Dragon quest 2 strategy guide

Continue Role-playing video game II: Luminaries of the legendary Art LineBox original North American release NES, then called Dragon Warrior IIDeveloper (s)ChunsoftPublisher (s)EnixDirector (s)Koichi NakamuraProducer (s)Yukinobu ChidaDesigner (s)Yuji HoriiProgrammer (s) NakamuraArtist (s)Akira ToriyamaWriter (s)Yuji HoriiComposer (s)Koichi SugiyamaSeriesDragon questPlbapform (s) Nintendo Entertainment System MSXMSXX2Super Nintendo Entertainment SystemGame Boy ColorMobile phoneWiiAndroidiOSNintendo 3DSPlayStation 4Nintendo Switch release January 26 , 1987 Nintendo Entertainment SystemJP : January 26, 1987NA: September 1990MSXJP: February 1988MSX2JP: May 1988Super FamicomJP: December 18, 1993Game Boy ColorJP: September 23, 1999: September 2000Mobile phonesJP: 2005 (DoCoMo)JP: 2006 (BREW)JP: 2006 (SoftBank)WiiJP: September 15, 2011Android, iOSJP: June 26, 2014WW: October 9, 2014Nintendo 3DS, PlayStation 4JP: August 10, 2017Nintendo SwitchW: September 27, 2019 Genre (s)Role-playingMode (s)One-game Dragon quest II : The luminaries of the legendary line called Dragon Warrior II, when originally localized in North America, is a role-playing video game developed by Chunsoft and published by in 1987 for the Nintendo Entertainment System as part of the Dragon quest series. The American subsidiary of Enix published the American release of Dragon Warrior II for Nintendo Entertainment System in 1990. Dragon quest II is set a hundred years after the events of the first game. The game's story focuses on Prince Midenhall, who is ordered to stop an evil wizard named Hargon after Hargon destroys Moonbrook Castle. In his adventures he is accompanied by two of his cousins, Prince Kannock and Princess Moonbrook. Dragon quest II expands on the first game, having a larger batch, more areas to explore, several heroes and enemies in battle, and a sailing ship. The game's successor, Dragon quest III, follows the ancestor of the main characters, the legendary hero Erdrick; and three games collectively called the Erdrick Saga Trilogy. Planning began a month before the original Dragon quest was released. One of the main goals was to develop a more exciting combat system, which was inspired by similar multifunctional party systems, such as the system found in the Wizard. The artwork, which was used as the basis for characters and monsters, was drawn by and then translated into pixel art. The game was hit with delays due to the balance of the game, which were only completely corrected in the early sections of the game. This, combined with staff that included students unfamiliar with the coding and debugging process, pushed the issue back by a month. The developers also had many ideas that had to be abandoned due to the technical limitations of the Famicom system, although some they were later included in subsequent remakes and and Sequel, Dragon quest III. Dragon quest II was a success in Japan; The original version of Famicom has sold 2.4 million copies. Later, the game was remade for Super Famicom and Game Boy Color and in conjunction with the original Dragon quest game in a release entitled Dragon quest I and II. The version of the game for Android and iOS was released in Japan on June 26, 2014 and worldwide on October 9, 2014 under dragon quest II: Luminaries of the Legendary Line. The game has been praised for improving on almost every aspect of the original, including having better graphics, having a bigger world to explore, and more characters to participate in a more dynamic combat system. Dragon quest II is known as one of the most challenging Dragon quest games, especially in its later game, and has maintained this reputation even in later ports on other platforms that have made the game somewhat more forgiving. Gameplay Party wanders in the castle. Dragon quest II is a role-playing video game. This allows the player to control more than one character, each of which has its own characteristics, and this is the first game in the Dragon quest series to do so. The game introduced a party system in which, instead of starting the game with the entire game, as was common in the previous computer RPG, the player starts the game with only one character and gradually gains more party members during the game. The player controls his characters as they move in the game world. They can search for treasure chests, talk and trade with the villagers, be equipped with weapons and armor, as well as spells. While wandering fields, towers, caves, seas and dungeons, the player accidentally encounters monsters, after which the game goes into combat mode. Combat mode of the game introduces a group of monsters that is an update from the one-on-one battles of the Dragon quest. In combat mode, the player gives orders to the characters on how to fight monsters. Once the player defeats all the monsters, the characters get experience points and gold. Experience points increase the level of experience of the characters. This improves character attributes, and they can also learn new spells. To win, the player must fight the monsters to improve the level of character experience and get gold to buy the best weapons and armor. Eventually, the player's characters become strong enough to make it to the next city or dungeon. This is repeated until the player reaches the final boss and defeats him. However, the gameplay is not necessarily linear, especially after the player gets the boat. Intelligence is a key component of the game. The game offers several places to save the game. In most cities, talking to a king or minister saves the game. The American version, which included a battery for saved games rather than the original password system, talking to the king also allows and moving saved games. Dragon quest II is washed out by a significant extension of the gameplay of the previous game, Dragon quest. The game is the first in a series with several heroes and enemies in battle, as well as a sailboat. It also allowed the player to land the ship anywhere, allowing him to explore the entire game world in an open manner. It included other new gameplay features, such as weapons that spells when used in combat. Compared to its predecessor, Dragon Warrior II offers a wider range of spells and objects and a much larger world. The game also expanded the system of management of the reserves of its predecessor, giving each character individual inventory, which contains up to eight items, putting more emphasis on conservative management of objects between characters. Dragon quest II: The Legendary Line Luminaries was also the first Dragon quest game to include a random game (played with lottery tickets that the player finds) and was also the first Dragon quest game to use several key types and include a travel door (warp gate). The plot of dragon quest II is set a hundred years after the Dragon's quest. The story begins with an attack on Moonbrook Castle by the wizard Hargon, who seeks to summon the demon Mulroth to destroy the world. The wounded soldier escaped the battle and fled to the kingdom of Midenhall, where he informs the king of the attack before he dies. The king commands his son, who is a descendant of Erdrak (known as Lotto in Japanese translations and some later localizations), to defeat Hargon. The Prince begins his quest alone, but is later joined by two cousins, Prince Cannock and Princess Moonbrook. After finding Prince Cannock, who began a similar journey at the same time as Prince Midenhall, they restored Princess Moonbrook in her human form, being transformed into a dog during Hargon's attack on Moonbrook Castle, which was reduced to rubble. As a trio to find and defeat Hargon, they provide a ship that allows them to travel across the oceans to reach new continents, including Alefgard, which is where the Dragon quest took place. There they meet the grandson of Dragonlord, a villain from a previous game who gives the party valuable information. He tells them that by collecting five crests hidden around the world, the party can create a Rubis charm, allowing them to defeat Hargon and his illusion. Receiving the charm of Rumiss, the party goes to The Castle of Hargon on the ice-covered Rhone plateau and confronts Hargon in his throne room. Hargon is defeated, but he offers himself to Mulrota and appears demon to destroy the heroes. Together, the three heroes killed Mulroth and returned to Midenhall, where the prince is named the new king. Development The other major games in the Dragon quest series, wrote a story for Dragon quest II, Akira Toriyama did the job, and composed the music. Co-creator Koichi Nakamura, president of Chunsoft, oversaw the game and did half the programming. Planning for the Dragon II quest began in April 1986, a month before the release of the original dragon quest. With the system and memory card decided, they began development in early July. At the beginning of the development, the producer Yukinobu Chida asked the director and programmer Koichi Nakamura for a specific release date, and he disapproved of one of them. The development team was then divided into two groups, one of which projected a story as well as monsters, and one was programming. The original deadline was set in early November, but the game eventually suffered a slight delay. The development team had finished programming almost everything by the time the release was released, and believed that the game could be released by the end of the year. In the Japanese magazine Weekly Sh'nen Jump, published on November 11, 1986, it was announced that the game would be released in late December. However, the developers found that the game was too complex, so it was postponed for a month to adjust the balance. They had to finish the final version in mid-December, which they did, and then rushed to supply To Nintendo to make the physical cartridges of the game. The game was released on January 26, 1987. The developers believed that the one vs. one-one Dragon quest combat system was tiring and too simple, and that the alignment system was boring, so they decided that Dragon quest II was using a party system with players controlling multiple characters. In another game called , players can control a lot of up to six characters directly; Nakamura saw it, liked the idea, and wanted to do something similar. Because of technical limitations, they decided to use only three characters; Famicom's video game system supports displaying up to eight sprites side by side, and one game character used two blocks in the direction, so it was possible up to three characters to talk to the non-playing character (NPC). Yuji Horii believed that many players would play Dragon quest II without 1 dragon quest games, and thus players are looking for other party members. During the development, employees discussed several times the idea of depreciation of the predecessor's ladder team. Nakamura said the Rhone Cave found in the game is inspired by a classic trick to get out of the maze, which always moves forward, sticking to the right side wall to avoid traps. In the history of the group, monsters were the first thing developed. The names of the monsters, skills and personalities were decided in the first place, after which they were drawn Akira Toriyama. Yuji Horii allowed Toriyama to draw full drawings rather than directly create pixel art that will be shown in the game. The work was then converted into computer graphics; because Toriyama was not familiar with computer graphics technology, other employees took responsibility for it. Many new monsters have to be designed to make the game feel real, and the process has been laborious for Toriyama. But he also said that, compared to the manga comics he was used to, he liked to draw more, so the overall experience was positive. Yuji Horii said that for his process, like other creators of manga and film, he quickly lays out the plot of the story in his mind. As for the design of the map, an empty map was used to create a physical shape of a place like a castle, a cave, or a tower, and then key elements and history were created together afterwards. The scripts were written mainly by his friend Hiroshi Miaoka. Compared to the written lines in the paper writing and the design of the card in the paper graph, the staff wrote as two in 5 mm graph works as A4 as they felt it was easy for the organization; The manuscript is 15 cm thick compared to its predecessor, the game was more advanced in almost all technological aspects. Koichi Nakamura programmed several students, but since he first worked with the team, he didn't know how to delegate work or report his goals. Because the students were not familiar with the coding process, they did not know how to debug or track from whose code it came from, so Nakamura had to do it himself, causing delays. In programming, they made maps first. They then worked on the characters, including the moderate characters on the maps for the designated lines, and developed the NP NP's moving route. The next step was to program the elements, while the final step was to identify the monster data and transform Toriyama's work. This work was completed by the end of October. Due to the aforementioned balance issues, the game was initially very difficult, especially in the later stages. Nakamura wrote a program that simulated every fight he used to customize the game settings to align the character and strength of the enemies players would encounter. This program was unable to explain the large groups of monsters, however, that fell out of the model and caused the game to be very difficult. Moreover, the enemies leveled and the force of the weapons were developed by the districts, but Koichi Nakamura did not think over the boat, so if the players get to the boat on some land, you can quickly win. The developers realized that there was a balance problem, and made some changes, such as limiting the number of enemies in Midenhall in groups of three and moving Cannock Castle closer to the castle Due to the lack of cartridge, many ideas were abandoned during development, for example, that Prince Lorasia is killed by Prince Cannock's sister if he dies in the final battle. Some elements were later used in remakes or sequels: the story of the cursed Prince Cannock was added to the remake of Super Famicom, and then to remakes. In addition, Olivia's Cape in Dragon quest III was originally the idea of Dragon quest II. The capacity of the ROM cartridge game is 1 Mbps, but the final products remain only about 10 bytes of free space. The 1990 North American localization of the North American release of the game as Dragon Warrior II was created by Enix themselves and published in 1990. Unlike the original Japanese version of Famicom, which used passwords to save, the NES version used internal battery backup instead of recording the player's progress. The storyline in Moonbrooke is presented exclusively in Dragon Warrior II. In the Japanese original, the game begins with a wounded soldier from Moonbrook entering Midenhall Castle, seeking help from his king. The dialogue of American localization often used (intentionally) an archaic english dictionary, among other differences from the Japanese version. Like Dragon Warrior, the American version of Dragon Warrior II has been censored in some aspects; for example, he used a ghost as a sprite instead of the coffin of the original defeated character with a sprite cross. Koichi Sugiyama composed and directed the music for the game. The first dragon album, Suite Dragon quest II, Gods of Evil Spirits, was released in February 1987. It covers ten orchestral versions of soundtracks with twenty-five minutes of original sound history; This suite was performed by the Tokyo String Ensemble. Some tracks are classic and some jazz. On August 20, 1987, the first Family Classical Concert took place. At this concert, the music of Dragon quest and Dragon quest II were performed by the Tokyo String Ensemble. Later, in October 1987, a live recording was released as a symphonic CD called Dragon quest in concert. The Dragon's Music quest II has also been released as a piano CD, as well as a dramatic CD and several Symphonic Suite albums. The Dragon quest II music has also been assembled in music compilations, such as the Dragon's Symphony Suite quest Best Choice Vol.1 Roto (1997), 40 Dragon quest Games Music Super Collection Vol. 1-3 (2001-2002), Only Lonely Boy, the background music in the game's title and password entry interface, was arranged as a vocal promo song and released as Anna Mackina's single Love Song Sagashite. Ever since the original Dragon's quest opened with a pop song, Sugiyama has decided to use this song to make the games stylistically This music is also used for the Japanese professional baseball team Chiba Lotte Marines' fight song. The song, which is played while wandering through the fields of the Dragon quest, Unknown World, is also played when the Hero is in this area. The ending theme of My Road, My Journey is also the ultimate song of the anime Dragon quest: The Great Adventure of Dai. Remakes of the years of release platformsJPNAEUFamicom/NES19871990N/AMSX1988N/AN/AMSX21988N/AN/ASuper Famicom1993N/AN/A BoyGame Color1992000N/ACellphones2005N/AN/AWi2011N/AN iOS2014PlayStation 4, Nintendo 3DS2017N/AN/ANintendo Switch2019 Dragon quest II was ported to MSX computers in February 1988, but the portable version had many problems such as choppy scrolling, black-ambious character names, poor graphics, along with sluggish combat and menus. A portable version of MSX2 was released in May 1988 in Japan. On December 18, 1993, dragon quest II was revamped and combined with the Dragon's quest as part of the Dragon I quest and II for Super Famicom, which used the engine. The Super Famicom remake has an improved system of targeting the enemy: if the enemy is defeated before the character who has been assigned to attack can execute his attack, the character will attack another enemy rather than do anything like that in the Famicom version. And like its successors, players can find stat-improving items from pots or dressers. The Super Famicom remake was released only in Japan. In 1999, Game Boy Color was released as Dragon quest I and II; The game is also compatible with Game Boy. A year later it was localized in America as Dragon Warrior I and II. This remake is similar to the Super Famicom version, but with 8-bit graphics. Compared to the NES version, it had better graphics and was less complex. The remake also provided a quick save feature to allow players to save and download the game anywhere if they don't reset Game Boy. In the localization of Game Boy Colors, the names of the main characters and cities were changed to look like the original Japanese names: the legendary hero Erdrick was relayed as Lotto and the name of the castle Midenhall was reissued to Lorasia. The initial translation had many errors, and Enix changed the titles to help fix it. Dragon quest II was redesigned for Japanese cell phones brand NTT DoCoMo in 2005. The size of the remakes was four times larger than that of the original Dragon quest port, and since the phone's capacity was limited, the game was split in two. The first part was pre-installed in cell phones, and the second part can be downloaded for free. A world map was provided by a pre-installed PDF file. In 2006, Japanese mobile companies BREW and SoftBank also started selling the game on their mobile platforms. And и Super Famicom Famicom This game, along with Dragon quest and Dragon quest III, were re-released under the Dragon quest 25th Anniversary Compilation Collection for the in Japan on September 15, 2011. The Wii compilation included save interruption functions for each game. The collection also included original copies of the game strategy guide, as well as original artwork and game development materials. has announced that the first eight Dragon quest titles will be re-won available on Android and iOS in Japan. This Dragon quest II was based on a previous version of the mobile phone during smartphone optimization and was released on June 26, 2014 in Japan. The English version was released on October 9, 2014 under the name Dragon quest II: Luminaries of the Legendary Line. Square Enix overworked this brand in Japan in 2013 and in the United States in early 2014. Other media have published several guidebooks: the first was published by Shueisha in February 1987, the second by Tokuma Shoten in July 1987, and the third by the publisher of Enix games in 1988 as an official guidebook. Like other early major game series, Dragon quest II was romanced and adapted to game books. The novel The Dragon's quest II was written by Hideo Takayaki and published in 1989; it was reissued in 1991 and 2000. The Dragon quest II series was also published in 1989. The reception and outdated sales of the Famicom version have sold about 2.4 million copies in Japan. Together, both Super Famicom and Game Boy Color remakes have sold more than 1.92 million copies worldwide. The Japanese mobile version has been downloaded more than a million times. The game was included in a 2011 compilation called Dragon quest Collection for the Wii, which sold 403,953 copies. AdmissionSAgregrgio AssessmentAggregatorSwingsGINGsGBK: 82%-78-MetacriticiOS: 76/100 RatingsPublicationScoreFamitsuFC: 38/40-81-SFC: 35/40-82-GBC: 30//80/GBC 40 x 83GameProNES: 18/25-84-GameSpot9.6/10 10'78'TouchArcadeiOS: 85 AwardPublicationAwardRPGameGamer Boy Color Award of the Year for 2000-86 Dragon quest II received both critical and financial success in Japan. Readers of the family computer magazine ja gave him a score of 28.02 out of 30, and called it the best overall game of the year. In 2006, famitsu magazine readers named the game the 17th best video game of all time. The game is generally known for fixing problems found in the first game, including improvements such as allowing three characters to play, having a bigger world, better graphics, and the ability to carry more items. Other noted improvements were keys that could be used multiple times, and new strategic elements introduced due to larger batches and larger groups of enemies. (7) Music is often praised despite its limited 8-bit capabilities. Considered a classic for the RPG genre, the game is considered commendable. The Japanese reviews highlighted the complexity of the Famicom version stemming from problems such as the numerous traps in the Rhone Cave and the ability of the final boss to cast the Healall spell, which led some critics to call the game the Dragon's most difficult quest. After Dragon quest III was released, director Koichi Nakamura said, As a result, Dragon's quest II received positive reviews from everyone, but as a creator, I feel like I've done only half of what I wanted to do. Remakes of Dragon's quest II were also successful and well received. Famitsu awarded the Japanese Super Famicom remake 35/40. The remake of Game Boy Color received 30/40 from Famitsu, and the American version, Dragon Warrior I and II, received quite high ratings, including 8.0 out of 10 from IGN, 9.6 out of 10 from GameSpot, 7 and 8 out of 10 from Nintendo Power. He also received the 2000 RPGamer Game Boy Color Award. Other media release Dragon quest II also contributed to the sales of the original Dragon quest, and with the success of Dragon quest II, the series became a Japanese cultural phenomenon. The sequel to the film Dragon quest II, Dragon's quest III: Seeds of Salvation, was released in 1988 in Japan. He serves as a prequel to the first two games and follows the ancestor of the main characters, the legendary hero Erdrick; The three games are collectively called the Erdrick Saga Trilogy. In addition, with the success of the remake of Game Boy Color, Enix released Game Boy Color Dragon Warrior III in 2001, which was based on the Japanese update of Super Famicom's original Dragon III quest. The Dragon's World quest II was later used as a setup for Dragon Monsters: Caravan Heart on Game Boy Advance. Notes known in Japan as Dragon quest II: Gods of Evil Spirits (Japanese: ドゴクエクエトII 悪霊神々, Hepburn: Doragon Cuesuto Tsukyo Akurio No Kamigami) Inquiries: ドゴクエトIII (Japanese). Enix Square. 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GamePro page 86-87. - Musgrave, Sean (October 13, 2014). 'Dragon quest 2' review is a clumsy step between mode and epic. TouchArcade Received June 20, 2018. b RPGamer's Awards 2000: Game Boy Color RPG of the Year. 2000. Archive from the original 2008-05-14. Received 2008-04-10. May 10 Special app Fami Homme Magazine All catalog. Family computer magazine. It's Tom. 7 No 9. Tokuma Shoten 1991-05-10. page 379. The best mind game chosen by the reader 100. Faitsu (in Japan). No 900. Enterbrine. 2006-03-03. Japan votes on the all-time Top 100. Edge-Online.com archive from the original for 2012-01-10. Received 2007-12-20. Dragon Warrior IS II RPGfan.com. September 21, 2000. Received 2009-09-23. Nicks, Mark (October 4, 2000). Dragon Warrior IS II IGN.com. 2009-09-23. Enterbrain review. Otonaf (in Japan). Japan: Enterbrin. 2009-02-20. p. 53. Koichi Tsuji Nakamura, × Horia, Fun Place Drak III Rainbow Dive Switch. Ascii. 1990. ファミコパファミコ ドパファミコIゴクエト II-III』 (Japanese). Enterbrine. 2011-05- 26. 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