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  1. DRAGON QUEST X V2: THE SLEEPING HERO AND THE GUIDED ALLIES
  2. English Story Summary
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  4. A/N: I am using Google Translate for much of the dialogue in DQX, so I may get things wrong. Also, as these characters do not have canon English names, I will be using the names for them that make the most sense to me.
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  6. PROLOGUE
  7. It’s not entirely clear what you need to do in order to start V2 after you finish V1. While this will primarily be a story guide rather than a gameplay guide, here is a brief description of what you have to do to trigger the events of V2.
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  9. After defeating Nergel and viewing the credits at the end of V1, speak to a concierge at the inn in any town. After their standard dialogue, they mention that the central human continent, Lendasia, has opened up again. And lucky you, you can get a ticket to the ship that’s going there: the Grand Titus. But you’ll need to help them make a special compass first.
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  11. You need to gather three different materials: first, five bottles of Magic Water. You should be able to find this at any item shop at a major town. Second, a Chronocrystal. This should look familiar to anyone who’s played DQXI. Many guides suggest that you buy one from the bazaar, but if you are playing a trial and cannot access the bazaar, you can buy one from the materials shop in Gakuto Gatara (the main Gnome town). They cost 6000G.
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  13. Finally, you’ll need Magnetite. You can get this by fighting Killer Machines in Ragi Snowfield (Augreed), Dream Forest (Eltona), or Vars Mountain Forest (Wena Islands). You can also get it by fighting the enemies who guard the cave outside of Kamiharumi, which may be easier, but the enemies are less common than Killer Machines are.
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  15. When you have all three of those things, go back to the concierge and turn them in, and the story will commence.
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  19. Your voyage to Lendasia starts in the port in South Lendor. You turn your boat ticket in at a port building of sorts down there to a short, pink-haired man named Sugimu. He seems a bit hesitant to accept your ticket at first, but then your old man friend from V1 shows up. I never found out his name, so I will continue to refer to him as such. He reveals the fruits of your labor - the fully-completed magic compass. Sugimu suddenly seems a lot more eager to let you onto the boat. So you head outside and speak with a sailor named Crane.
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  21. Also checking onto the ship with you is a mysterious man in a wide-brimmed hat. Before he can even hand in his ticket, a local ruffian attempts to stir up some trouble with him. Instead of kicking him to the curb, though, our mysterious friend closes his eyes… and opens them, revealing that they’ve changed to yellow with slit pupils. Tough Guy is sent to some kind of hell dimension within his own mind and says something he doesn’t mean once he’s under this fellow’s control.
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  23. The spell wears off, and the toughie just seems dazed and confused. Our new friend introduces himself as Claus, and says that he’s also heading to Lendasia. Then, he boards the ship. Crane suggests you do the same. Then, you take off, and the opening sequence plays.
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  26. CHAPTER 1: THE SLEEPING HERO AND THE GUIDED ALLIES
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  28. Part 1: Aboard the Grand Titus
  29. Contrary to what you saw in the opening, there aren’t a whole lot of people aboard the Grand Titus. But it still has some fairly decent accommodations: an inn, an item shop, a storage branch, and even a tavern where you can change your class and recruit new party members. Where do they come from if you’re in the middle of the ocean? Don’t ask questions.
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  31. Eventually, you head up to the captain’s quarters. Claus has come up here, too, so you both go in together. Things are not so good amongst the sailors: the magic compass you helped make has gone missing, and though the sailors have searched the whole ship, no one knows where it went. The Grand Titus’s captain, Captain Abrams, arrives on the scene and confirms this. Claus wonders aloud if he’s sure about that, then stares into his eyes and does his mind control thing again. Captain Abrams suddenly proclaims that the compass that is missing was a fake, and that the real one is somewhere else on the ship. A sailor with a red mohawk and intense cheekbones dashes off to look for the compass, and Claus pulls you along to do the same.
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  33. Instead of looking for the compass, though, you just tail the sailor who ran off. He’s on the back deck of the boat now, and it turns out that he had the compass all along! He seems distraught by the fact that it was a fake. Just as he prepares to throw it over the side of the boat, Claus catches him in the act by revealing that the fake compass was a lie, and that they’ve caught the thief. The sailor retaliates by… turning into a giant monster. Apparently he’s in service of Nergel, and even though Nergel is dead, his lackeys are still afoot. Claus decimates him with a fireball, and Abrams and another sailor burst onto the scene just as the action is over.
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  35. Abrams takes the compass back, and Claus suggests that you speak to the cabin guide on the first floor of the Grand Titus once you’re ready to leave. There’s a brief scene in the captain’s quarters: though the sailors have the magic compass back, they’re shocked to learn that the fog Nergel cast over Lendasia still remains, and it makes navigating impossible. The magic compass does its stuff, though, and creates a beam of light through the fog so that the boat can reach its destination.
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  37. Because of that little inconvenience, though, the ship now has to dock in the tiny beachside town of Cocorata instead of the Granzedora Kingdom like was originally intended. Claus bids you adieu, and you’re left to regain your bearings in the town. When you’re ready, proceed east through the Wald Water Source and the Melsandy Belt and you’ll reah the town of Melsandy.
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