Let's Replay Mystic Quest #21: Dime, That's a Tall Tower

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It won't take us long to go through the rest of the Cave of Ruin and almost immediately after that is another dungeon, the Dime Tower itself. Dime Tower is the final dungeon before the first point of no return in the game and as such, acts as a gateway for the endgame; if you're not strong enough to defeat the monsters in the tower, you won't stand a chance in the areas that are beyond. After Dime Tower there are no shops to restock your items or buy new equipment, so you have to make sure you're ready for it. It's a good idea to use the second save slot as a point before you clear Dime Tower just in case you need to go back and get things, but by this point you've likely got all you need. The only thing I'd definitely say is essential is the flail, as it saves on item space that you'd have to keep mattock in without that weapon.

We can't take Chocobot with us into the Dime Tower, but we're given another companion that'll help us navigate through the ancient and enemy-ridden hallways. We've had some pretty good ones throughout the game but none of them compare to this one, not by a long shot.







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