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== Beran ==
== Beran ==
[[Image:DQ2_Beran_Island.png|left]]
[[Image:DQ2_Beran_Island.png|left]]
There are a couple of different ways to reach Beran, either by sailing, or by Travelers Gate.  Sailing will probably take you a bit longer, but since you've recently visited Tuhn, you're right in the neighborhood.  The Beran Island continent occupies the south west portion of the sea.  It's quite large and hard to miss.  To access Beran, you'll need to dock on the south east side of the island.  If you wish to reach it by Travelers Gate, you have many options.  There are three Travelers Gates which will lead you to the Beran Monolith at the north tip of the island; One in the Cannock Monolith, one is in the monolith west of Moonbrooke, and the third is the center gate in the Fire Monolith (which itself can be accessed through Travelers Gate in the monolith north of Lianport, and the South Alefgard Monolith.)  Once you reach the Beran Monolith, however, you'll have to walk quite a bit through the wilderness before you will reach Beran, so make sure that your party is at full strength before you go.
[[Image:DQ2_GBC_Beran_Town.png|thumb|right|Beran Town (GBC version)]]
[[Image:DQ2_GBC_Beran_Town.png|thumb|right|Beran Town (GBC version)]]
Beran is an oddly arranged town, built over a lake.  Its inhabitants are equally mysterious.  You'll learn a lot of unique information here, such as the whereabouts a crest, the existence of a weapon called the Thunder Sword, and the purpose of the Leaf of the World Tree.  Many odd tiles can be found around the northern sections of town.  They are like Barrier tiles, but they are even more destructive!  Fortunately, ''Stepguard'' is equally effective on them.  One set of these tiles is used to contain a prisoner with some information.  Another is used to protect a Travelers Gate above the temple.  Where could this gate lead that would warrant such protection?
Fortunately, there is an old man who will record your progress for you in the north west corner of town on a small island.  There is also a good collection of weaponry and armor to purchase and outfit your party with.  Until you have collected the Eye of Malroth, Beran should only serve as a refueling station.  There is a chance that, while resting at the inn, one of your party members may fall victim to curse cast upon them by Hargon.  This party member will not rise out of bed the next morning, and the two active members must set off without him or her.  The remedy for this curse is simple; bring them back to life with the Leaf of the World Tree.
Once you have obtained the Eye of Malroth, you will be ready to embark on the last leg of your journey which will lead you to the desolate area in the center of the large continent, known only as Rhone.  The only way to access it, is to utilize the Travelers Gate above the temple.  You'll need the Jailor's Key, and it would be wise to cast ''Stepguard'' before you proceed to the gate.  Once you step on it, you will transported to a new monolith.
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== The Road to Rhone ==
== The Road to Rhone ==
[[Image:DQ2_Beran_Rhone_Monolith.png|left]]
[[Image:DQ2_Beran_Rhone_Monolith.png|left]]
After taking the Traveler's Gate in Beran, you arrive in the center of more dangerous tiles.  One more casting of ''Stepguard'' can help you cross over safely (it is far better to lose 1 MP than an abundance of hit points.)  When you exit the monolith, you will find yourself in a new region.  It happens to lie just to the west of Wellgarth, and is inaccessible by any other means.  A walk to the west will seemingly result in a dead end.  However, if you possess the Eye of Malroth, you have what you need to access the Road to Rhone.  Simply stand in the swamp area, and use the Eye.  It will trigger an earthquake and the entrance to Rhone will appear.
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[[Image:DQ2_GBC_Rhone_Road_F1.png|left|thumb|Road to Rhone F1 (GBC version)]]
[[Image:DQ2_GBC_Rhone_Road_F1.png|left|thumb|Road to Rhone F1 (GBC version)]]

Revision as of 15:07, 16 December 2008

Beran

DQ2 Beran Island.png

There are a couple of different ways to reach Beran, either by sailing, or by Travelers Gate. Sailing will probably take you a bit longer, but since you've recently visited Tuhn, you're right in the neighborhood. The Beran Island continent occupies the south west portion of the sea. It's quite large and hard to miss. To access Beran, you'll need to dock on the south east side of the island. If you wish to reach it by Travelers Gate, you have many options. There are three Travelers Gates which will lead you to the Beran Monolith at the north tip of the island; One in the Cannock Monolith, one is in the monolith west of Moonbrooke, and the third is the center gate in the Fire Monolith (which itself can be accessed through Travelers Gate in the monolith north of Lianport, and the South Alefgard Monolith.) Once you reach the Beran Monolith, however, you'll have to walk quite a bit through the wilderness before you will reach Beran, so make sure that your party is at full strength before you go.

Beran Town (GBC version)

Beran is an oddly arranged town, built over a lake. Its inhabitants are equally mysterious. You'll learn a lot of unique information here, such as the whereabouts a crest, the existence of a weapon called the Thunder Sword, and the purpose of the Leaf of the World Tree. Many odd tiles can be found around the northern sections of town. They are like Barrier tiles, but they are even more destructive! Fortunately, Stepguard is equally effective on them. One set of these tiles is used to contain a prisoner with some information. Another is used to protect a Travelers Gate above the temple. Where could this gate lead that would warrant such protection?

Fortunately, there is an old man who will record your progress for you in the north west corner of town on a small island. There is also a good collection of weaponry and armor to purchase and outfit your party with. Until you have collected the Eye of Malroth, Beran should only serve as a refueling station. There is a chance that, while resting at the inn, one of your party members may fall victim to curse cast upon them by Hargon. This party member will not rise out of bed the next morning, and the two active members must set off without him or her. The remedy for this curse is simple; bring them back to life with the Leaf of the World Tree.

Once you have obtained the Eye of Malroth, you will be ready to embark on the last leg of your journey which will lead you to the desolate area in the center of the large continent, known only as Rhone. The only way to access it, is to utilize the Travelers Gate above the temple. You'll need the Jailor's Key, and it would be wise to cast Stepguard before you proceed to the gate. Once you step on it, you will transported to a new monolith.

The Road to Rhone

DQ2 Beran Rhone Monolith.png

After taking the Traveler's Gate in Beran, you arrive in the center of more dangerous tiles. One more casting of Stepguard can help you cross over safely (it is far better to lose 1 MP than an abundance of hit points.) When you exit the monolith, you will find yourself in a new region. It happens to lie just to the west of Wellgarth, and is inaccessible by any other means. A walk to the west will seemingly result in a dead end. However, if you possess the Eye of Malroth, you have what you need to access the Road to Rhone. Simply stand in the swamp area, and use the Eye. It will trigger an earthquake and the entrance to Rhone will appear.

Road to Rhone F1 (GBC version)
Road to Rhone B1 (GBC version)
Road to Rhone F2 (GBC version)
Road to Rhone F3 (GBC version)
Road to Rhone F4 (GBC version)
Road to Rhone F5 (GBC version)