These Are The Post Game Secrets For ‘Dragon Quest I & II HD-2D Remake’

 

In the change collection (which bundles both Mythical serpent Journey I HD‑2D Change and Winged serpent Journey II HD‑2D Redo) there are a number of things past essentially vanquishing the last boss:




Collectible hardware and adapt that opens after key story‑progress or in discretionary areas.




Secret/enhanced prisons, covered up “spots” on the world outline, mini‑medals and treasures. 


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Narrative increases: modern scenarios, NPCs, legend connecting between the two diversions (and the prequel, Winged serpent Journey III HD‑2D Change). 


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“Optional boss” fashion challenges and amazingly effective equip you can chase after you’ve completed the primary story.




Missable things you’ll need to get if you point for 100% completion.




So, “post‑game” in this setting implies everything after the fundamental story conclusion—either things you open by wrapping up the diversion, or things that were continuously discretionary but presently you’re solid sufficient to handle them.




Key Post‑Game Privileged insights & Gear


1. The Erdrick Gear Sets




One of the enormous draws is the capacity to secure the amazing “Erdrick” adapt sets—icons from the establishment lore.




In Mythical beast Quest I: You can get the full Erdrick gear set (Sword, Shield, Protective layer, Steerage, Check) in places that were discretionary in the unique diversion. 


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In Mythical beast Quest II: There’s too an “Erdrick’s Armor” piece (and apparently the set) you can discover. For illustration, the helm/armor stats and how to get them are nitty gritty. 


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Why it matters:


These things tend to give top‑tier stats, uncommon cautious benefits, or are bolted behind intense discretionary areas/bosses. If your objective is to wrap up solid or handle higher trouble modes, snatching these will make a huge difference.




Example points of interest (DQ I):




Erdrick’s Defensive layer (DQ I) is found after overcoming an discretionary “Knight‑Errant” in the town of Damdara (in DQ I change) and at that point opening a chest. 


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The Shield in DQ II decreases harm from spells and breath assaults and reestablishes HP gradually whereas strolling on the overworld. 


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Tip: If you haven’t gotten them however, hold off on playing on “harder difficulty” or “Dracky Quest” fashion until you get the sets—makes the remaining substance much smoother.




“Erdrick armor if you do not as of now. Battling those mythical serpents without Erdrick's armor is really harder than the knight guarding Erdrick’s armor …” 


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2. Mini‑Medals, Mystery Spots & “Sparkly Spots”




Both recreations consolidate a number of collectible things that remunerate investigation post‑game (or late‑game) and offer assistance tie into 100% completion.




DQ I: The change reintroduces smaller than expected awards (40 add up to in DQ I). Utilize abilities like Nose for Treasure or Snoop (which highlight covered up things) to chase all of them. 


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DQ II: Essentially, there are scaled down awards (80 add up to) and mystery spots on the world outline. A few mystery spots as it were show up after certain story triggers. 


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Why this matters:


These lead to uncommon rewards, hardware, or fair extension substance. If you cherish investigating each alcove and crevice, getting all of these is portion of the profound conclusion of post‑game.




Tip:




Check the choice in the menu to flip “Treasure Chest locations”, “Secret Spots” etc. in the outline settings. Both guides note this makes a difference. 


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Focus on “sparkly spots” on the outline (they stamp things or discretionary occasions) particularly after the fundamental story when you’re stronger.




Keep an eye out for covered up doors/locked chests that may as it were open after certain keys/story flags.




3. Unused Scenarios / Extra Story Content




Unlike more seasoned changes that essentially upgraded visuals and QoL, this change bundle expressly includes unused substance past fair the unique games.




According to official sources, the change incorporates “numerous scenarios that interface to the generally Erdrick Trilogy” and “encounters with individuals not included in the unique title”. 


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There are modern prisons, modern powers (Sigils, Scrolls), modern fight mechanics (in DQ I, numerous adversary fights instep of 1‑v‑1) tied to post‑game substance. 


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Why this matters:


If you’re a experienced of the firsts, these augmentations provide you something new to find after you know the story. They include profundity and replay esteem. Moreover, they tie the set of three together—meaning playing DQ III redo (the prequel) might open reward substance in 1 & 2 or at slightest give account context.




Tip:




After beating the last boss, go back to major center points and conversation to NPCs you disregarded. A few modern occasions trigger as it were after the credits.




Explore already gone by zones with the more grounded party—some unused entryways or occasions may presently be open much appreciated to opened keys/abilities.




Keep an eye out for the “big surprise” prodded by the distributer (see the spoiler notices below).




4. “Big Surprise” & Legend Linking




The distributer (Square Enix) has inquired players not to ruin certain substance since there is a “really enormous surprise” in the post‑credits substance connecting the two diversions and the set of three. 


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What we know (so far):




The change of DQ I & II ties more closely into DQ III’s story (which is the prequel) than the firsts did. 


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There may be a uncommon scene after the moment credits roll in DQ II (and maybe DQ I) that opens when you have the “Erdrick” information from DQ III or meet certain conditions. 


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The astonish likely includes “unseen worlds”, “new scenarios”, and extended legend or maybe than fair stats.




Tip:


If you’re a lore‑fan, wrap up the fundamental story, make beyond any doubt you’ve cleared as numerous discretionary side‑content/events as you can, at that point reload the diversion and investigate any “new” ranges opened (the revamps may open modern locales or story banners). Keep an eye on the credits and tune in for post‑credit cutscenes.


Warning: If you’re arranging to stream or share your playthrough, the distributer has inquired for spoiler sensitivity—so you may need to dodge ruining the shock for others. 


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Specific Post‑Game Exercises to See For




Here’s a checklist of post‑game objectives worth pursuing:




Beat the last boss of DQ I and DQ II.




Acquire Erdrick’s hardware in both diversions (see above).




Collect all Mini‑Medals and mystery items/spots to get uncommon adapt or fulfill 100% completion.




Explore covered up dungeons/secret spots opened after story completion (see for outline markers that show up late).




Trigger unused situation events—go back to towns/inns/castles and conversation to NPCs, return to more seasoned areas.




Check for post‑credit scenes: after the credits roll, remain in diversion and investigate any unused cutscene triggers or uncommon zones.




Link with DQ III Change information (in case appropriate) for reward things or extraordinary opens (a few guides say having DQ III spare information gives reward things in opening towns). 


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Challenge higher trouble / discretionary bosses if the diversion opens them. Utilizing the incredible equip over makes this feasible.




Replay on harder trouble or “Dracky Quest” mode (on the off chance that accessible) presently that you have ideal equip and know the map.




Enjoy the lore—take in the modern occasions that develop the bequest of Erdrich, Rubies, and connect between games.




Pro Tips for Getting the Most Out of Post‑Game




Save some time recently last boss: After you total the fundamental story, keep a spare record right after the conclusion credits. That way you can investigate openly without stressing almost lost your “post‑game start” point.




Return to ancient zones: Numerous discretionary items/spots gotten to be available as it were after certain keys or story banners are activated. Returning to regions you cleared prior may presently uncover something new.




Toggle outline helps: In the menu, switch on “Treasure Chest locations”, “Secret Spots”, etc. It’s less demanding to discover covered up spots this way. 


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Use the most grounded adapt but investigate completely: Indeed if you’ve fueled through the story, it’s worth taking your time to investigate completely as the post‑game may penalize surging (particularly if discretionary bosses or covered up cells require higher levels or uncommon equipment).




Keep an eye on trouble: If there’s a higher trouble mode opened post‑game (or challenge mode), you’ll need the best equip (Erdrick set) and full party optimization.




Don’t miss out on spare information rewards: If you played the prequel (DQ III HD‑2D Change) you might have reward things opened in DQ I & II. For case: in DQ I, interior Tantegel Motel a reward unit if you have DQ III spare. 


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Respect the astonish: For spilling or posting, be mindful that a few scenes are beneath spoiler‑restriction by the distributer until a certain date. 


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