Edit: This is part I of the Dragon Quest VI Walkthrough and it goes through Murdaw. If you are past that, check out Dragon Quest VI DS Walkthrough: Realms of Revelation part II. Thanks.
Name your Hero, and the quest starts. The blue-haired guy wakes up when you press a button, and you are by a blonde female. A brute then comes in, and then the two characters head north. Follow them.
Epic music plays as you walk up the path. Dread Lord Murdaw’s Keep is below. The blonde female character goes to the top of the hill and blows her flute. A gold dragon is summoned and the group flies over to Murdaw’s Castle.
Spooky music within. Talk to your party members, then lead them on through the northwest door. This is the first area where you can do party chat. Check it out, one of the best features to DQV and DQVI. Just follow the path on this floor to the staircase going up. Next room head straight north and do the same. Nothing to find and no enemies to fight.
Next area we see the atmosphere rich with pink smoke. Party chat and your allies will sense a boss is near. As you get near the door, some more talking (and new Party chat) but then just head on in.
Time to meet your fate. It doesn’t take long.
You wake up in the bedroom with your sister Tania talking to you. You can now see the menu and see that you are level 1 with a Cypress Stick and Basic Clothes. Search the drawer by the bed for a Leather Hat. Then check the barrels to the left for 10 gold and a Seed of Agility. Leave the house.
Beautiful day outside. Time explore the village, but ignore the northeast house which is the Mayor Spindell’s house. You can search the well and go down it to speak to a Marine Slime. Check all the pots and vases for 10 Gold, Medicinal Herb, and another Medicinal Herb outside the Elder’s house. Check in some houses now, like the southwest one. There is a Seed of Defense within. 3 Gold coins in the Bar and a few people to talk to.
After you have found all of these and talked to every person, head for the Mayor’s in the northeast. He has a book about slimes and a red head lady on the east part of the building, and then search the barrels behind the Elder to find an Antidotal Herb.
Turns out the Elder needs someone to bring the wooden crafts down the mountain. It’s tough down the mountain but he thinks you can do it, and then shows you the 10 wooden crafts and clothing. Offer to take the Village Goods down to Haggleton.
Before leaving, you can talk to everyone and some will say new things. The weapon shop also sells weapons and armor, but I would just save your money and go down the Mountain Pass. Treasures loom anyway.
South on the world map and you will be on the Mountain Pass. Since you have no magic you will need to use a Medicinal Herb to heal, or return to the village and your house to rest.
Anyway, as you enter Mountain Pass, go down the stairs and look to the left. Here is Buddy. Talk to him for a bit, then south across the bridge and west. You will see some graves, and then a spot in the southwest to jump down, so do it. Wayfarer’s Clothes are here just as you land (defense +3 style +4). Enter the nearby door, climb the ladder and you will be out right by the graveyard.
Back east across the bridge and north across the next one (Buddy will be west of you). Go east now for another drop point. North into the underground path, which takes you west to a few treasures; a Medicinal Herb and an Oaken Club (attack +7 style +5). This should ensure even the toughest monsters here are one-hit kills. Move further west for another pit to drop down.
Back outside, head up the long ladder to the left. Enter the first door that you see, and then go up a few sets of stairs here. After taking two sets of stairs, go southeast but at the next fork take the southwestern path for 20 Gold Coins. Well, that’s it. Don’t take the southeast path but instead return northwest to take the staircase down (and take it until you are outside again).
This time, go southwest down the ladder to find an Inn just west of you. Likely a good time for you to use it. Exit out to the south for the World Map.
Now that we are on the World Map, you can go south to see a sign – Haggleton to the south. Reached level 4 out here after fighting a massive group of enemies. Level 4 nets you your first spell, Heal. As you travel south, you will see the desert veer southwest – this is when you go slightly west to see Haggleton.
So this is Haggleton, with the Bazaar. Check the boxes to the right for 5 Gold and a Medicinal Herb. Enter the west building and search the boxes for a Seed of Agility. Our goal here is to sell the Village Goods for as much as we can. To do this, there are two masked men on each side of the bazaar, Bill + Buck (in the tents). Speak with them back and forth and they will best each other by 30 gold each time until the guy on the left says 480 gold. Take him on that, it’s the best you’ll get.
Next plan is to get the Thief’s Key, a Dragon Warrior / Dragon Quest staple. The merchant in the upper-left part of the left tent has it. He starts off at 2000 Gold but keep saying no until he says 200 Gold. So we still have 280 profit from selling the Village Goods but also get the Thief’s Key. If you speak to him again, the merchant hints at there being doors in this village to unlock. Might be wise to pick up a Scale Shield in the east tent to increase your defense with the tougher enemies around. The weapon shop also has a Copper Sword, though you did just get a new weapon. Everyone else is a scam artist.
Now that you have the Thief’s Key, head on over to the Inn. Grab The Big Book of Beasts from the locked room (blue door). Go down the nearby stairs and you will find Haggleton’s Rainbow End Bank. You can store money here so that you don’t lose it if / when you die. Not a bad idea. Also a Thief’s Key door to unlock here and you will find a Chimaera Wing and 250 Gold Coins.
In the northeast part of the village, you learn about an old man that has not returned in 3 days. No Spirit Crown here yet. Time to exit and go west, across the bridge near town.
New enemies abound. If you didn’t buy the Copper Sword your attack will be weak, and conversely if you didn’t buy a Scale Shield or better armor, it might be tough to survive here. Anyway, head west across that bridge, north all the way and then west.
You’ll enter a peculiar area, and come across a Dwarf-type who is about to fall. It is Cliff the Crownsmith! Go to save him (well, even if you say no you are forced to do so). Your blue-haired Hero will fall down in the process, to a new world.
Entire the town near you. You can explore the World Map around this town, as no enemies will show up.
In town, no one can see you so you can’t talk to them. You can go north to the Church to pray (Save). Search to the northwest for 20 Gold and then enter the building in the northwest by the shop. Search the drawer for a Wooden Hat. The building east of this has a set of Basic Clothes. North of these two buildings are some thugs, seemingly plotting a robbery. Enter the northeast building and the dog can sense you. But the girl pulls it away. Check the northeast room for a Beauty Herb / Pretty Betsy. Also a Medicinal Herb west of this.
Check the well in the southeast. There will be two kids talking about the Dream Well. Go down it for a soldier and your first of surely many Dragon Quest VI Mini Medals. Collect all these Mini Medals for different rewards; if you have played Dragon Warrior IV, Dragon Quest V, etc, you know about them. They are not in your standard inventory in this game.
Exit out the well and search the Inn for a Seed of Life. You can also rest here if you’d like.
It’s time we move on, so exit the city. Head north and east to the Well of Dreams. You may have wandered over here previously too. A man was guarding it before, but it’s empty here now.
A sign within says “Danger! Don’t approach the well!!” Of course we do the opposite and enter. This well seems special, with a strange light emitting. Choose to enter it, and the screen will get funky.
You appear in what seems to be the same place but now there is just a well here and not a house. As you see, your Hero is back to normal (not see-through like before).
Exit out of this well area and then you will be familiar with where you are on the World Map. Travel south and east across the bridge for Haggleton. Reached level 5 along the way.
Back in Haggleton, go to the northeast building. That’s the guy you saved a while back, after all. Within he is working on the Spirit Crown that he was going to give you; once he realizes you are still alive, he then gives it to you for no cost.
Leave Haggleton and go north. Weaver’s Peak is our destination.
Remember how to get up this mountain? We have to get back up to town (Weaver’s Peak). It shouldn’t be difficult, the monsters will be running from you at this point. Just go north through the pass and you will be back home in no time.
Mayor Spindell is waiting outside. He noticed it took a while, but even if you try to explain he’ll just keep talking and ignore your plight. Talk to the villagers if you wish, but they are busy getting ready for the Festival. Head to your house in the north part of town. Within, an old lady asks you if you want to rest. Might as well re-cooperate your health now.
When you wake up, Buddy is nearby. Talk to him for a bit and then you will see your sister Tania come out with the crown and a light emanating from her. You will then go to the Church to beckon the Mountain Spirit with the Priest. During the scene Tania will be possessed by a kindred spirit as she passes by you; Hero then learns of his destiny.
Despite the strange occurrence and everyone being in shock, the party continues as you exit out of the church. Talk to everyone in the area around you. Lots of people drinking. In the northwest is a guy watching the fireworks, and he says to go to the Elder’s. Head on over there but don’t go in – head northwest of it to eavesdrop on Tania and Buddy. She turns Buddy down here.
Head on in to the Elder’s house now. He has heard of your travels to the Phantom World. He also acknowledges that the mountain spirit talked to you, and permits you to continue journeying. You are then given an entry pass to get into Somnia Castle. We may get an audience with King Somnus with this.
Return back home and speak with Tania to rest. Fireworks go off and the villagers party all night. Talk to Tania in the morning and prepare to head out.
Down the Mountain Pass we go. Then, our destination is south of Haggleton. From here, just go straight south until you are blocked by mountains. Then go west and south when you can and you will see Somnia.
Upon getting to Somnia Castle, you will be prompted by the guard for the entry pass.
Not many worthy treasures here, but you might as well get them. Medicinal Herb in the Church, Plain Clothes in the northwestern house and an Antidote Herb in the vase north of that house. Don’t go down the well yet, there is a tough boss down there.
First, check out the Weapons + Armor store. Boomerang’s are nice, I would buy one because it attacks all enemies (even better if you managed to this point without buying the Copper Sword). Scale Armour might be nice too, and if you plan on beating this boss it is necessary. Also, if you are level 4 or level 5 you will probably be wiped out.
I’d get to level 6 and give it a try. Because you will see a demon guarding the treasure in the well – it’s a Grim Grinner. Even with the Scale Armour / Scale Shield / Hardwood Headwear, he’ll take off ~15 damage each turn. Sometimes he’ll guard which causes you to do 1 damage (or not hit at all). Your agility will be about even with his at level 6, so make sure to heal when your HP is 15-30. So long as you have enough MP you should be able to take off enough damage to win. Not sure of his HP, probably around 70 HP. 60 EXP, 45 Gold and the treasure is an Antique Ring (+2 defense, -10 style).
Go up the well. Now you can not talk to the old lady and keep the crappy Antique Ring, or exchange it for a Strength Seed. I would take the Strength Seed to boost your max attack power since you will find plenty of other rings that are better than this.
North to the Castle of Somnia. Say yes to the guard and agree to join the Military, since that is all you can do now. We will return when the castle bell rings. Head over to the church and you will see a brute that you recognize. He heads on out. Go to the Inn next door and rest after expending your Hero with that boss fight. On the 2nd floor are some merchants, one mentions a Mustang that whipped his friend.
Save and head on in to Somnia Castle. The guard says that Captain Blade is about to speak to the new recruits. You have to head up the stairs now and listen to Captain Blade. Turns out they have a challenge for the new army recruits; south of here is Gardsbane Tower and we have to go there to find a particular item (he won’t say what). Time to leave Somnia Castle now.
Go southeast of Somnia Castle to find the first bridge. Then go further south for a second bridge, and then Gardsbane Tower just southwest of this. The guard tries to scare you before you enter, but just go ahead in.
Take the east route and go counter-clockwise, to avoid those spikes. Don’t go up the stairs by you, but instead travel to the northeast corner for another set of stairs. Those ones you should take. (and to be honest the spike damage is pretty negligible but still worth avoiding as the soldier on the ground just complains about the spikes, so no reason to go see him).
On the 2nd floor, travel straight south for a Chimaera Wing. Then back north and west for those stairs going up to level 3.
Rest up. The guard here is stopping you from getting this treasure. Even if you walk around to the other side, he just comes there. Anyway, it’s time for a battle with this Tower Sentry. His attack is weaker than that boss you just fought, as he’ll only take off about 6-8 damage most of the time. If he saves up his strength, just defend and absorb the hit instead of taking double damage from him. Heal when necessary. Even if you run out of magic, which is not likely, you should have enough Medicinal Herbs to stay alive. The Tower Sentry has close to 200 HP, but if you are level 7 and have Sap that goes by a lot quicker. 95 EXP is your reward.
The treasure he was guarding was 130 Gold coins. Exit on out to the left. You are now on the exterior of the Tower and you can see Carver a level above. East of you is punk with a mask, you can talk to him but don’t fall for his trick because he’ll just boot you down and waste your time. Instead, go in that door and take the stairs nearby to 4F.
Tiles on the floor. Dragon Warrior / Quest veterans know about these; just take the southern-most one to get to the area with the ninja dude. Now look for the tile that takes you to the north point with the staircase. It’s the path that starts with a tile facing to the right and then goes up. Take the stairs, hit the tiles to boost on south and exit to the exterior.
You’ll see Carver. Jump down but do not talk to him unless you want to miss an item (he just greets you and goes on ahead if you talk to him). In this next area to the north, speak with the guard. He explains that there are three doors and three people, only one of them is telling the truth. Anyway, take the right-most door first for a room with a Mini Medal and a soldier who gives you a Gold Ring (defense +5 style +5). He says you can take that back, but we know there is more to explore. Go down to the three doors, and take the left-most door this time, and go up the stairs (middle door leads to spikes).
After taking the left door, go straight south for a Medicinal Herb. Make sure your Hero is stocked with them for the upcoming battle, as at the top you will find a guard at the room (and if you are too depleted in MP / Medicinal Herbs, it might be wise to exit ahead as he advises).
This battle is against Garrett, and he’s a little more potent than the other Tower Sentry. He has a Violent Slash that does about 1.3x damage than his regular attack. His leg sweep attack is pretty stupid, as he misses over half the time and even if he hits, you just can’t move for that turn so at worst for you it just nullifies the turn for both. He also wastes turns on ‘assessing the situation’. So his AI kind of ruins any chance he has of harming you consistently. He just has a ton of HP, probably 100 more HP than the last battle (250-300 HP total maybe). 120 EXP for winning, which put me to level 7 – again, if you were level 7 before this and could use Sap, that makes this a lot shorter.
Head on in and grab the Restless Heart. Jump off the west ledge and continue your way out of the tower; we have to go meet with Captain Blade again.
Make the walk back to the castle, and rest / save upon entering. Take the route to the Castle now, and speak with Captain Blade. He will be pleased to see the Restless Heart of Somnia. This makes you a Somnian Soldier, part of an elite group. Captain says to go look around the castle, so do so to familiarize yourself with the layout, now that we actually can look.
You can take the side exits to reach the northern buildings. Just talking to soldiers there though and learning about Murdaw. The throne room is up there but of course we can’t get in. Return back to Captain Blade, go down the stairs, and go left. Enter the kitchen and search to find a Mini Medal, your third. Return back to the stairs but don’t take them, instead go north to the courtyard.
Here we have an old man and his wagon. Unfortunately, no horse to pull the wagon. The northeast door leads to a room with a researcher, and a bunch of books. One of which talks about the Mini Medal King, but doesn’t say where we can find him. Talk to the rest of the people here, and then we can go on and try to find this wild horse that we heard about from the merchants in the Inn.
Just leave town and this is how you recruit Carver. He comes in and says you can’t beat this mustang yourself. Carver joins and you have your first Ally. He is a Roaming Warrior; no magic, but strong as an ox. Only level 3 though, so you may wish to build him up a tad and at least buy him new equipment. Carver is a brute so he can use the Stone Axe unlike the Hero. Might be a good consideration (+14 attack), though it is expensive. But I would buy him that and Hardwood Headwear since he does not have a hat. Although he is getting a Hardwood Headwear in a short while, so maybe another defensive upgrade would be better. He can’t equip a Boomerang so that is not an option.
When you feel ready to hunt down this Mustang, head west of Somnia Castle and look for a bridge northwest. Go across it and then north for a sign about the Mustang. Then slightly west and you will be in a new ‘area’, off the world map. Take a right to see the Mustang. Chase it in a circle counter-clockwise, until Carver stops the process and decides on a plan. He travels from the north and you take the route directly east. You’ll block the mustang, so then go into the north dead end to tame it. Carver names the thing Peggy Sue and then it’s time to go back with this nice new horse.
On the way back to Somnia, Carver went up to level 5 and learned the ability Flying Knee. Go up to the 2nd floor Inn for a laugh with the Merchant in the bed. Everyone else knows the King is going to love you for this. So head north and tell the guard that yes, you will bring the horse in. Just head for the courtyard. The old man is delighted, and then Captain Blade graces you with his presence. Carver is now a Royal Knight for his work and you are commended. Next, Captain is ready to take you to His Majesty.
We now get to meet King Somnus and some of the other higher ups are talking about Ra’s Mirror (sometimes known as the Mirror of Ra). Captain puts a word in for you, and then the King addresses you personally about Ra’s Mirror. When you are done, you are free to explore. Check out the King’s room to the west for a Silver Tiara, though it is female-only so no one can equip it. Speak with the King before you leave and he says we can use the Wagon since he has no need for it. The Chancellor also opened up the northeast gate on the map for a new area to search.
Gate Northeast of Somnia
It is possible you have visited here before when exploring. Just talk to the soldiers here and head on through to the north.
Enemies are tougher past here. Hero reached level 8 (and learned the spell Zoom) while Carver reached level 6. Continue on east a long ways and then northeast to find a Church.
Within, you can rest in the room on the right. Also a Pretty Betsy within, and a Phial of Magic Water on the left. Save and then be off.
South of here and a tad west for a small house. Carver reached level 7 along the way, passing Hero in resilience and strength. Inside the house, we see the Dwarf. Search his house for an Antidotal Herb and a piece of Hardwood Headwear. Carver and Hero both had one so that was useless, but it’s a nice treat if you skipped getting Carver a helmet.
Talk to the Dwarf and tell him that no, you don’t know about private property. Then you get asked if you have business, so say yes. He then talks about Ra’s Mirror. Agree to help him with his project.
Next thing you know you will be outside with Carver and the dwarf, as the dwarf bumbles around trying to plan what to do. Then Carver takes over. What a carpenter, and what a scene. Well, that did not take too long. Anyway, Carver is ready for his prize for his work.
Unfortunately, the Dwarf knows nothing about Ra’s Mirror! Carver is not pleased. He then tells you about Alltrades Abbey aka Dharma Temple if you played the old games. It is a place where we can change and advance our classes. The dwarf tells us to head east and look for a clearing amidst the trees (leads to a tunnel under the river).
Underground Tunnel by Dwarf’s House
On the World Map, head east from the Dwarf’s House. See the desert and the light green grass in the middle? Search the green grass to find a cave that leads underground.
Head south upon entry and stay south to get the Bronze Shield. Equipped this with Carver for +7 defense upgrade over the Leather Shield. Continue east (ignoring the north route which is a dead end) and you’ll come to stairs going down to B2F.
Eerie mist in this area. You are surrounded by water so head straight south. All the way south for stairs going up to B1F. Go east and go past that path that goes back southwest (just a dead end). Further east past the first path north, and then take the second path north. This one leads to 270 Gold Coins. Back south and then east all the way until you reach a set of stairs going up.
We are now on the World Map, on the right side of the river moving southeast on the eastern continent. Follow the path that has some desert area and you will come to a sign saying Alltrades Abbey is east of you.
Unfortunately, as you are going east past the purple poisonous area you will see a huge chasm in the earth. As you get close to it, you enter the forest area. Head east and you will see a ledge that you can jump off. At this point, you probably have an idea what is going to happen here.
You will fall down and be transparent once more. The castle near you is destroyed, enter it to see a guy looking for treasure. If you go downstairs and then south you can go down a well, which returns you to the other world (right where you entered this one, by the big hole + poisonous marsh). But don’t do that, just exit the castle back to the World Map.
Travel south a tad and then west to see a sign – Alltrade Abbey ruins to the east. Continue west to Port Haven (San Marino).
Even though you are transparent, some people will talk out loud so speaking to the villagers is still worth it. Enter the building in the south and search for a Bamboo Spear.
Go to the building northwest of this for the Inn. You can rest here but somehow not for free. Search the Inn for a Medicinal Herb, Mini Medal, and a Pretty Betsy. Go west and south in this big building, and look for an eastern exit. This leads to a small spot on the exterior that has the Iron Claw. This has always been a sweet weapon in the series but actually is only +2 higher in strength over the Stone Axe. Back in the main building. If you take the north exit out there is a house with parents of a son named Carver. Of course, Carver doesn’t think it’s him. Back in the big building in the center and this time take the west exit.
To the west is a huge building which seems to be the port. Also a bar downstairs here but nothing to find. Back outside and north to see some pirates, and west for a small house. A Fur Hood is within, nice but female-only. The Casino is right next door, but no one here acknowledges you so you can’t gamble. We can explain more about it later but most know about the Dragon Quest / Dragon Warrior Casino.
Head out to the south and then west to see Johan and Ella having a conflict. Now return to the beginning of this town and enter the southern house. Ella will be making Mr. Barkington’s dinner. Go talk to her upstairs and try to leave; just as you do, that evil Ivy comes in here. Watch the seen as Ella comes back down afterward to feed the dog. Then go outside. Mr. Barkington is sick, the Mayor is furious and Ella is thrown in jail.
Then there is a dark screen and the scene fades to the next day. Follow what is going on in the Mayor’s house with Johan, and then head out to the big building in the center of town. Exit to the left and search the note near the port to learn you can take trips to Somnia Castle.
You may have already been in the port, but head on in. It’s different this time, notably Milly (Muriel) is here. She notices you as you draw near, no sense hiding it from her. She offers to meet you outside of the village and then heads out. Carver advises that we stop by the Church so might as well do so and save.
On the world map, Milly leads you southeast to a blue building (you may have wandered over here previously). She leads you to the dream seer, Madame Luca Luminista. After some discussion about the dream world and you needing to get the Mirror of Ra, it is time to rest.
As you wake up, search the drawer for a Lucida Shard. Check the vase west of this for a Seed of Magic. Now time to talk to Madame Luca. She again mentions that you need to be ‘whole’ in this world to get anything done, and she knows of a substance known as the Dream Dew that can get that done. Turns out we can acquire more Dream Dew in this a little cave in the south called the Lucid Grotto. Of course the Grotto is filled with nasty monsters now, but we can accept Milly’s help for this. Luca also gives you ten Medicinal Herbs. Carver is skeptical about doing this but evidently the Dream Crystal Luca has deems this your destiny. By the way, if you still refuse you are sent out without Milly and the door locks behind you.
Milly joined at level 5 with 63 HP + 50 MP. Seems we have another healer; she can also use Buff to raise your defense and Squelch to eliminate poison easily. Note that you cannot improve Milly’s equipment because she is not a ‘permanent’ member of your party.
Before leaving the estate, check the well. What do we see inside, but a Well Wisher. The Well Wisher likes to shout which will potentially cause your party to not move for a turn. It will also build up some turns and then unleash a nasty physical attack (could kill Milly in one hit). In fact I would suggest NOT guarding with your two controllable allies because this means he’ll likely target Milly and one-shot kill her. Well Wisher also will throw a rock for ~15 damage to all allies. Fortunately Well Wisher also spends turns ‘grinning maliciously’ (doing nothing). With three allies this should be easy to take down 250 HP and defeat the Well Wisher. If you can get Sap to work once or twice, that will help. 162 EXP 72 Gold and a Trailblazing Bandana. This adds +5 to your defense and 23 to your style.
Leave for the World Map now. If you want to return to Port Haven to rest at the Inn, do so (but Milly does not go in the city so you can’t restore her; just don’t get in too many battles so the AI won’t drain her MP too bad).
To get to the Lucid Grotto, head southwest from Luca’s blue house and you will see a bridge. Head due south after this, maybe taking a few steps west. You will come to the Lucid Grotto (dream seeing cave).
Go west as you enter, until you reach a T. Head south for a Chimaera Wing then return north and continue on west for the staircase down. Carver reached level 10 on the way, to tie the Hero. As you noticed, Milly also does not gain EXP.
In B2, head east, ignoring the first south path. Then next intersection, ignore the northeast path and go southeast to the far corner for a Seed of Resilience. Back north and west past the lake in the floor. West at the T for 230 gold coins, and then go south and east at the next fork for the stairs to B3. By the way, in B2 I fought many Babygoyles and they might be the toughest random enemies yet; they like to spam Sizz for ~15 damage to all.
Now in B3, the cave starts to look cool. More formidable enemies as well, including Metal Slimes which yield a ton of EXP as you probably know if you have played this series before. Anyway, follow the path south and west (up and down several stairs) and the first fork you reach is further west (there is a path west or stairs going down). Travel west this time first, for a Bronze Knife. Then take the long route south for a scenic walk.
Take the east route up the stairs when you can, and then you will see a treasure further east; a Fur Cape. Now take the south path that leads west and to the staircase down. You can fight around here if you wish to gain some levels and hope to run across more Metal Slimes, but continuing down the stairs leads to the boss.
Rest up before you go up to the creature in green. You have to talk to it twice to initiate battle. This Bloodcreeper is not too bad. Use Sap once or twice to get things started. Milly will be casting Upper on your allies, attacking and healing (though I wouldn’t count on her to heal someone in need because she won’t necessarily do that). Could also be a problem if her MP was expended getting down here. The Bloodcreeper usually has physical attacks for 10-15 damage, and then also likes to flash light in your eyes to attempt to Dazzle you. This is more of an annoyance than anything else, and he didn’t get Hero or Carver with it at all (the two guys he needed to Dazzle so their physical attacks would miss). If Bloodcreeper attacks someone Milly used Upper on, the damage will be negligible. He also has a Tale Whip though that does not do much more damage than a regular attack. Bloodcreeper also casts Upper but just counter it with Sap. So, should be an easy battle unless you came into it totally winded from the journey down. 280+ EXP and 370 Gold are your rewards. It was at this point that Carver reached level 12 (passing Hero, who was still level 11).
With the beast vanquished, search the bowl for some dream dew. Time to head out. Go south for the stairs up, northeast for the stairs in the next level and then northwest for the last set of stairs (well actually second-to-last; this floor has the final staircase up shortly east of you). Don’t bother going to Port Haven to rest, you’ll do so at Luca’s.
Madame Luca’s House
Return northeast to Madame Luca’s and you will rest as you get there. Next day, the dream dew does it’s job. Milly then admits she was once in your position which is why she was able to see you despite being invisible in this world.
Then Luca mentions that your next step is to take the ferry from Port Haven over to <>strong>Somnia and meet the king in this world. Milly decides to officially accompany you on your journey. Now we can equip her with new weapons / armor, raise her levels, and control her in battle. All important things. Party Talk is more interesting with two people to talk to now. But first things first, give her that Silver Tiara from the Somnia Castle throne room a while back. +14 defense +25 style for Milly. She is the only one to equip the Lucida Shard too, so give her that (+10 style). Give her the old Fur Cape too, for +5 defense (-10 style but oh well).
Before leaving this place, go down the well and talk to the masked dude. He mentions some valuable treasure at Moonmirror Tower on the western continent.
Just go to Port Haven now. Speak with the Mayor first thing to tell him the truth; say yes and you will tell him that it was Ivy that did this. However Ella has already been banished from the area. Speak with Johan upstairs too. Check out Carver’s house in the north for a scene, and then head into the main center area.
The Weapon Shop has some nice options. The Thorn Whip would be good for Milly. The Chain Sickle is an improvement for Hero + Carver, but you have to decide if you want to give up the Hero’s ability to hit all enemies at once with the Boomerang. But, it is becoming obsolete in terms of attack power, so it’s your choice. Personally I would hold off on buying it for the Hero because a much better weapon for him comes out soon. Nothing that stands out at the Armor Shop.
Talk to the people by the Inn and the dancer up the stairs. Seems people are sleeping over at Somnia Castle in this world. Head west and outside to talk to the old man by the port, sad about Ella leaving. To the far north is the Dragon Quest Underground Casino. My best luck with these has always been doublin’ up on Blackjack. You just need one or two runs with easy card draws to beat in the double or nothing process. To be honest though, I don’t like taking advantage of the Casino, at least until really late in the game. I spend too much time early on in Casino’s in Dragon Warrior IV and I’ll end up with Metal Babble Shields for all the mages and then the game becomes a joke difficulty-wise. The Dragon Quest VI DS Casino has some nice prizes too:
Magic Water (200)
Silk Tuxedo (500)
Yggdrasil Leaf (1000)
Dragon Shield (2000)
Platinum Mail (3500)
Kamikazee Bracer (5000
The Platinum Mail in particular is quite powered up for early on in the game like this. I happened onto 5000 coins in double-up so I just got two Dragon Shields and left (still about +20 defense for Hero and Carver + the Fire / Ice based damage reduction that the shield provides).
Time to go to the port now, where you found Milly. Buy three tickets for 150 Gold and head to the guy on the left. If he says it’s not ready, then you missed talking to someone in town (this happened to me, forgot to talk to Johan upstairs at first). Get on board and get ready for Cape Somnia.
The boat sails straight west, and then it’s time to get out. Talk to the people here to learn even if you wanted back to Port Haven, it’ll be another three days. Save with the lady outside to the west. Head east to speak with another sea slime / marine slime and he mentions his pal Curie. Speak with the fisherman out west to learn you need to go west but slightly north to avoid the craters along the way.
Exit outside and begin west like the fisherman said. The enemies out here are tougher, with Silencing Rams and Dead Residents, but the walk is not long. Just slightly north over those mountains and west. After some wandering around, Hero reached level 12 at this point while Milly reached level 7 (learns Dazzle + Evac from 6 and 7).
People sing a different tune here, as you may have expected from what you heard at Port Haven. New treasures here too though. Head to the Church upstairs for a Phial of Holy Water, the building north of that for a Medicinal Herb, and then the building above that for a Mini Medal.
Ignore the well, above all. The enemies down here are way too tough, and you’ll get mauled. Tougher enemies like this also make it hard to run, so if you go down here you might be kissing some of your money goodbye after a quick death. There is nothing down here at the moment, anyway.
Check out the weapon shop in the southeast. The Edged Boomerang is perfect for Hero, +10 attack from the Boomerang. Some decent things at the armour shop too, though your needs may depend on what you got at the Casino. Enter the building just north of here to talk to the old man and get the Poison Moth Knife from the drawer. This weapon for Milly is actually awesome, basically like the Venomous Dagger from old Dragon Warrior’s / Quest’s that causes paralysis on enemies occasionally (which case they can’t act for several turns).
Head towards the north part of town. The masked guy thinks you look just like the prince. Sure enough, head on north and the guard at the castle will think you are the Prince (might need certain equipment – I had Hardwood Headwear, Dragon Shield and Noble Gear).
Head within and you will be met by what looks to be Captain Blade, but actually this is Captain Rusty. Everyone here sucks up to you, but actually in the courtyard the little girl knows you aren’t the prince. Speak with everyone and head to the throne area. You will be stopped initially, but Captain Rusty straightens things out. Upstairs to see the King and Queen of Somnia Castle, both in bed. The Queen is mumbling about the Mirror, so we know Ra’s Mirror will be important here. Get a Silk Robe in the drawer if you want, and then head out.
Chancellor Keating returns as you are leaving the throne room. No matter what answer you pick for the sister of the Prince’s name, you will get it wrong. Captain Rusty takes some blame too, and then you are booted out. Speak with the merchant before leaving to learn the whereabouts of the town of Amor. Could be worth looking into.
To reach Amor, head west and north along the coast-line. After you pass the bridge, go west to see a sign. Seems we need to head south and then southeast to get to Amor. Ignore the cave that does us nothing now and you will soon see a blue village on the map, this is Amor Town.
Check out the Inn but evidently we need a reservation to rest here. We want to speak with everyone here so check out the north house and then the northwest one. Weird stuff in the northwest one with a bunny girl wife pretending to be at a bar, and her husband downstairs who hints at Moonmirror Tower things. There is a Chimaera Wing + fake Phial of Amor Seco Essence below.
Nothing in the well below but the house by it has a Mini Medal. The Church is next to this. It’s being ‘cleaned’ so you can’t go in, but you can save. Further east is the Weapon and Armor shop; the Sledgehammer + Steel Broadsword are new but expensive. The Armor Shop has some good stuff too, like Iron Armour + Iron Helmets. Once you have spoken with everyone, head back and see if the Church is open to go in. Might have to leave and re-enter.
Enter the church and to the basement to find Evgenya. Search around here for a Phial of Holy Water + a Phial of Amor Seco Essence. Talk to the priest and he sends you down to Evgenya. She’s still in a great mood.
You wake up the next day and she is gone. Hmm, things are strange. Search the pots and you find a Mini Medal (yes, we searched those pots before too and it wasn’t there). Go outside, and a girl notices blood flowing through the river. The beautiful river is now covered in blood.
Speak with everyone. Things seem weird. The man in the northeast says a ‘young’ couple named Evgenya and Ilya spent the night, even though we just saw Evgenya and she was old. Check the northwest house for a Pair of Bunny Ears and a Phial of Amor Seco Essence. Bunny Ears are good for Milly. Southwest house has 50 gold coins and another male fawning over Evgenya.
Time to exit town, and it seems we’re back in the Dream World (where we started). Go north for the cave.
Amor Town Cave
Bloody water here of course. The soldier here is Evgenya and she talks about Ilya. Talk to her, and then go across the bridge and take the northwest path for a Seed of Life. Now go back by Evgenya and take the northeast stairs going down.
Go south right away on B1. This leads to a Seed of Magic. Back up the stairs, and return north on B1 and go west, ignoring the other staircase down you see. At the next intersection, go southwest for a Pretty Betsy. Grab that and then take the northwest corner stairs going down to B2.
Straight south for a Mini Medal. Back north and east to see three logs in the water. They’ll each take us somewhere different, of course. Take the one in the northeast, and it sends us south to an Edged Boomerang and stairs going up. You probably already bought that Boomerang but this is a nice treat if you didn’t. Up the stairs now and take the 410 Gold Coins. Now back down the stairs, and take the eastern log. This takes you to where the Seed of Magic was before, so take the steps back up to get back to B1.
Back on this initial level, travel all the way northwest to get to those stairs going down. So we’re back to the three logs. We already took the northeast one. Now there are two southeast of you – take the one that is further east. This leads to another log – take that one. Now you are at the staircase going down in the south part of the room. Down here for B3.
Different layout on B3. Go north until you teach a T – go west for a Phial of Magic Water. Now go back east. Skip that southern path you initially took, and the long north path. When you can go east no more, go north quick for an Iron Claw. Now back west slightly and take that long north path. Ignore the west path, it is a dead end. Take the stairs to the north to get to B4.
Just as you get here, you can see a demon and a guy fighting it out. Quickly heal up and talk to the masked guy watching this. Go up there and offer to join the fight in the warrior’s stead – it is a Grrrgoyle. This battle can be a nuisance, because the Gargoyle has a confuse-all attack called Fuddle Dance that is likely to get at least one of your allies. Your character then randomly does things (could cast a spell, could attack an ally, could attack an enemy, etc) until they recover after a few turns (usually takes the Grrrgoyle hitting you to come to your senses). He uses this move at an absurd rate, more than all the other moves he has combined against me. He has two physical attacks that did about 10-20 damage depending on which character takes it. Of course use Sap, your go-to boss strategy to destroy their defense. If Milly is level 9, her Crack spell will be a big help (~30 damage each time). Because of you battling Confuse, this will likely take a while, but will yield 330 EXP and 250 Gold Coins.
The swordsman fighting the Gargoyle was indeed The Tempest Ilya. The chest here is empty. Time to exit out with our new friend. No enemies so don’t worry. Take the stairs down here, and then in the next room we have to take a different staircase up (more towards the southeast corner). Then we go with the log and by the empty Seed of Magic treasure. The rest you should be able to figure out.
Ilya and Evgenya have a scene at the top. Afterward, Ilya awards you with an Agility Ring for your work. The couple then imply that the Moonmirror Tower is their next destination. They must be going for the Mirror of Ra too, and in that empty treasure at the bottom was clearly the Mirror Key.
Head back to Amor Town now. Speak with everyone to gain some insight about what to do next. After you have talked to everyone go in the bottom part of the church and talk to the guy to rest.
When you wake up, you are back in the Real World (where we were previously invisible). Evgenya is here, the older version. She is still mad but at least the bad dreams stopped. Amazingly, Ilya runs in here (the older version of him). After this scene, Evgenya goes ahead and gives you the Mirror Key. Save and get some weapons / armor if you wish, and then head out of Amor. Note that if you are planning on buying an Iron Cuirass for Milly, don’t bother, we’ll get a free one very soon.
Back on the World Map in the Real World, you have to go northwest for a bit and then north to a sign. East from here to reach Somnia Castle. Once you see that, go east past it and wrap around counter-clockwise on the other side of the water. So you should be going northwest for a short while and then straight west to the Tower.
Barge on in. Looks like an epic tower. Take the east counter-clockwise route, but don’t take the northeast staircase going down. Down the northwestern ones for an Iron Cuirass. Looks like a dead-end, but notice how the staircase in this northwestern corner does not show on the ‘reflection’. Search the mirror a few times and something talks to you.
Three Corpsickles are here to fight you. As you might image, these guys can poison you (Envenom). However they can only try it on one ally at a time, although it can come as a side effect from their physical attacks too. But their physical attacks are weak. Sap is somewhat useful but since there is three of them, it’s harder to use. I just did it once and then did the Boomerang with the Hero and Carver attacked. Crack is isn’t as powerful against these enemies, but still worth doing if Milly gets a chance to attack while healing HP and curing Envenom status. The Corpsickle’s occasionally will cast Heal, to be even more annoying. This battle will take quite a while, but once you get one of them down the ball will start to get rolling pretty fast. Problem is, your MP totals will be depleted especially Milly’s. A whopping 840 EXP is your reward and 171 Gold Coins.
Might be a good time to Evac / Zoom back to Somnia to rest. Your call though. When you are ready, take that new northwest path, way up the stairs. As it works it’s way east, skip the staircase first and get the 200 Gold Coins at the far east. Back west to go up the stairs to 2F.
Now on the exterior, head southeast and you will find an opening; enter it. Back inside the tower. Head north, skipping the stairs going up east of you. North all the way now for a different staircase going up to 3F.
Take the stairs to the east to quickly get to 4F. Set of stairs down just south of you, but go further south first for a Seed of Strength. Down those stairs you passed, and then go up the stairs in the southwest (to a different part of 4F). Take the northern stairs in this room.
On 5F now, you see an ‘invisible’ orange-haired girl. Talk to her to let her know you can see her. Pour some of that Dream Dew on her and then she introduces herself as Ashlynn. She doesn’t fight with you yet but follows you. When you regain control, head south from where you got Ashlynn to some stairs up to 6F.
Staircase above you but instead go all the way north for that lever. This opens a door. So south and up the stairs to the top, 7F. Take the above stairs down and you will see a purple orb to the northwest. Push it east, out of sight of the mirror. This stops an electrical current elsewhere. Back up to 7F, and then take the southern stairs going down. Another purple orb to push away from the mirror, it breaks, another thing shuts down. Return to 7F once more, the top floor. Jump off the southern ledge to go all the way down to the bottom.
Travel to the far west now. Another tower to enter, and it looks like the last one. Just go north, skipping the first staircase going up, and taking the northern one. Southwest to the stairs to 3F now. South all the way for a Seed of Agility, and then take the staircase down to 2F that you passed. Take the southeast stairs up on this floor, and you are back on 3F but a different part of it. North to the stairs up to 4F.
Continue along south in the mirror room until you see a reflection of a staircase going up (but no sign of the staircase). Straight north in this next floor, and then north to flick the switch to shut the door. South up the stairs and you will be at the top. Two more stairs going down, north and south of you. You know what to do here. After both purple orbs are destroyed by being pushed away from the mirrors, the center building will drop from the sky.
Time to drop off and enter this center building. It’s small, but it has Ra’s Mirror. Now with the Mirror of Ra, we also leave with Ashlynn joining our party. Carver brings up a good point though; we need to bring this to King Somnus in Hero + Carver’s world, not the King that just sleeps in this world.
More about Ashlynn. Terrible HP count and defense, but she is more of a true wizard / attack mage (compared to Hero + Milly). You also have a full party with 4 members.
So what do we do? Zoom over to Alltrades Abbey. Into the basement and search the well in the south part. This takes you back to the Phantom World (the one you are from and need to be in right now). Zoom over to Somnia Castle in this world, and enter.
It was a long trip to get that Mirror of Ra, but here we are. Talk to people in town and save if you want, then head on in to the Castle and towards the throne room. You’ll come to Captain Blade, and then we get to report to King Somnus. A short meeting commences but then we will talk more later.
Scene fades to night and things are strange. Captain Blade comes in and says to go upstairs. Something is amiss in the throne room. The king…is, well. I don’t want to spoil it for you. We’ll just say that King Somnus is who he says he is – it is actually Apnea. Turns out the true King Somnus is in Murdaw’s clutches. Or perhaps, Somnus is Murdaw. At any rate, this Apnea has extensive knowledge about what is going on in the Real World and with Murdaw. More answers than anyone else has at least. Speak with the Chancellor to get an idea of where to go. Murdaw’s Keep seems to be southeast.
Exit to the World Map, and travel northeast for a short bit (over that area of water) and then wrap around south until you reach the gate. Two corpses of guards along the way, and a priest. Exit out to the south and you can see there is just a little bit of this part of the continent to explore. You will have to go over some poison spots but the damage is negligible.
Cave to Murdaw’s Underkeep
Southwest for the steps down to B1F. Enemies are tougher down here, and Carver got to level 14 and learned Double Up. Very nice ability. As you travel south to an upside-down T, take the left path as the right is a dead end with a skeleton. Veer to the southwest and exit.
You are on the exterior now. Go west and in the doorway. Northwest for some stairs down. Take the path southwest and south for a Seed of Magic. The path west of that leads outside to a spot with nothing, so don’t waste your time. Go back up to the previous level with the T intersection. You went west initially, now go south past some debris. You will go a ways, and then the path goes west and northwest. Along the way you see an Iron Helmet. Now take the ladder going down to the north.
Southwest and south, with the water down below on our left. Down the ladder and east across a brown bridge. Down the short ladder, but don’t go south right away. Circle around clockwise and this path takes you to a Phial of Magic Water. Back southwest by the bridge and ladder, and this time go straight south. This leads west to a path back into the cave-like area of this dungeon.
Follow the clockwise path here. This takes you back to the exterior on the lower level. North through the huge doors. In this area, after you go slightly north, Apnea stops you. Both doors you see are locked, so go down the east ramp and then down the stairs. North of you is a yellow button (actually two of them, one of west of that one too). Hit both buttons to open the locked doors. Then go back up the stairs to where the locked doors were.
Back up and you will see two floor switches on both sides (4 total). Hit all four to illuminate the dark room below you. Now take the southwestern ramp down and into the room (the dark room that now has lights). Without the lights, you’d fall into one of the many holes in this room. At the far north is a Dancer’s Costume. High in style low in defense but great to sell. Now go to the southeast corner and then west. You will see some stairs and you will have to go on the dark area for a few steps to get there. Up the stairs, hit the switch, and the whole room is now lit up for you. But as you see, you will have to walk back to the northwest corner of the room. Tough enemy groups are down here; two Arrghgoyles put a good hurt on me. Take advantage of Carver’s Double Up if he is level 14.
Once you get to the stairs down, you will see another set of stairs just west of you. A huge green beast up near the throne room. You might have an idea who this is; Murdaw. Rest up and use some Magic Water to replenish your MP if needed. He has some nasty attacks. It would help to have those Dragon Shields from the Casino to halve the damage from Fierce Flames (~30 damage to all members). His physical attack is decent, so if you can get Buff up on some allies that is good. Use Sap to start off (with Hero and Ashlynn). Carver can be using Double-Up, so Buff him and keep him healed. With two Saps on Murdaw, he can do close to 90 damage with Double Up. After a few turns he shouted at us, causing the party members to only attack, but again thanks to Sap this was a good thing. You can go into Tactics to fix this afterward. His most dangerous attack is Frizzle, but you might not see it much. Murdaw has close to 1000 HP but with Sap on him once or twice, and Carver’s Double-Up, it should be do-able. 2270 EXP and 580 Gold Coins are your rewards.
Murdaw is gone, and you are then prompted to use Ra’s Mirror. This shows who you might have expected it would, but why are they calling Captain Blade “Rusty”. Evac out after the scene, and then Zoom over to Somnia Castle.
Head to the Castle and then the throne room. The King and Queen have not returned, neither has Captain Blade. The Chancellor just has you rest for the night.
Still no sign of them in the morning. Head out and Ashlynn implies that it’s the Somnia Castle from the Real World. So Zoom over to Haggleton, go west, north and west for the cliff where the Cloth-maker fell.
This drops you in the Real World by Wellshire, which you should re-enter if you have not been here since being a ghost. This way you can Zoom back here in the Real World if you want. There is actually something you can do in Wellshire right now related to that criminals in the north part of town.
Wellshire was your first stop in the Real World. Go to the northeast house and Lily the dog recognizes you. Talk to the Mayor a few times to hear they have a ransom demand of 5000 Gold Coins. Mayor then goes off, so let’s leave the village.
Head north to the Well. The Masked man asks for the ransom and then Liddle brings the girl in. Forget the ransom money, time to battle Bigg and Liddle. Sap Liddle a few times and then go to town on him with everyone. Double-Up should put him away quickly. Liddle will protect Bigg from most attacks anyway, including Sap. So when Liddle is gone feel free to Sap him. These two just use regular attacks so you won’t have any trouble. Bigg does a shout on two turns but it hit 1 / 8 characters. He won’t have a chance left alone. 825 EXP, 374 Gold Coins and a Pair of Boxer Shorts are your rewards.
Speak with Cynthia after the bad guys flee. The Mayor then comes in. You can be dishonest here and tell him you paid the ransom, and just get his hard-earned 5000 Gold Coins (even though his daughter witnessed the whole scene).
Return to Wellshire after this and talk to the Mayor in his house. He’ll know you lied but is cool with it. If you didn’t take the Ransom Money, he’ll get you a Seed of Life.
Zoom over to Somnia Castle now that you are back in the Real World. Speak with the villagers to hear that they are overjoyed at the return of the Queen and King.
However as you go to the Castle, the guards remember you as the Impostor. You are thrown in jail, and the dude in the cell nearby talks to you. Just sit there and someone will get you and apologize.
The scene fades to the throne room with King Somnus. He has a hard time distinguishing between dream and reality. King Somnus then relives what happened with Murdaw. He was on a boat and randomly attacked. When he awoke, he was Murdaw. After the talk, the King asks to meet with you outside.
Leave the throne room, go west and south out the door. You will find King Somnus up here, in the southwest corner. Murdaw has been banished from the other world but he is extremely powerful in this one and must be dealt with. The King knows with your ability to go between World’s that you hold the key to getting this done. Unfortunately, the King says we lack a ship to get to the battlefield, but he does speak of the Sacred Village of Ghent. The people of Ghent possess a sacred ship called Providence. We are to go to Ghent with this Royal Missive from King Somnus. Ghent is north of here and the King will be alerting the guards in the gate to the north that you can go through.
Sure enough, go slightly east of Somnia Castle and then straight north to get to the Gate. Speak with the guards, and head out. Back on the world map, travel northeast and follow the river and mountains. Ghent is ahead, you can’t miss it.
Enter the house west of you to find a Seed of Resilience. The Inn has a set of Plain Clothes. On the west end of town just a little further north is the weapon and armor shop. The Cautery Sword (Sword of Malice) is for sale for 4400 Gold. Good upgrade for the Hero and Milly but maybe more valuable for Milly since Hero since has a Boomerang which is nice vs. 3+ enemies (and you likely can’t buy two). Morning Star is a +10 attack increase for Ashlynn but a hefty price to pay for someone who will still be weak with physical attacks. The money might be better spent on a Cloak of Evasion for Ashlynn to survive longer.
The house north of this is the Elder’s. Show him the Royal Missive, but your effort is in vain; he won’t listen and you won’t get a ship. Ransack his house for a Seed of Magic + Pointy Hat. As you try to leave, Nevan comes in. He’s a bigger tool than his grandfather but fortunately the spirits speak to Nevan and tell him his true fate. After they are done speaking to him he tells his Grandfather about his change of heart.
When you go north and talk to Nevan and commit to going to the island, you can’t go back unless you die. So spend some final time leveling up. You probably haven’t had to sit around and level up that much so far, but the upcoming bosses aren’t easy. Also do your best to get two Cloak’s of Evasion, two Cautery Swords and 1 Full Plate Armor (we’ll find another set of it soon).
So talk to Nevan in the north port of Ghent. He will break the seal and we will be en route to the Isle of Murdaw, after a long scene with Providence.
Isle of Murdaw
When you get here, Ashlynn decides to stay back. Make sure her gear is set back in case it’s something you may need. Transfer a Whip over to Nevan (though keep his rod in his possession as it can be used to Heal in battle). The Cloak of Evasion will be great for him too. Now that you are prepared, head off for the southeastern cave. You can go in the other ship, but it is empty and one of your allies surmises it could be Somnus’.
First off, conserve your MP here. Use the Staff of Gent to Heal, it is like Midheal but costs no MP of course.
Within the cave head north and veer left. Eventually this path goes counter-clockwise and you will soon be going south to stairs up. Take them, and on 2F you will see a Chain Whip treasure north of you. If you did not have one for Nevan then this one will do. Return back down the stairs to 1F.
This time head further north but look west. Cross the lava for 1150 Gold Coins and further north you can wind around to the northwest to find a Suit of Full Plate Armor. Go straight east from here to the stairs going up to 2F.
On this part of 2F we will be traveling far to the southwest. Always choose the west path and you will be able to avoid the lava. Eventually you go in the southwest corner and turn east and you see a staircase going up to 3F. Take them and follow the long path to a Seed of Life. Cast Evac and re-enter. The path to continue lies early on, we were just getting all the treasures.
Back at the entrance, go northeast and you can see a set of stairs to 2F across the lava. Go across the lava, the damage is weak anyway. Up the stairs again to 3F now. Take the long path west and north until you get to a north / east fork. You can see a treasure to the north, but it is a Cannibox (Man-Eater Chest). We’ve seen these things before, they are unpredictable but certainly dangerous. He has Whack but not enough MP to cast it. Just go to town on the Cannibox and use Double-Up; should be dead in two turns. The Cannibox did drop a Seed of Agility but I can’t say if that’s a regular occurrence. Back to the east path just south of this, and ignore the north path you see (dead end). Eventually you reach the stairs up to 4F.
4F is massive. You can see two treasures across the water to the north. You will have to head west a long ways and then north. Now you will reach an intersection; north or east. Take the east route and it takes you to those two treasures we saw initially. The west one is a Phial of Magic Water and the east one is a Cannibox (this one dropped a Seed of Agility too). Back to that intersection and go north through the big cave along the water.
Nothing in this area but a corpse across the bridge to the east. Exit out the southeast and then in this next area, look in the northeast for stairs going up. In this room, go east for a Cannibox, our third one. Yet another Seed of Agility drop, making these battles worth it. Back to the main path and go north, skipping the first ramp on the west, which leads to nothing. Continue north to take the door, as the two east paths you come across are dead ends. Northeast in the next room for a staircase up. Hook a quick northwest as you enter this new area to find a corpse. This one seems to be tied to the King of Somnia. Exit out through the door.
You are resting. We’ve seen this scene before. Exit out to the north and then we have the dragon-calling by Milly at the north peak. After the long flight, we are there.
Speak with everyone especially Nevan, as he creates a place to teleport back to in the event we die. Go up the northeast staircase first.
Three treasures up here. South one is an Iron Mask, southwest for 1800 gold coins, and then the northwest treasure is an Amor Seco Essence (actually a Man Eater Chest in the 16-bit version of the game).
Back to the bottom and north through the door. Follow this path like you did in the opening. North, west and north through the door.
Strange room. There is a statue of Carver, so watch the scene as Carver goes nuts. Carver then gets his memory back and confirms what you already knew; Murdaw put us to stone. Carver then learns Knuckle Sandwich. Now before you go straight up those stairs, explore a little on this floor. Head southeast to see a purple door we can go south through, and then go east and north to the blue beast statues. It is a Sculptrice. Hack through it’s tough defense and huge HP total, then move on north through the stairs (you can avoid that second Sculptrice).
Interesting statue here. Go south and if you want a challenge, search the pot for an Urnexpected. This thing is nasty, and will dodge many of your attacks. He has Whack and Kasnooze, but a low MP count so can only do so many spells. But the worst part is dodging the attacks and then his physical attack is devastating (often times results in a critical attack too). Just get off Sap once or twice and then spam Double-Up and your best physical attacks and hope they hit. Nothing special for a reward though. Back on track now, head west all the way. You’ll see a Sculptrice guarding the treasure, so defeat it. Grab the treasure which is a Fire Claw for Carver. Now take the southwest stairs.
You’ll see an enemy on the map here. It’s a Grim Keeper. Has the HP of a boss with a decent attack, but isn’t going to challenge you seriously here. He may call a Healer to annoy you. 569 EXP and 171 Gold are your rewards. Down the stairs and east down the other set of stairs. You should then be back in the room where Carver’s statue was. Time to head up the normal way (but getting the Fire Claw is key for bettering your chances against the bosses ahead).
The pink hazy floor is next. Heal up and get ready for your toughest challenge yet. After getting sent back to see your sister, say Yes and look at Ra’s Mirror. Murdaw’s tricks are over and it’s time for battle. Two Prickly Pranksters and Murdaw await. Murdaw likes to use Fierce Fire for ~30 damage normally; it would help to have Dragon Shield’s for Hero and Carver. If you are level 18 with Milly, Kabuff is great to counter Murdaw’s Kasap. But you can live with it, just have Milly spend a fair amount of time with Buff to keep you ahead. This will neutralize the Prickly Prankster’s attacks, and Murdaw will attack occasionally too. The key is to just focus on Murdaw and forget about the Pranksters, because he would revive them if you killed them anyway. Plus, killing Murdaw first allows you to slowly kill off the other two while fully healing with the Staff of Ghent. 1250+ EXP + 156 Gold Coins are your rewards for this victory.
That wasn’t too hard. But afterward, Murdaw becomes possessed and a new battle happens. His attacks are more potent and his HP is higher. You will need to be conservative, even just using Carver only to attack with Double-Up and have the others Heal / Buff / use Staff of Ghent. If you got the Fire Claw as you should have (see above), then have Carver use than in battle for 80 damage plus his defense is not compromised. Just like last fight against Murdaw, you can’t count on Sap bailing you out. Chilly Breath is downright vicious. Dragon Shield helps, but if he catches Carver during a double-up, it could take off close to 100 on him. Murdaw will also spend time with a blinding light trying to put a character to sleep, or trying to dazzle your party. That can suck but it’s a good excuse to sit back a few turns to defend and heal up. Staff of Ghent helps immensely. There will be turns where he uses the Chilly Breath + Lightning on the same turn and you will be hurting. So it will take some luck to survive long enough to take off ~1000 HP on this beast. There will also be turns where he only has one action and it’s a failed attempt at putting someone to sleep or a weak attack. 2300 EXP and 770 Gold are your rewards for this epic battle with the Dread Fiend. A voice tells you to go celebrate your win.
You appear back at Somnia Castle. King Somnus rewards us with a Lightning Staff which we know is powerful to use in battle. Speak with Queen Apnea for some insight on the Hero’s identity.
After this, go down to meet your friends. Then Zoom out to Alltrades when you get out of the castle.
Edit: The walkthrough is getting big so we’re splitting it up into a second page now. If you have finished Murdaw, check out the 2nd part of the Dragon Quest VI DS Walkthrough: Realms of Revelation