINI-MEDAL. Now drop down and head into the cave.

Follow the tunnel for a short distance at the start and when you come to a
fork in the path turn right and navigate to a rather large room. If you miss
the turn you'll still end up in this room it will just take longer. Locate
the treasure chest in the far western corner which has the MAP OF MOLE HOLE
inside of it. The tunnel leading out of this room is on the southwest wall.
Make a left when that path forks. Before long you'll find yourself in another
large room. Stick to the south side and but don't go down anymore tunnels.
Instead what you want to do is check out the southwestern wall, you'll find a
couple of pots hidden there. Break both of them to acquire both a MINI-MEDAL
and a SEED OF DEFENCE. Now take the nearby path leading south of here.

When you come to yet another room make a left turn and go around to the
opposite side where there is a chest containing a STONE HARDHAT. You'll need
to go back around to the other side and down the slope to reach the path in
the middle of this room. Follow it southeast down even deeper into the Mole
Hole. Make a right when it forks and then a left when you reach the large
room. Descend down the path toward that large funky looking mole near the end.

You'll appear on the correct side for this one. Immediately after you
materialize turn yourself and run as far west as you can until you reach a
lone treasure chest containing a MINI-MEDAL. That's the only one you'll find
in this area so take out another Chimaera Wing and this time use it to warp
back to the Riverside Chapel. Cross the bridge to the west and take a look at
your map. Once again if you look just northwest of your position you'll see
an area of raised land which makes the shape of an upside down "U" with a
forest in the middle. On the west side of this large "U" shape there is a
path sloping upward to the north. Ascend up this path and at the top you'll
find a locked chest which can only be opened by the Magic Key. Inside of it
is a STEEL BROADSWORD. While there are still more chests in this region I
would recommend you use another Chimaera Wing just because you're so far out
of the way. Use it to warp to the Riverside Chapel once again.

This time we're going to head directly north of the chapel in as straight a
line as you possibly can. You'll have to angle yourself east a little bit,
but still barely at all. Before long you'll catch a glimpse of a chest beside
a tree. Open it up to acquire a MINI-MEDAL. Now from this position what you
want to do is head east until you reach the forest and then go northeast from
there. As you approach the edge of the cliff you should be able to see a
treasure box in this area. You might be a little bit too high up, but once
you see it then it's a small matter to find a way around to it. This chest
contains an AGILITY RING. This is one of the better accessories you've found
in the game so far, it increases one character's agility by fifteen
effectively almost guaranteeing they get the first turn in combat. That
pretty much covers all the locked chests to be found in this region. Use
another Chimaera Wing to warp to Morrie's Place down near Pickham.

Directly behind Morrie's Place, on the south side leaning against the back
wall there is a chest containing a MINI-MEDAL. Make your way north onto the
path again and follow it north until it ends. Keep moving north but stay
close to the western wall, When the wall curves around follow it and look to
the south in the little corner here. There will be a treasure chest hiding
away, it contains a SEED OF DEFENCE. Open up the menu and use another
Chimaera Wing, this time warp yourself to the Swordsman's Labyrinth. When you
materialize go a short ways south and then start running southwest. Notice
the
long mountain range to the southwest which is running north and south, well
you want to get on the north side of this mountain range among those two small
forested areas. On the west side of this area near the edge you'll find
another chest, this one containing a GOLD RING. For the next one you're going
to have to go back east and then down to the south side of this mountain
range. Here you will find a chest with a SEED OF SKILL inside of it. This
interesting item acts like you got a level up for the character, allowing them
to distribute a number of new skill points. We're almost done now. Warp to
the Hilltop Hut located in the Kingdom of Trodain for the next one.

Go down the hill outside the Hilltop Hut and then down that sloping path which
leads into the wasteland. When the path opens up into the main wasteland
area, turn left and follow the upper path here to the south. At the end of
this path you'll come to a cliff. Drop over the edge and open up the treasure
chest down here to acquire a SEED OF DEFENCE. There is one final treasure
chest to be located, use a Chimaera Wing and warp to Trodain now. Leave the
castle and turn immediately southeast. Run down the slope and head north at
the bottom. There at the edge of the cliff you'll be able to locate the final
chest which will bring you up to speed on every single one you've passed so
far in your journey. This particular one contains a LESSER PANACEA.

With all of these items now in your position it's time to return to Trodain
using a Chimaera Wing if you need to. If you haven't stopped to save the game
since you started this I would highly recommend you do so. Go through the
door in the library to reach the other dimension. Ishmahri will help you to
bring the boat up out of the water. You are now able to set sail across the
ocean.


And there is no real story development the whole time.

Sorry, but that's kind of stupid.

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PostPosted: December 16th, 2006, 5:41 pm 
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For what it's worth, the trip to Trodain was interesting. It's having to get that harp where I found the sidetrip getting rediculous. Just as I was getting that ship, all of a sudden I have to find some harp, which happened to be stolen and I have to go fight the thief that stole it. And then I got the ship.

DQ8 did seem a little heavy on sidetrips like that. But I don't know if that's more than usual for a DQ game. It's been too long since I've played DW7. I remember DW1, but that came out in a time where whole games were sidetrips like that. And the only thing from DW4 I can think of is when Taloon needs to buy a bunch of equipment to get the king's permission for something.

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PostPosted: December 20th, 2006, 1:47 pm 
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Heh, I guess that's how you kill a thread.

But yeah. I wasn't impressed with DQ8 and I doubt I'll be impressed with DQ9. The only real reason I got it was because all animation was done by Akira Toriama, as well as the FFXII demo.

Of course, at the time, I was pretty hyped to play it... but that faded quick enough. But if it makes you feel any better, I haven't really like many RPGs as of late. I seem to be stuck in the 90's...

Oh, and BTW... seems FFXII topped DQ8 not too long ago for best selling game of the year.

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PostPosted: December 22nd, 2006, 12:40 pm 
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Only in the US. DQ8 is the best selling PS2 game, not only in japan, but when you add up it's total sales numbers, it sold more copies than any PS2 game ever.

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PostPosted: December 22nd, 2006, 2:10 pm 
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I rather like how Valk usually knows what he's talking about. :)

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PostPosted: December 22nd, 2006, 2:33 pm 
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lol, well props for you...

I guess that DQ8 just wasn't my cup of tea.

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PostPosted: December 22nd, 2006, 2:45 pm 
Rank 11: Sexy Black Mage Rank 11: Sexy Black Mage
Spotted Skunk/Dragon
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Joined: May 18th, 2005, 4:18 pm

Posts: 7289

Location: <- That Way ->
I won't hold it against you. Some people just prefer newer gameplay.

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"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."


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PostPosted: December 23rd, 2006, 10:00 pm 
Rank 2: Eager White Mage Rank 2: Eager White Mage
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Joined: May 18th, 2005, 9:37 pm

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Location: Lansing, MI
I hate all the DQ games.

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