Dragon quest 7 komplettlösung: Blocked IP Address — GameFAQs

Dragon Quest VII :: icksmehl.de


„Man who fights with woman all day gets no piece at night.“


Die in Japan äußerst erfolgreiche Dragon-Quest-Serie fristete im Westen immer ein Nischendasein: Während Europa ganz unbeachtet blieb, erschienen gerade einmal die ersten vier Episoden als „Dragon Warrior“ für das amerikanische NES, und konnten dort aufgrund der langen Übersetzungszeiten nur geringe Erfolge erzielen und kontinuierlich fallende Verkaufszahlen verbuchen. Mit ein Grund, warum die amerikanische Niederlassung von Enix geschlossen werden musste und somit ein halbwegs fertiges Dragon Warrior V und der darauffolgende sechste Teil nie Japan verlassen haben.


Mit Dragon Warrior VII erschien dann nach einer zehnjährigen westlichen Abstinenz wieder eine neue Episode der Rollenspielreihe in Amerika, und sorgte – wenn schon nicht für berauschende Verkaufszahlen (abgesehen von den unglaublichen 4 Millionen Exemplaren in Japan) – wenigstens für schlaflose Nächte vorm Fernseher.


Eine Veröffentlichung in Europa hat es nie gegeben, jedoch erschien im September 2016 weltweit das langersehnte Remake für Nintendo 3DS. Dragon Quest VII: Fragmente der Vergangenheit überzeugte mit frisch aufpolierter Grafik, einer kompletten Neuübersetzung, einer Vielzahl großzügiger Gameplay-Verbesserungen sowie einigen exklusiven Online-Features.



Story


Die Geschichte des siebten Teils beginnt für ein Rollenspiel eher ungewöhnlich: Es ist alles in Ordnung! Es gibt keine Gefahren, keine Monster, und die ganze Welt ist friedlich. Das ist auch so gesehen kein Problem, denn die ganze Welt besteht aus einer kleinen Insel mit einem Dorf, einer Stadt, einem alten Kauz, der mit Tieren spricht, und mysteriösen alten Ruinen, die einer jungen Heldentruppe ganz schön zum Verhängnis werden.


Der Spieler schlüpft in die Rolle des namenlosen Helden, der mit seinen Freunden – dem Prinzen Kiefer und Maribel, der Tochter eines reichen Fischers – bei einer seiner täglichen Erkundungstouren der erwähnten Ruinen eine unglaubliche Entdeckung macht: Es gibt noch mehr auf dieser Welt!


Vor unzähligen Jahren hat der Demon Lord Orgodemir sämtliche Regionen und Inseln dem Untergang geweiht und sie von der Außenwelt abgeschottet. Mit Hilfe von Zeitportalen, die sich durch bestimmte Tonscherben aktivieren lassen, reist die Heldentruppe in bester Chrono-Trigger-Manier (sogar die Zeitreiseanimation ist dieselbe) in die Vergangenheit, um den dort auferlegten Flüchen des Demon Lord ein Ende zu bereiten, und die Welt wieder so herzustellen, wie sie einst war.




Grafik


Auf der technischen Seite ist Dragon Warrior VII eine konsequente Weiterentwicklung des Vorgängers. Unglücklicherweise sind zwischen den beiden Episoden gut fünf Jahre und beinahe eine ganze Konsolengeneration dazwischen – dementsprechend altbacken wirkt das Ganze.


Städte und Dungeons werden in einer Xenogears-ähnlichen Perspektive präsentiert: Animierte Bitmap-Sprites bewegen sich in manchmal mehr, manchmal weniger frei rotierbaren Polygonwelten. Während die Dungeons vor allem in späteren Abschnitten durchaus als ansehnlich durchgehen (es kann natürlich auch sein, dass man sich nach zig Stunden Spielzeit einfach daran gewöhnt hat), können die Charaktersprites überhaupt nicht überzeugen.


Das Einzige, was es zu sehen gibt, sind ein paar Bewegungsanimations-Schritte für acht Richtungen, die bei falschen Betrachtungswinkeln oft sehr unpassend und wie Fremdkörper wirken. Ebenso unverständlich ist das Beibehalten der „Gehen-beim-Stehen“-Animationen: Charaktere bewegen sich immer. Sollte diese Animation einmal unterbrochen sein, merkt der Spieler nur, dass ein Dialog stattfindet.


Emotionen werden, wenn überhaupt, durch schnelles Hin-und-herwedeln des Sprites (steht für Aufregung) oder eines aufblinkenden Rufzeichens dargestellt. Ebenso veraltet ist die Weltkartengrafik, die eine simple 2D-Landschaft – ähnlich wie in manchen SNES-Spielen – darstellt, auf der sich die gleichen Charaktersprites bewegen.


Als I-Tüpfelchen der schlechten Grafik reihen sich die FMVs ein, die im Spielverlauf zum Glück eher weniger häufig vorkommen, und welche nur miese Computeranimationen zeigen, die man schon zu Final-Fantasy-VII-Zeiten weitaus besser gesehen hat.


Besser gelungen sind hingegen die Kampfbildschirme, die in First-Person-Sicht liebevoll animierte 2D-Monster auf hübsch gestalteten Hintergründen zeigen, und sogar ziemlich effektvoll sein können.



Job-System


Der große Vorteil, der hinter der eher kargen Präsentation steckt, ist der Wegfall von Ladezeiten. Alles spielt sich flüssig und ohne Unterbrechungen. Kämpfe beginnen schnell und enden wieder schnell, was angesichts der hohen Encounter-Rate auch dringend notwendig ist. Denn gekämpft wird in Dragon Warrior VII viel, und auch mit Leidenschaft. Grund dafür ist das komplexe und vielschichtige Job-System, welches nach einem Comeback im sechsten Teil noch einmal eine gehörige Aktualisierung erfahren hat.



Nach gut 15 bis 20 Stunden Spielzeit wird der „Shrine of Dharma“ freigeschaltet – ein Ort, an dem Eure Charaktere eine von verschiedenen Klassen annehmend und beliebig ändern können. Durch eine Reihe von Kämpfen steigt man in seiner gewählten Klasse auf und lernt zum Job passende Fähigkeiten und Zaubersprüche, bis man sie schlussendlich auf Stufe 8 „gemastert“ hat.


Hat man gewisse Klassen gemeistert, lassen sich so die fortgeschrittenen Jobs freischalten, mit denen sich wiederum die Oberliga der Klassen freischalten lässt, darunter auch die ultimative Heldenklasse. Dieses System erlaubt eine sehr freie Gestaltung der Charaktere mit einer ungeheuren Kombinationsvielfalt. Mit dem Sammeln gewisser Monsterherzen können neben den Basisjobs auch Monsterklassen freigeschaltet werden, mit denen die Anzahl an zu meisternden Jobs auf über 50 anwächst.



Kampfsystem


Die nötigen Zufallskämpfe werden wie erwähnt in der ersten Person und rundenbasiert ausgetragen. Auch wenn das System so als das klassischste aller RPG-Kampfsystem gelten mag, so haben die Entwickler es wirklich perfekt ausbalanciert.


Jedes Monster hat bestimmte Stärken und Schwächen, und eine Reihe von Fähigkeiten, die der Spieler durch das Job-System ebenfalls erlernen kann. So gesehen kochen die Monster auch nur mit Wasser, und können Euch mit Euren eigenen Waffen schlagen. Allerdings sind die Gegner so auch auf besondere Skills eher anfällig. So gibt es Bosse, die sich durch einen einfachen Giftatem in ein paar Runden erledigen lassen, die allerdings ohne diesen Skill ganz schön zähe Brocken sind.


Übrigens ist der Schwierigkeitsgrad dabei ziemlich hoch! Nicht nur die Bosse haben es in sich, sondern auch die normalen Gegner, die man so auf seinen Reisen trifft. Ohne längere Level-Runden wird man oft nicht weiter kommen.



Sidequests und Bonusinhalte


Zusätzlich bietet Dragon Warrior VII noch eine Vielzahl an Minispielen und Sidequests: Allen voran das bekannte und beliebte Casino. Neben einarmigen Banditen und Pokertischen kann man diesmal auch am „Lucky Panel“ um seltene Items spielen.


Des Weiteren bekommt man die Aufgabe, einem alten Einsiedler namens „Sim“ beim Aufbau einer Immigrantenstadt zu helfen. Während des Spiels findet man eine Reihe von NPCs, die ein neues Leben anfangen wollen, und die Ihr so in Sims kleines Nest schicken könnt. Nach und nach wächst die Stadt, und kann schlussendlich verschiedene finale Formen annehmen. Vom großen Slum mit den besten Casinopreisen bis zur riesigen Kathedrale ist alles möglich.



Nebenbei könnt Ihr helfen, mit dem Monsterpark den ersten Zoo der Dragon-Quest-Welt zu errichten. Diese Minispiele sowie zwei umfangreiche und besonders schwere Bonusdungeons können motivierte Spieler so bis über 200 Stunden vor den Schirm fesseln.



Spielumfang


Auch wenn 200 Stunden Spielzeit durchaus keine Seltenheit sind, werden schnelle Spieler wohl in 80 Stunden durch sein. Wer hingegen gerne erkundet und bereits erforschte Bereiche für neue Entdeckungen wieder besuchen möchte, wird etwa 120 bis 150 Stunden für einen normalen Durchgang benötigen. Denn zu Erforschen gibt es Einiges!


Überall warten versteckte Items, Monster und Geheimnisse. Und auch, wenn dieser Forscherdrang eine der größten Stärken des Spiels ist, so kann er gleichzeitig den Eindruck bei einigen Spielern trüben: Denn wer nicht den Dialog mit den NPCs sucht, oder in Büchern nach alten Aufzeichnungen fahndet, wird nie das volle Ausmaß der Geschichte mitbekommen.


Gerade die Rahmenhandlung, in der vom Kampf von Orgodemir und Gott die Rede ist, sowie die Hintergrundgeschichte von Estard (der einzigen Insel, die nicht vom Fluch des Demon Lords heimgesucht wurde), wird eher stiefmütterlich behandelt. Ebenso bekommen die Charaktere, die sich dem Helden in der Party anschließen nur dann voll zum Zuge, wenn man mittels „Party Talk“ mit ihnen ins Gespräch kommt und so Kommentare zu den jeweiligen Situationen einholt.


Schade, denn in der detailliert ausgearbeiteten Spielwelt steckt enormes Potenzial, das leider etwas verschenkt wurde. Außerdem ist es bei einem Rollenspiel dieses Umfangs unverzeihlich, die Welt mit derartig wenigen Musikstücken zu untermalen, auch wenn Sugiyamas Soundtrack bisweilen zu seinen besten zählt.



Lokalisierung


Die Übersetzung ins Englische ist durchaus gelungen. Auch wenn etliche Stellen ziemlich fehlerhaft sind, ist das bei der enormen Länge des Skripts allerdings nicht weiter verwunderlich. Es ist zumindest nicht so, dass man den Dialogen nicht folgen könnte, oder der serientypische Humor verloren gehen würde. Etwas gewöhnungsbedürftig sind hingegen die aus technischen Gründen auf etwa zehn Zeichen reduzierten Namen von Monstern, Zaubersprüchen und Items.




Fazit


Dragon Warrior VII ist eine Bewährungsprobe für Rollenspieler: Wer sich nicht von der armseligen Präsentation und dem extrem langatmigen Einstieg zurückschrecken lässt, findet sich in einem unglaublich umfangreichen Spiel mit einer ebenso umfangreichen Spielwelt wieder, die es zu erkunden und zu erforschen gilt.


Das Gameplay ist seltsam süchtig-machend, und der episodenartige Aufbau der Storyline weiß ebenso zu gefallen, auch wenn man ruhig etwas mehr Augenmerk auf den Ausbau der Rahmengeschichte hätte legen können. Auch hätte man ein paar Füller-Episoden durchaus streichen oder optional machen können, um so die Spielzeit der Haupthandlung etwas zu straffen.


Wer allerdings mit der altbackenen Grafik zurechtkommt, einen eher dialogreichen Erzählstil der Geschichte und längere Level-Up-Sitzungen nicht scheut, wird mit einem ebenso vielschichtigen wie motivierenden Gameplay und einer humorvollen Story belohnt, und hat eine umfangreiche, detailliert ausgearbeitete und lebendig wirkende Spielwelt vor sich.

Dragon Quest 7: Fragments of the Forgotten Past beginner’s guide

You can create and save as many as three adventure logs at once.

When you are playing and need to quit in a hurry, access the menu and choose the «Misc.» option to take advantage of the «Quick Save. » Doing so creates a temporary file so that you can resume your adventure the next time you have a moment (at which point the file disappears).

When you want to make a permanent save that you can load until you specifically overwrite it, however, visit a church within the local town area. Since not every church is obviously located, look for the building with a symbol that looks like a silver cactus. There, you can take advantage of numerous options over the course of your quest.

A church’s top option, Confession, saves your progress. The Divination option lets you know how many experience points you need to gain in battle to level up your characters. Resurrection lets you bring back someone who has perished, for a fee. Purification and Benediction remove poison and curses, respectively, but are unlikely to prove relevant until well into your adventure.

Create an adventure log to overwrite your existing save to one of the three available slots, or save to a new slot if you prefer. To reduce the likelihood that you will lose important data, make sure to visit churches and update your log regularly.

Unlike the Dragon Quest games that came before it, Dragon Quest 7: Fragments of the Forgotten Past lets you manipulate a camera as you explore three-dimensional areas. Press the Nintendo 3DS shoulder buttons to rotate the camera to the left or right, which sometimes let you see points of interest that you would otherwise miss.

Even early in the quest, it is sometimes easy to get lost in the areas you explore, or to miss something important. Make sure that you pay close attention to your surroundings. Check behind buildings for barrels you can break apart. They may contain valuable items or gold.

The map on the touchscreen is also extremely helpful. Early in the adventure, for instance, you need to descend a staircase to find an underground passage that leads to a hermit’s hut. If you don’t rotate the camera, you could easily miss noticing that the stairs exist, even if you pass through town several times. That vital staircase shows on the map, though.

Maps also do a good job of letting you know where you are in relation to area entrances and exits (marked by green bars). Sometimes, items you need to locate are also outlined and may even glow faintly. Don’t overlook that valuable tool.

There is a time for action, and there is a time to talk.

As you advance through the game, you will quickly build a party of heroes. When there is at least one friend in your party, you can press the B button to initiate a conversation. Your available ally will often provide clues about what you should be doing next, in case you forgot. The non-playable characters that you meet in towns are similarly helpful. You can talk to them, and they will fill you in on the local gossip, which often relates directly to either a current quest or to one you’ll undertake soon. If you ever find yourself lost and there are NPCs you haven’t yet met, make their acquaintance.

When you find new gear, immediately check to see if it will improve your situation.

Typically, you can find gear on sale at the local weapon shop, but you might also discover it in treasure chests and other more surprising places such as dresser bureaus. When you access the menu, select the «Equip» option and choose the relevant character.

On that screen, you will see your character. Press Left or Right on the directional pad to cycle between equipment types. You can change your Weapon, Armour, Shield, Helmet and Accessory. If there are multiple options available for a particular bit of gear, look at the left column on the touchscreen as you cycle between them.

Stats affected by the potential equipment change will appear with an arrow pointing to the potential new stats. For instance, you might see that your character’s defense is eight with no armor equipped. If you are thinking about equipping the wayfarer’s clothes, an arrow will point to the number 15, which is in green. This means it is an improvement, whereas a negative change would appear in red.

Some items might improve one stat while lowering another. It’s up to you to decide which areas need the most work, a decision that may also be impacted by your current budget. If you have a bunch of old equipment gathering dust in your inventory, sell it at a shop to raise money so that you can purchase something better.

When you enter a new village, you will have a primary and a secondary reason to be excited. The primary reason involves whatever quest brought you there, but new towns also mean new opportunities to grow stronger.

Look at the map, and you’ll typically see icons pointing to a weapon shop, an armor shop, a church and an inn. These are tremendous resources. You can spend money resting up at the inn, if monster encounters have taken their toll on your health. You can purchase new equipment at the shops to better survive meetings with the hostile wildlife. Churches allow you to save your progress and revive fallen party members, along with related functions. If you don’t have enough money for the best gear, or to resurrect a fallen ally, this is a good time to battle the monster hordes just outside of town until you do.

When you’re done shopping and recovering, that’s when you should get back to your adventure, now armed and ready to face the greater challenges that are almost certain to follow.

Once you advance far enough in your quest, you’ll find monsters to battle on the world and dungeon maps. When you defeat them, you earn experience points that allow your characters to gain levels. As they progress through those character levels, the heroes often gain additional HP and MP as a reward, so that they can withstand more damage and make use of additional abilities in combat.

Other than gaining more health and magic, the heroes may also gain points in a few other categories:

  • Strength: Added to the strength of the weapon equipped to determine total damage attacks inflict (as Attack).
  • Agility: Determines how quickly a character moves in battle, which can affect turn order and allow a character to move before enemies or dodge attacks.
  • Resilience: Improves defense against physical attacks from enemies, in conjunction with armor (as Defence).
  • Wisdom: Improves the efficacy of magic spells.
  • Style: Essentially, this indicates how good your characters look, which doesn’t seem to be relevant early in the adventure.

You may also occasionally learn spells, which fall into offensive and defensive categories. However, the characters won’t start with such abilities available, and will have to instead rely purely on physical combat during any initial skirmishes. If you’re curious how much work your characters have ahead of them before they can advance to the next level, check with the local priest at a church. Divination is one free service offered, and it provides a report for each character in your party. If you’re about to head to a dangerous dungeon, it’s worth checking to see if you are about to go up a level. If you are, you might want to battle monsters just outside for a town until you gain that extra level, just so you’ll stand a better chance in coming battles.

As you explore the map, you often will find enemies wandering about. If you come into contact with one, which is easy to do in cramped quarters (especially since some will rush you on sight), you’re taken to a turn-based battle.

Initially, you can choose to Fight or Flee. If you like, you can also adjust Tactics, so that your party members don’t require your direct input. Settings can be adjusted, as well, to impact the game’s video and audio presentation, as well as message speed. Once you commit to fighting, you have a fuller variety of options:

  • Attack: Use a physical attack to strike the enemy or enemy group that you specify.
  • Spells: Expend MP (if available) to use an offensive or defensive spell.
  • Abilities: Make use of a special ability that typically does more damage. The first ability you learn, for instance, is an elemental fire attack.
  • Items: Use an item, such as a medicinal herb, to help a party member or to hurt a foe.
  • Defend: Take a defensive stance that limits the impact of any enemy attacks on that character during that round.
  • Flee: Attempt to run from the current adversaries (this may not always prove successful).

The battle continues, one round at a time, until enemies are defeated (or have fled), or until your party is wiped out and unable to keep battling.

Your heroes are actually fairly smart by default, and will work together even without specific direction beyond which enemy or enemy group they should attack. If you have several characters attacking a group of slimes, for instance, a strong character will target a separate slime within the group if he can take it out all by himself. That leaves the other characters to hopefully whittle away at a weaker slime, so that the strongest party member’s attack isn’t wasted on an adversary that was almost dead.

As you battle, make sure that you’re eliminating enemies as quickly as possible. Weigh the value of quickly eliminating a few weak enemies (so that they can’t spend several turns chipping away at your health) versus focusing strong attacks first on a foe who deals a lot of damage each round.

Monitor each party member’s health closely. Enemies are capable of occasionally landing blows that will do more damage than normal, so don’t forget to heal a character who only has a few HP points remaining, even if enemies in the area tend to deal only 2 or 3 damage per round. You don’t want to have to pay for a resurrection procedure back at the local church.

It’s also possible that party members will become incapacitated or rendered all but useless for several turns. As an example, the Lips enemy that you encounter early in Dragon Quest 7: Fragments of the Forgotten Past can give your characters goosebumps, which prevents them from attacking and accepting commands until the effect wears off. Another monster kicks up a dust storm that leaves the heroes blinded, so that many of their attacks will miss.

As Dragon Quest 7 begins, the world you have available to explore consists of a single island. Gradually, thanks to your efforts, the map expands to include numerous additional islands. You will have to do a lot of backtracking, but there are shortcuts at your disposal. One early shortcut is the chimaera wing. You can use it on the world map to return to a town you recently visited, rather than walking back after clearing a dungeon. When your hero gains enough levels, he also learns the Zoom spell. You can use it to quickly warp to the entrance of a few key locations, such as the Shrine of Mysteries, Estard and other towns you discover on your journey. That’s important, because backtracking can be a nuisance.

Fairly early in the campaign, you also gain access to a boat so that you can move around the overall world map. This seems like a safe way to travel, but it’s really not: Enemies can attack you there in random battles. That’s good if you need to level up for a bit, but in general you should only go sailing when you don’t have better options. Unless you’re charting new territory, the Zoom spell is still the most effective way to get around.

Dragon Quest 7: Fragments of the Forgotten Past eventually becomes an epic adventure, but it starts out with a lot of busy work — and you won’t even face your first enemy battle for quite some time. This mini walkthrough takes you through the introductory challenges, so that you can sink your teeth into the parts of the game that should feel more immediately familiar with Dragon Quest games.

Prince Kiefer, Mayor Mayde, Maribel and the Pilchard Harvest

The game starts with the hero and Prince Kiefer standing in a small building. Prince Kiefer wants the hero to promise to remain silent about the location. Then there is a second scene, with Maribel, and finally you are in control. Enter the building to the upper left. Climb the ladder, and interact with the bed to sleep.

The next morning is the day of the pilchard harvest. Your father went to the jetty to meet with Mayor Mayde. Head down the stairs to meet with your mother again. Take the pilchard sandwich and go outside. The jetty is located to the right, past where you met with Maribel the previous evening. Step onto the boat for a conversation. Then you automatically hand over the sandwich.

Go down the stairs and continue exploring the boat. Talk to everyone you meet. In the lowest level, find Maribel hiding behind some barrels, which you can break to reach her. If you don’t see her, you can rotate the camera perspective until you do. After the conversation with Maribel, head back to the deck for a cutscene.

Now, head back up the steps from the pier. A guard talks to you. You are wanted at Estard Castle, to the north. Maribel briefly joins your party, and then you can head north through town and out the gate along its northwest side.

Estard Castle, the king, Prince Kiefer and Estard

When you exit to the world map, head north on the trail. Once you reach the castle, Maribel abandons your party. Then you can explore. Head north through the gate to arrive at the castle itself. Once there, enter the gate and Kiefer will stop you. A long conversation follows, referencing a shrine to the east.

After Kiefer leaves, head upstairs to meet with the king. After a brief meeting, you can head back downstairs and leave the castle, then the town. On the map, make your way back toward the southeast, to your home town. There, return to your house and talk to your mother, who will tell you that Prince Kiefer stopped by recently.

Leave your house and head out of town, back to the world map. Return to Estard and talk to the young man in the red cap, who is standing near the fountain at the town entrance. He’ll mention that he saw Kiefer, who was talking about going somewhere east of Pilchard Bay.

The Shrine of Mysteries, back to Estard

Leave Estard and head south, but veer east toward the area along that side of the map. Enter the new area and proceed along the map until you reach the building, which is the Shrine of Mysteries. The camera will pan to show you Kiefer standing by a statue. Head around the stone wall to meet with him at the base of the statue. A discussion follows, then a brief cutscene and then more talk. Now you need to find Dermot the Hermit.

Dermot the Hermit and the Sizzling Stone

Return to Estard, and check behind the first building on the south side of town, west of the fountain. There you will find a staircase. Descend it to reach an underground area. Head along the passage to access a staircase that leads to another lower level. Here, you emerge in a cave. Walk to its exit to arrive at another map area. Enter the house. Go downstairs to meet Dermot the Hermit. Show him the book and decline to sell it when he offers 500 gold. He’ll agree to study it and tell you to return with Kiefer.

With that tended to, return to Estard once more and then exit to the world map. Enter the castle, then go upstairs. From there, head to the room to the left, where Kiefer is waiting. Talk to him. He gives you the Sizzling Stone and joins your party. Now return to see Dermot the Hermit again. After the conversation that follows, make your way back to Estard, and a cutscene follows as you arrive.

Back home in Pilchard Bay, Yellow Fragments and Four Saints

When that scene concludes, you are back at your home in Pilchard Bay. Leave the house and exit through the northwestern gate for another scene that takes you automatically to the ruins. Answer «Yes» to both of Kiefer’s questions, and you’ll keep things going. A new opening appears, and you’re standing in front of it. Go ahead and enter to arrive at the location’s interior area.

Start forward, toward a floating creature. Note the pulsating points on the map. Check them to obtain Yellow Fragment items. Then talk to the creature. He invites you to talk to the Four Saints, which are statues to his left and right. Start by talking to the leftmost statue, the first of the Great Saints. He represents Earth. Then talk to the second through fourth saints, who represent Wind, Fire and Water.

Talk to the winged creature again, and he’ll tell you about an area east of Estard that has long been sealed. You must travel there, enter gravestones that lead underground, find sacred treasures, and bring them back to this location.

The Grave of Earth and Fire

Exit the ruin and return to the initial world map. You may recall a gated area, located east of Estard, which until now has been closed. It is finally open. Enter the area to arrive at the Grave of Earth and Fire.

The Grave of Wind and Water

Travel through the forested area to reach the Grave of Wind and Water. Here, there are two more underground corridors, which contain the Saint’s Shield and the Saint’s Sword. Now you have all four pieces of desired equipment, so return to the ruins with the waiting winged creature and the four statues.

Back to the ruins

Back in those ruins, check each of the statues, and you will receive prompts to offer up the appropriate pieces of equipment that you just obtained from the graveyard to the north.

When you have finished, the double doors behind the statues will open, and you can proceed. A brief cutscene follows, and then you should talk to the floating creature. He explains that there are pedestals with which you can interact.

Talk to the creature again for the chance to examine pillars. Look at the yellow one for now, and fit the two yellow fragment pieces you found previously in the upper left of the five pedestals. If you talk to the creature, he’ll tell you that you can find a third fragment by visiting a ship that just returned home to port.

Pilchard Bay, the castle, back to the tablets

Exit the ruins to find that morning has arrived. Kiefer leaves for the castle, and you should head back home to Pilchard Bay. There, enter your house and talk to Pollock, who is standing at the table. He will hand over a yellow stone fragment.

Next, start out of the house for a cutscene, wherein you lose the Sizzling Stone. Then go to the castle to meet Kiefer again. He is in his room on the second floor. He joins your party yet again. Now the two of you should return to the shrine and head toward the room with the columns.

As you climb the steps toward the opening that the statue revealed when you visited during the previous evening, a new scene follows and Maribel joins your party. Then you can enter the interior area. Head to the room with the columns. Select the familiar yellow column from the menu. Then press R to rotate your yellow fragment once and finally place it. Light flashes, and a cutscene follows.

The first battle and Maeve

Follow in the direction Maribel departed and another cutscene plays out, after which you will engage in the game’s first battle. The slimes can be defeated using just standard attacks. They don’t hit hard enough to put your party members at risk.

When the battle ends, another cutscene follows, after which you can continue along the trail to eventually trigger yet another cutscene. When it concludes, you will have met Maeve, who joins your party for a time. Then you can head north to exit the forest and arrive at a new world map.

On the world map, simple monster sprites represent enemies. You can brush against them to battle, or head east to find the village Maeve mentioned. There, your arrival triggers a new cutscene.

Maeve is missing. You can head forward toward the cross symbol to find a man who will let you save your progress up to this point, and there is an inn where you can restore your health. Your adventure has properly begun at last.

Orchestral soundtrack in Dragon Quest VII remake

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    16.02.2023 00:31 from
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Square Enix has launched the official teaser site for the Dragon Quest VII remake for 3DS , announced in the latest issue of Jump magazine.

The game page tells us some details. Firstly, as it was already reported yesterday, users are waiting for a full 3D remake (in the original, for example, battles were in 2D) with support for StreetPass technology.

Developed by friendly SE studio ArtePiazza has been working with the Dragon Quest series for over fifteen years. As with the original, players will be given three blank save slots.

If in the original 2000 the midi-melodies of the permanent composer Koichi Sugiyama sounded from the TV speaker, then a completely rewritten soundtrack is being prepared for the remake. The Tokyo Metropolitan Symphony Orchestra was involved in the process.

The game has been released in Japan for February 7, 2013 and is one of the most significant 3DS releases of the first half of the year, along with Monster Huntert 4 , Luigi’s Mansion 2 and the new Tomodachi Collection . In the Japanese blogosphere, the announcement caused a flurry of discussion, with thousands of comments and retweets.

I remind you that before the arrival of DQIX, DQVII was the best selling and most popular game in the franchise.

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Review Dragon Quest VII: Fragments of the Forgotten Past 3DS

Not more than a week ago, on our website were presented
first impressions of Dragon Quest VII: Fragments of the game
Forgotten Past
, a remake of the cult JRPG for PlayStation One,
redesigned for the modern handheld console Nintendo 3DS. I
waiting for the release of this remake and at the same time afraid of him. Let
more than ten years have passed, but I still remember well how
spent over a hundred hours on the original game, and how impressed
me the local story. And now, after many years, I again plunged into
her for a new hundred hours. Almost. Passage of the plot and execution
jobs took me a little over 80 hours of real time.

But it really doesn’t matter how much — a hundred, eighty or twenty
hours takes the passage of a particular game. Something else is important:
how much pleasure does the player spend in
virtual adventure time. In the case of Dragon Quest VII,
the fun factor is approximately 85-90% of the playing time, and
break the idyll only some of the nuances that are standard
a problem with most JRPGs. I’m talking, of course, about exhausting
battles against weak enemies and travel through a rather big world
project. Despite the fact that we have a modern remake, the option
fast travel between visited locations, alas, is not
added.

The history of the game remained virtually untouched, although it acquired
new translation, which is significantly better than the original — here
many names have changed, become more speaking, and the inhabitants
various islands have acquired unique accents. We play
a young man who craves adventure, and together with his friend,
Prince Kiefer, constantly looking for them. And so, once friends
luck smiles — together with their childhood friend Maribel, they get
to an ancient temple, and by the power of the tablets are sent to the past to
save a small town and clean up the island it’s on
is located, from filth.

Actually, this is not only the beginning of the story, but also the basis of everything
game scenario — the name of the game sounds like “Fragments
forgotten past.» With our motley company, we go to
different corners of space-time, saving people and cities,
get acquainted with a large number of interesting characters and clean up
small islands from evil spirits, defeating ordinary enemies and bosses,
exploring worlds and solving puzzles. Having cleared the island in the past, we
we can return to our own time and … visit it already in the present,
swim across the ocean in a boat. Every saved island in the present
is transformed, because many years pass for its inhabitants. here we
we can find new fragments of the tablets, chat with the characters and
learn fragments of legends written based on our actions in
distant past. When we saved the island.

There will be a lot of traveling, as well as fighting —
JRPG fans are no strangers to this state of affairs, but
For beginners, it can be confusing. The fact is that the abundance of adventures and
fights in Dragon Quest VII and modern JRPGs, often
equipped with either dynamic turn-based or real-time
combat system feels very different. Developers in the remake
left the combat system intact, and did not recycle
interface — these characteristics have remained classic and familiar
for fans, but even veterans of the genre, they can drive melancholy,
because after a hundred or two battles, their monotony begins
tire. This is a standard JRPG disease, but in some games with it
successfully fight and even win — fiery hello Bravely
Default/Second
, where the mechanics of acceleration, combat macros and
disabling random battles is very well implemented. AND
in a timely manner.

The combat system of the game is completely turn-based, that is, the opponents are not
will take their turn until the player chooses actions for their fighters.
The menu here is minimalistic visually, but enough
functional: several types of offensive actions, including the usual
the use of weapons and special skills, a menu of spells of various
character, the ability to defend or escape. Skills and Spells
depend on what professions the player upgrades his characters
— by the way, do not rush to look for them at the beginning of the game, before the appearance
professions you have a long way to go, hours that way in 10-15 real
time. But the range of professional opportunities in the game is huge —
about 30 options, one way or another affecting the abilities of heroes and
their characteristics.

Visually, the project looks great and its performance is
Nintendo 3DS portable system is impeccable — if only the battery
this console to be at least half as perfect. Control
convenient and allows you to play even with one hand in most cases:
the «L1» button works as confirmation while traveling and
battles. Good animation of movements, bright opponents and heroes,
good effects of spells and abilities, pleasant, although in some places
poor environment. This game has everything a great JRPG needs,
but there are nuances in it that become barriers to the title
the best on its platform. Even taking into account the boundless love of the author
to the Dragon Quest franchise.

As first impressions said, it didn’t work out in Dragon Quest
VII and without new buns, although they did not affect the improvement of the gaming
process and eliminate the shortcomings of the original mechanics. Apart from
great improved graphics, new hybrid classes added to the game,
but their system itself has remained slightly outdated: we have no influence
on the development of classes, but are simply forced to pump them until
interesting skills or access to other classes will open. That’s right
New professions are unlocked by leveling up old ones. Next, here
an interesting feature appeared with the development of your own island, where
we send captured and tamed opponents, not
causing particular harm to others. Developing the village, we
we get bonuses and we can send groups of monsters to hunt, for more
lots of plushies. Another interesting thing is the exchange
tablets through the StreetPass system, which allows you to open
a virtually endless spectrum of randomized dungeons.

Good representation of monster meadows, new feature
games.

Otherwise, Fragments of the Forgotten Past has become orthodox
remake. And this orthodoxy is not always a good characteristic,
although many fans of classic JRPGs demand it from
developers. The problem is that, along with the preservation of the basics,
comes the reappearance of shortcomings that are already 15 years old
ago they seemed bad manners, but now they are simply archaic. With another
parties, no lullaby combat system, no tiring runs
on foot and swimming in a boat, should not become an obstacle for
one of the best JRPG 90-s. If you love the genre
This game is definitely for you. It is also recommended for beginners
thanks to its low entry threshold, excellent presentation and
general simplicity.

Dragon Quest VII: Fragments of
the Forgotten Past
is an exciting and colorful compilation
short stories of one small group of characters, as if
«sliders» sliding between time and space, saving worlds
in the past and expanding the horizons of its present. In addition, before
us the most classic JRPG from the nineties that you can
imagine, in a modern wrapper. But she certainly suffers.
from the design constraints of the past that won’t be a problem
for fans of the genre who are familiar with the Dragon Quest franchise, but may
spoil the overall impression for beginners.

The review is based on the digital version of the game provided by the editors
publisher. The project will be released in Europe on September 16th.

Varyag thanks for the review. In general, everything is quite expected: a little
retouched graphics, updated localization, added some features
etc. The truth in the Japanese release, which was 3 and a half years old
back, added an orchestral OST. Unfortunately, on his way to the west, he
remained on the shores of Japan. (What the Varangian was silent about …) For very many
the game will be archaic (despite the rework) and drawn out. But for
fans holiday. The Western fan base knowingly fought all these 3 years
with a square. In the end, Nintendo bailed out again. (As from VI and IX on
D.S.)

P.S. I’m waiting for VIII on the 3DS and a review from the Varyag.

Another377 , you wanted to say how with 4,5,6 and 9 on DS,
probably

Shamil1810 No, I wrote everything correctly. IV and V published
SE herself. Then she gave up on Western releases of the series. As a result, IX and VI
published by Nintendo. The seventh part was released on February 7, 2013. on the 3DS. All
this time, SE never released it in the west. (Despite requests,
petitions, etc. Western fan base) In general, Nintendo again publishes VII
and VIII on 3DS. For which many thanks to her.

P.S. SE is not very fond of Western fans of DQ. On the DS in due time
released Dragon Quest Heroes: Rocket Slime (a subseries of Slime MoriMori
in Japan). Actually, it was part 2. (first was on GBA) 3rd
part was released on 3DS in 2011. (Slime MoriMori Dragon Quest 3:
Daikaizoku to Shippo Dan) which was never released in the west. IN
2015 Theatrhythm Dragon Quest came out. Again, not published on
west. (According to FF, the 2nd parts were published) There was a Monsters sub-series. (Personally
I don’t really, but there were 2 parts on the DS, and the continuation on 3ds was the same
left in Japan) Not to mention the X-part. She’s actually online. But
according to FF games in the west come out in batches … (various lice)

Another377 , but nevertheless, parts 4 and 5 came out on DS on
west.

Shamil1810 , read the first message more carefully. I wrote
about what Nintendo published, and not what came out in the west. (IV,V —
SE, VI, VII, VIII, IX — Nintendo)

After such a review, you definitely need to play!)

Thanks for the review!

Message from Varyag_Ericsson

digital version of the game provided by the editors
publisher

Every time I read this line at the end — every time I envy))
this is how it all ended)

Yokushiro Don’t be jealous. Imagine for a second what you need
write a text say characters two thousand characters or three, you
the game is given, but the mood is not right or the soul does not lie with it. AND
every evening you have to turn on the hated toy and grind
passing — after all, duty is above all. As a result, the world is born
useless text and pleasure not received a single gram.

I really liked this review, that on my personal scale I put
he gets 100 points. The text turned out to be kind of canonical for
of this kind of articles, but at the same time, the soul is felt here. Author
and happily recalls the past, curses old sores,
talks about innovations — and does it so concisely and concisely,
that one gets the feeling that he came to the streetpass and listened
game story. And I want to join after this speech
discussion or ask a question, so long as this
wonderful conversation.

Message from FinansDog

a useless text is born and
Not an ounce of satisfaction was received.

But then:

Message from FinansDog

The text turned out to be kind of canonical for
of this kind of articles, but at the same time, the soul is felt here.

You see, it all depends on the person. Yes, I confess, this kind
activity would be new to me…but it’s interesting)

It’s small, try it. Go through VKontakte blogs, there constantly
authors are required. Money will hardly be paid, but in principle on
At this stage, you don’t need them — you try your hand. And of course
at first, you can not dream about reviews, your work will be
news.

Newsman’s work is certainly hard labor, but there are a couple of
pluses that will come in handy in life:
1) the vocabulary of English is gradually increasing
2) the skill of working with text is acquired
3) the skill of working with a large amount of information (it will be necessary
compare and interconnect various facts, draw conclusions)

It turns out that the enemies in the game are invisible according to the classics (not like in the ninth
parts)? When is the release in Russia? I want a caricature.