Let's Play Dragon Quest 3 HD-2D! Part 7 - The Seas are calling
Well, it's finally time. Gaining a boat opens up a significant portion of the world. So much that it may seem daunting at first. But I do have a general plan for where to go and what to do. First the lighthouse directly south of Portoga, where we get directions to a town far to the south. Then we go northwest to Edina (sigh) where we are blocked from actually entering because they consider us backwoods hobos or something. We only came here for the Return point, so onwards to the west to find a new world.
We stop to pick up some friendly monsters on the way, then run into a mysterious location that has a single house with an old man wanting to settle a new city, but he needs a Merchant to attract new people. We'll get back to that shortly, as there's one more place I want to go. Heading south around a peninsula brings us to a series of rivers leading inland. Lots of treasure and spots to find along the way, so we explore before finding a town called Persistence (double sigh). We get information that something was stolen from here, and we can purchase Fading Jenny, an Herb that can turn us Invisible (gee, I wonder if there's a better, more descriptive name for this). This is necessary for one plot point and is also used to approach some friendly monsters.
With our tasks completed here, we Return to Aliahan to rest, deposit some Mini Medals, and create a new character. The old man said he needed a Merchant, so a Merchant we shall create. Say hello to Recette! Capitalism, ho! We head back to the old man and drop her off, then Return to Aliahan to get our party back together. The moment we land, a box pops up telling us to check on Recette, so back we go! She's built a shop and the old man's house has upgraded from the hut it used to be. There's even a Priest here so we can revive and save our game. Oh, and the town is now called Recetteburg.
We do a little bit more exploring around the rivers of this continent, then Return back to Edina to sneak into the castle. We'll need to do this once more as there's two friendly monsters here, but one comes out in the day, and the other at night. Our goal here is to head down to the basement and solve a simple sokoban puzzle to get a door open. This is where the treasure that was stolen from Persistence was kept: the Bottomless Pot (ugh). This is incredibly important as the next big item we need requires it.
Vase in hand, we Return to Muor, the closest place to our next destination, which is some rock spires on the ocean to the north. The Vase... lowers the sea level of the planet? I have no idea how this works in conjunction to the description of the item, as it makes it look like the rocks rise from the sea, but that doesn't match with the Vase... ANYWAYS. Here is the Ultimate Key, the Final Key of the game that opens Silver Doors and Barred Doors. Much more of the world has opened up to us!
We spend the rest of today exploring the northern ocean, the northern islands, and the northwest of the new continent that we discovered earlier. Lots more treasure and spots to find, and random Metal Babble jumpscare before it scurries off. We end the episode off at... Fifer's Spire. Just... just call it Tower of Arp and be done with it.