The journey of a nerd who loves the Lord

Dragon Quest VI: Part 1

Two time the words, two times the fun?

Two time the words, two times the fun?

My brother and I continue our RPGTrek with Dragon Quest VI: Realms of Revelation.  This game concludes the Zenethian trilogy in epic fashion. While you don’t get married, or have kids, you do meet a lot of new friends and search for your ture self.  And, in this game, you get adventure in not one, but two worlds!  Your next RPGTrek story is only a click away!

This game has more characters and story than you can shake a sword at.

This game has more characters and story than you can shake a sword at.

JOURNEY OF A UTAHN POLYGAMEIST

DRAGON QUEST VI: Realms of Revelation– PART 1

Salutations.

Up through Dragon Quest V, I have written blow by blow accounts of my heroes’ journey through various worlds and adventures.  Dragon Quest VI ratchets up the sheer amount of stories, characters and more.  With increasing demands on my time, and a strong desire to keep the journal of each game around a few thousand words, I must take a different approach with this epic adventure.  Instead of a detailed recording, expect a highlight of the more memorable moments of the trek, including the good, the bad, and the not-so-perty.

Our story starts off with me, the hero, Phil, working with other companions to fight a big, bad boss.  Not unlike the endings of most games… except in this scenario, the big, bad evil guy wins!  Not surprisingly, our hero wakes up from the nightmare, in his quiet, hometown village.  I talk a bit with my sister (whom I quickly forget about) and eventually get sent out to take care of some village business.  After all, the title on my character sheet says “Village Lad,” so I get to run errands.

Wow...I'll never draw water from there again.

Wow…I’ll never draw water from there again.

Eventually, in running errands for people, I run into a guy who hangs onto a ledge by the pinky of a finger.  I pull him out, but I get pulled into the gaping, deep hole in the process.  After watching my life flash before my eyes (not really), I wake up in a new land.  As I wonder into towns, no one can see or hear me (resulting in some funny moments), but, oddly enough, I can break stuff and monsters have no problem sensing and attacking me.  Darn video game logic!

This opens up more than one opportunity I will have listening to various NPCs spill the beans on some of their more nefarious schemes and prejudices.  Eventually, I make my way to Somnia Castle where, after walking and talking to a lot of people, I find out I pretty much have to join the army to move forward.  After working my way through a test, another recruit, Carver, joins me as we find a wild mustang which the king eventually allows us to keep with a wagon after he charges us with finding Ra’s Mirror.

Cha..cha..chia!  Sheds!

Cha..cha..chia! Sheds!

In our search, we found a stubborn dwarf who claimed to have some information to help us.  In exchange for Carver building him a storage shed in absolute record time, we tells us to head east towards a city called “Alltrades Abbey.”  When we arrive, however, we find another hole.  We dive in, once again finding ourselves in a world where people cannot see us.   We head towards the nearest town there, Port Haven, where we meet Milly… the first person who can see and hear us.

Eventually, she leads us to a friend, Luca, who gives us directions to a cave (surprise) where we can get some dew that can help with our invisibility issues.  Once solved, Milly the healer joins our team and we head back to Port Haven to handle some unfinished business and play in the casino.  We take a ship and soon find ourselves at Somnia Castle again, but not the one from before.  The one in this world features a queen and king stuck in slumber, unable to wake.  To make life more interesting, some of the residents feel that I look exactly like the prince.

Priorities.

Priorities.

We eventually use that fact to get entrance in, and find out a few things before the chancellor catches us with our hand in the cookie jar, so to speak.  After working our way through a tower or two, we return to Madame Luca for some clarifications.  She explains that the world I come from is, in fact, a dream world.  When I fell through a hole and landed in a new country where others could not see me, I landed, in fact, into the ‘real’ world.

This, of course, necessitated a visit to Cornell university as I attempted to wrap my head around everything.  With the Mirror of Ra now in our possession, we head back into the dream world and Somnia Castle.  Eventaully, we head to Murdaw, the evil guy seen in our earlier ‘vision’ at the beginning, and kick his tail.  After we do so, however, the king is not in his chambers when we return.  After resting for a night, no one has seen him  yet, so we switch back to the real world.

Now THIS is how you christen a ship!

Now THIS is how you christen a ship!

Surprisingly, the king and queen finally awoke there.  He wants us go after this world’s version of Murdaw.  To do that, we need the services of a ship.  We head to Ghent where we show the king’s orders to the mayor or head elder.  (Their titles seem to change often).  Intiailly, we refuses to assist us, despite our papers, but Nevan, an acolyte with attitude (and no lack of pride) shows up.  Intiailly agreeing wtih the old man, Nevan quickly chainges his mind when he suddenly got a vision from the goddess herself.

With Nevan’s approval, the town gives us a ship and we head to flight Murdaw.  I found this battle extremely tough, and had to grind up some levels in order to take him down on this go around.    Eventually, we win the day.  However, our victory feels a wee hollow as first, we see no game over sequence, and two, monsters still roam around.  We return to the castle where the queen implores us to find our ‘real’ self.  After all, my hero comes from the dream world, so a real counterpart must exist in the real world.

Continued in Part II!

This is how you start an adventure...right in the heart of evil.

This is how you start an adventure…right in the heart of evil.

A dream?  Get out!

A dream? Get out!

I'm always down for some divine chattin'.

I’m always down for some divine chattin’.

Cha..cha..chia!  Sheds!

Cha..cha..chia! Sheds!

DQ humor FTW.

DQ humor FTW.

People are mean in the real world.

People are mean in the real world.

Mily joins up.

Mily joins up.

Moi?  And imposter?

Moi? And imposter?

Whoa boy.  I'm terrible at trivia.

Whoa boy. I’m terrible at trivia.

Painting the river red.

Painting the river red.

A touching story I couldn't fit into the blog.  You'll have to play!

A touching story I couldn’t fit into the blog. You’ll have to play!

Watch the reflection.  It might not be yours.

Watch the reflection. It might not be yours.

I need a pie chart to help me figure this out.

I need a pie chart to help me figure this out.

The problem with dual worlds, two BBEGs.

The problem with dual worlds, two BBEGs.

Don't leave home without your mirror

Don’t leave home without your mirror

Nothing like a humble priest

Nothing like a humble priest

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