DQII #6: Unexpected Side Quest

We can’t nab the shiny equipment at the Holy Monolith until we’ve found Erdrick’s Token, so instead we continue exploring.

Since the dude here didn’t kick us out, we can use the travel door on the other side of the pedestal. The animation change for the warping in the remake makes me queasy. I suppose it’s intended to be an improvement from the possible seizure-inducing flashing screen from the NES, but initially I thought my console glitched out.

The travel door at the Holy Monolith transports the party to the Fire Monolith

There are quite a few of these warp points scattered about the world. I haven’t bothered showing them before now because they all were dead ends. The Holy Monolith’s travel door brings you to the Fire Monolith where there are two other travel doors.

From the Fire Monolith we can get to this very similar looking monolith. An old man here tells us to seek the aid of the spirit with regard to Hargon’s illusions and the guy just outside the monolith explains that to fully use the travel doors we’ll need the golden key. Of course, we needed that anyway.

Exiting the monolith we find ourselves transported to a new continent. The enemies here are a step above those around Tantegel Castle, but they aren’t too tough. There’s only one direction to go and it brings us to Beran.

Quite honestly, I don’t know if this is just supposed to be some crazy random guy or if he actually is referencing something.

A man in Beran wishes for Hargon to be divinely punished

In the NES version this dialogue was rather randomly censored to asking for the time.

Chiefly among the many clues to gather here in Beran are locations of two crests.

Rested at the inn, which was apparently A Very Bad Idea because the next morning Kain wasn’t in my party.

Inexplicably, Kain has been cursed by Hargon. He randomly tells us to go on without him because he’s going to die. My reaction to all of this is a gigantic WTF?!

Turns out the remake has an additional side quest!

Obtaining a leaf of the world tree

I didn’t have the slightest idea what I was supposed to do, but thanks to the Internet I discovered this was actually a fairly simple fetch quest. Talking to people around town you’ll learn about the leaf of the world tree, which revives a fallen character. I was already planning to swing by the little island the world tree is on and snag one. This extra quest just meant I’d have to do this twice because you can only have one in your party’s inventory at a time.

The trip to the island utterly and completely sucked. The encounter rate on the boat was pretty awful and every battle included at least one enemy that had some type of sleep effect. Almost every battle we were put to sleep. Several times we were put to sleep turn after turn after turn while sea slugs and the like whittled away at our HP. I’m sure it’s only thanks to the adjusted battle mechanics and difficulty of the remake that we didn’t die time and again on this journey, but in any case we got to the island and nabbed the leaf. I am so glad that I always carry a spare wing of the wyvern because that return boat trip would have probably made me break things in frustration.1

Back in Beran Kain makes a rather anticlimactic recovery thanks to being force fed some ground up leaf of the world tree.

Kain thanks us and apologies for his earlier out-of-character plea to leave him behind. He joins back up and I very gladly take a break from the game.

  1. Only Kain has the Return spell.

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