Dragon Quest VI: Realms of Revelation/Wayfarer's Pass

Before we can get too far in the cavern, there are two mini-boss enemies that need to be dealt with.

VS. Hellstriker and Jumping Jackal
Yet another fight that is harder in the remakes than in the SNES; Thin Air is now strong enough to kill any magic users you may have if Lightning is also used in the same turn. Instead of overpowering them through brute force like in the SNES, you'll want your magic users on Back Me Up. Then use Amos and Carver to kill the Jumping Jackal as fast as they can.

This is still not a hard fight however; the A.I. should be able to do most of the work anyway.

Wayfarer's Pass


This is an incredibly simple dungeon, especially if you have already mastered Roundhouse Kick, Boom, and Kasizzle. Without those, all you have to do is use Sleep or Fuddle on the Fuddleguanas; do that, and nothing should threaten you.

Go down to the bottom floor and go all the way to the north end of it; you should see Terry destory the monster you worked so hard to get to. You will have to walk all the way back out manually after this is done; the game does not allow you to use Evac until you have given your coffin back to the guards at the top. Warp to Arkbolt when that is done.

Path to the Next Dream World Continent


Talk to the king, and you will activate the game's next sequence trigger. His guards will stop blocking the eastern path in Wayfarer's Pass, and allow you to go to yet more lands! Take said path in Wayfarer's pass, and you should come out here. Get the 14th Mini Medal in the northmost house and take the stairs to the next continent!



Path to Aridea
The enemies on the way to Aridea still aren't any different from how they were in the Pass, so there's nothing to fear. Just grab the 15th Mini Medal !