![Dragon Quest II [Switch] #07, Slewse; The Lighthouse: Star Sigil; Eye of Rubiss; Flowing Dress](/images/yt/ha/dragon-quest-ii-switch-07-slewse-the-lighthouse-star-sigil-lbmbu.jpg)
Dragon Quest II [Switch] #07, Slewse; The Lighthouse: Star Sigil; Eye of Rubiss; Flowing Dress
This is video #07 in my playthrough of Dragon Quest II: Luminaries of the Legendary Line for the Nintendo Switch.
Dragon Quest II [Switch] Playlist: https://www.youtube.com/playlist?list=PLIZ8kn0xML268y6EF5rdpQvZbvUFYwegQ
Previously, the party visited Dirkandor to the south of MIdenhall and got the Moon Sigil. At the Fire Shrine to the southwest of Dirkandor, they got the Sun Sigil. In the town of Zahan in the southeast of the world, they got the Gold Key. This allowed them to get the Mark of Erdrick in Midenhall, Erdrick's Shield in Cannock, and the Soul Sigil in Tantegel. The party then traveled to Burrowell and got the Jailor's Key and the Floodgate Key. With the Jailor's Key, they went to Moonahan and defeated Grimlins for the Water Sigil. Also, in Midenhall, they defeated the imprisoned Wrecktor for the Lightning Staff. In the shrine southeast of Tantegel, they picked up Erdrick's Helm. Finally, they checked out the teleportal network. Now, they will visit the town of Slewse. Then, they will explore the Lighthouse in the sea between Alefgard and Moonbrooke.
The party resumes in Midenhall.
They Zoom to Burrowell. They sell Davilas's Iron Helmet, since Thomas of Cannock unfortunately cannot equip it. They also put the Mark of Erdrick in the bank.
Afterwards, the party sails northwest along the coast. A Hawk Man drops a Devil's Tail. It is a cursed item, but it can be sold for 1,125 gold. Past the towering mountains, the party finds two long river systems they can navigate. They sail up the western river as far as they can. They disembark in the northwest, where a small poisonous marsh is in view. Then, they begin a long walk along the northern strip of the area. This is just south of the path they took from Moonbrooke to Rippleport, and the northern part of this area has easy enemies from that area. However, there are also some tougher new monsters to look out for. Liquid Metal Slimes can also appear here, and they drop a lot of experience if the party manages to defeat them.
Eventually, the party reaches the "humble hamlet of Slewse". As usual, many NPCs have useful information.
At the armoury in the southwest, the party spends 6,000 gold on a suit of Magic Armour for Thomas of Cannock. There is also some other good stuff available. Falcon Blades are pretty decent for hunting Liquid Metal Slimes, though they are fairly expensive at 25,000 gold apiece.
In the middle of town, the party opens the Gold Key door to find the workshop of Don Calico. The party will need the right items before he will make something for them.
In the northwest of Slewse, the party can enter the Floodgate if they have the Jailor's Key. At the floodgate lock, they use the Floodgate Key from inventory. When they leave town afterwards, they see that the river just to the southwest is now going all the way through. This river is linked all the way to the ocean, so the party can sail to the Tower of the Moon south of town. However, they will not go there yet; the monsters are quite dangerous. They will investigate a different tower first.
The party Zooms to Leftwyne. They no longer need the Floodgate Key, so they put it in the bank.
The party Zooms to Tantegel, where they rest and save.
They sail south from Tantegel. On an island northwest of Moonbrooke, they find a tower called the Lighthouse. At the entrance, they find a guard who talks about the Sigils. The gist of what he says is that you have to look at your status screen to see what Sigils you have. I think this was a way to work around the game's limited inventory system.
The party enters the tower's first floor. Many of the enemies in this tower are repeats from Charlock. At the party's current levels and with their gear, they are pretty easy. However, there are also Deadnauts and Gremlins, which are a little more challenging. From the entrance, they work their way around the exterior in counterclockwise fashion. After going east from the southwest corner, they work their way northeast to the inner corridor and continue counterclockwise.
Near the northern end of the central structure's eastern wall, look for a gap in the shadows to find an entrance. The northeastern room has a stairway, but the party does not take it. The northeastern and northwestern stairways do not lead to any treasure. Instead, the party goes north to find a side room, where a chest contains ca. 591 gold.
South of the northeast room in the central structure, the party goes south to the southeast room and takes the stairway here. This takes them to the south-central part of floor 2F. The way here is straightforward. The party goes southeast to a southern interior room on 3F.
At Level 21, Thomas of Cannock learns the spell Safe Passage, which protects the party from damage on most damage floors.
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