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Green text on this page indicates that it is exclusive to the GBC and SNES versions.

Very little stands between you and the Archfiend Baramos, except a means of actually reaching his castle. Rumors claim that when one gathers all six orbs, they will no longer require a ship to get around the world. But what does that mean? And where does one bring the six orbs? The only clue is given by the spirit of a prisoner who gave you one of those orbs.

Using the orbs[edit | edit source]

Place the orbs to hatch Ramia.
Monsters in Liamland Area

Now that you have all six orbs, it's time to put them to use. The question is, where do you take them? If you spoke with the prisoner in Tedanki who gave you the green orb, he mentions an altar in a place called Liamland far to the south. Liamland is this world's version of Antarctica. The fastest way to reach it is to Return to Noaniels, hop in your ship and sail due north. When you reach the icy continent, sail west a short distance until you can see a shrine in the middle. Park you boat and head to the shrine. Before you climb up the ladder check right of it for a TinyMedal / Small Medal.

Inside, you will find two young maidens who stand guard over an egg in the center of the shrine. Around the egg are six altars. The maidens claim that when the orbs are placed on the altar, the legendary phoenix Ramia will hatch from the egg. Go ahead and use each orb on each altar. It does not matter which orbs is used on which altar, just use all of them so that you light six flames in the room. Then return to the maidens and speak with them. They will rejoice in your success, and the egg will hatch. Ramia will fly around the room, and leave the screen. Exit the shrine, and you will find Ramia waiting patiently for you just outside. Step on the square with Ramia and press A button to ride him. With Ramia, no region of the world is out of reach, including the Archfiend's castle.

Checking out the Pit[edit | edit source]

Investigating the Great Pit.

In addition to being unable to investigate Baramos' Castle, you were previously unable to visit the Great Pit of Giaga to the east. Before you head to the castle, make a stop at the pit and take a look inside. You'll find two guards who have been stationed there to protect the pit… even though no one else can reach it, and it is encased in a giant wall. The guards claim that anyone who has ever fallen into the pit has never returned. But since it is walled off, there's little you can do to test that theory. But that may not be the case forever.

Next stop: Baramos[edit | edit source]

Liquid Metal Slimes
Baramos's Castle is likely the first place you'll encounter Liquid Metal Slimes (known as Metal babble or Metabble in earlier translations). These monsters are difficult to damage and like to flee, but give 40200 experience each (the most of any non-boss enemy in the game). You can make them easier to kill by using Poison Needle/Assassin's Dagger, a high level Martial Artist, the Blade Armor, (in the remake). Weapons that hit multiple enemies will always miss the Metabble unless it is your main or first target.

Unless you have any last minute shopping or preparation to do, it's time to take the fight to Baramos. Hop on Ramia, and fly her across the globe until you reach the island that his castle sits upon. Then land Ramia in front of the castle and enter.

What level you tackle Baramos at depends on what your party is, what version of the game you're playing, and how much you're willing to rely on luck. Remake players can skate by on fairly low levels, if they possess the Mist Staff, previously bought Sleep Staves from Elvenham, and have at least one Sage. They will have all the tools they need to take away his spells while essentially stun-locking him with Sleep.

NES players are not so lucky. Even with Bikill, they either need to get lucky against Baramos (which is possible, as detailed later on in this page), or have someone who isn't the Hero learn HealAll. That means that level 30 is the bare minimum for having a reliable strategy—even higher if you don't have a Priest or Sage. Additionally, you want as much magic-resistance as possible (and also Dragon Shields in the remakes). Take some time to gain EXP & Gold in the Necrogond, or on the castle grounds themselves. Then, when you feel you're ready to give it a try, go through the castle to get to Baramos on the most direct route possible, avoiding as many fights as you can. Save your HP and MP for the battle with the Archfiend.

The castle of Baramos[edit | edit source]

Monsters in Castle of Baramos

NES players should make a beeline straight for Baramos. All monsters disappear after his defeat, until the time you leave his castle. That respite is the best time to raid his treasures. This doesn't apply to the remakes, which all automatically teleport you to Aliahan upon Baramos' defeat.

While the castle looks like a typical king's home, it is anything but. Enemies roam every inch of the place, and random encounters should be expected on a regular basis.

Stone Hulks/Stone Men are essentially upgraded Trolls, but with high resistance to fire magic, and 44-55 HP regeneration per round. It is highly recommended you Sleep them before grinding them down. Evil Mages use fire breath, all manner of offensive spells and debuffs, as well as HealAll. Fortunately, they are vulnerable to Expel, so use that to dispatch them. Snow Dragons/Ice Dragons are also a considerable threat with their frost breath, and chance to attack twice. Fortunately, they are weak to fire magic, so you should be able to handily deal with them via the Staff & Sword of Thunder.

As you can see, the main floor of the castle alone contains a large number of staircases, sixteen to be exact. Some of these lead to places you want to go, while others only lead to loops or dead-ends. The trick is to figure out the locations of the stairs you should actually take. Stairs A, B, C, and D are immediately available to you at the front of the castle. Unfortunately, none of them take you anywhere useful. A and D connect together, as do B and C. Go down A and go right to a Cell. Check left of the Corpse for a TinyMedal / Small Medal. You're going to have to look harder to find the stairs that begins your journey into the castle.

It turns out that you can walk up along the right edge of the castle ground, and find a fifth staircase, E, below a pond of water. Climb these stairs and walk across the second floor corridor to staircase F, which takes you back down. You'll arrive in the upper left corner of the castle interior. To move on to the next staircase, you'll have to cross the dangerous Barrier floor, so make sure you cast StepGuard before walking on it. Once you cross the Barrier, you have to choose between I and G.

Gather these treasures.

If this is your first visit to the castle, take staircase G, which leads to a small narrow path on the second floor that ends with staircase H. Take H back down to the east side of the castle, and walk left to access three treasure chests. They contain, from top to bottom, a Demon Axe ( Demon ), a Wizard's Ring ( Wizard ), and an Unlucky Helmet ( Misery / Misery Helmet). You don't have to think too hard to realize that the Unlucky Helmet is cursed. While it has 10 more defense points than the Iron Mask, it reduces a Hero or Soldier's luck to 0, and it can't be removed without help from a House of Healing or magic. Due to its name, you might think that the Demon Axe is cursed, but in fact it's not. It's just only 87.5% accurate, in exchange for having a 12.5% crit chance. Once you collect these items, return to H and G, and head back to staircase I.

As soon as you take staircase I down, you'll see J immediately below, which leads nowhere. Instead, cross underground to the right, and climb staircase K. From K, you can go up or down, but down leads to a dead end, so take the upper path to staircase L. Climb it and cross back to the left to staircase M. This staircase leads to a small clearing in the middle of the castle, from which you can access the right chamber of the castle, and take staircase N up. Walk up the small corridor to O, and take it back down.

You'll now be in small building near the top of the castle. There's a door at the bottom for you to enter, but don't be too hasty. Beyond the door is a hallway full of Barrier tiles, so cast StepGuard again before you walk through the door. There is a lifeless skeleton sitting on the throne. Check the spot before the throne for a TinyMedal / Small Medal. Exit the room through the south, and you'll be back outside. You're nearing your destination, which is found to your right, in the middle of the water. Cross the bridge, and cast StepGuard to avoid one more set of Barrier tiles, and climb down staircase P.

Baramos' chamber[edit | edit source]

Note: Because this Boss Fight is one of the hardest in the game, videos have been provided to demonstrate the strategies below:

Approach Baramos' altar.
Dragon Quest III (NES) - Baramos with HealAll (StrategyWiki Guide) (3:24)
Dragon Quest III (NES) - Baramos without HealAll (StrategyWiki Guide) (2:33)
Dragon Quest III (Remakes) - Baramos (StrategyWiki Guide) (4:19)

Baramos stands atop an altar, which he has surrounded with Barrier tiles, naturally. Before you advance on Baramos, it would be a good idea to heal up your party, and make sure your equipment is allotted correctly. When you are confident that you are ready to attack him, step up and talk with him. He will give a fairly boastful speech before beginning the battle.

On NES, Baramos possesses 900 HP, regenerates 90-109 HP per round, and always attacks twice with devastating effect. In addition, Stopspell would not help even if you could get it on him—it would just mean he would constantly be using his fiery breath on you. Fortunately, his attack pattern is completely fixed. It is as follows:

Explodet → Attack → Breath Flames → Blazemost → Limbo → Attack → Explodet → Chaos

Here's how to take advantage of that.

If you have HealAll: Tank & heal the Explodet while establishing Bikill on your melee fighters, Sap on Baramos, and x2 Speedups on your party. The idea is to use Ironize so that Explodet is all he ever hits you with until you're ready to slay him—that way you avoid all of his most dangerous attacks. Make sure you begin a round with at least two people of your melee fighters over 200 HP, and the Priest over 120 HP. Then bum-rush Baramos over the course of two rounds. This is the consistent way of defeating him.



If you don't have HealAll: There is no good way to keep up with Baramos' strongest attacks—therefore, you need to Ironize twice at the start, so he's using Limbo instead. It's effectively a 30% chance of removing one of your party members from the fight—but you'll have no other choice. Bikill your party, Sap Baramos, then stall until the right time to bum-rush him (use SpeedUp if you land Sap early, otherwise don't bother). It's not a fully reliable method, but it's the best a low-level party has.



On SNES, Baramos has 2500 HP, with ~100 HP recovery. On GBC, he has 3000 HP with no HP regeneration. Smartphone gives him 2500 HP with no automatic healing.

In all versions, he has a 50% chance of attacking twice. In addition, Stopspell affects him differently. Instead of simply skipping the spells in his rotation, he would replace them with physical attacks—this means that he would only do his flame breath every 8 turns, if Stopspelled. In addition, his attack pattern has changed to:

Explodet → Attack → Breath Flames → Attack → Blazemost → Chaos → Explodet → Limbo.

So the play is to silence him with Stopspell or the Mist Staff, send him dozing with Sleep or the Sleep Staves, SpeedUp everyone, then paralyzing him with additional Sleeps as you establish Bikill & Sap. This makes a consistent strategy possible at much lower levels.

The archfiend defeated[edit | edit source]

Zoma makes his voice heard.
Another gift from Portoga
After you save the world, people will rejoice, but no one will actually reward you with anything. No one, that is, except for a woman in Portoga. If you find her, she will present you with the Sword of Illusion ( Seduce / Sword of Seduction), an interesting weapon which can cast Chaos, and can only be equipped by women.

If you were successful in defeating Baramos, he will disappear in a flash of light. Raid the treasures on NES if you haven't already.

Return to your home town, and everyone will be buzzing with the news that you defeated the archfiend. Your family will be especially proud. You will be encouraged to visit the king.

When you reach the throne room, the soldiers will be all lined up, and the king will be waiting. He praises you for your accomplishment, when all of a sudden the castle quakes and the soldiers disappear. A new voice is heard, going by the name Zoma. He claims to be a Master Archfiend from the World of Darkness, and he declares his intent to ensnare your world in darkness as well. After swearing you to secrecy, the king will fall victim to depression, and be unable to perform his duties. From then on, the chancellor standing next to the king will record your progress.

Everyone outside of the throne room will be blissfully unaware of what transpired, and they will continue to cheer and congratulate you. If you return to the Hero's house in Aliahan, the Hero's mother will be proud, but will no longer allow him/her to stay the night and restore HP/MP for free. You will now be able to Return to all of your previous destinations, and when you exit Aliahan, your ship and Ramia will have returned to you. But where will you go next?

Return to the Pit[edit | edit source]

The pit is exposed!

While no one outside the throne room seemed to notice the quake that occurred when Zoma was speaking, there is one other place where the quake was surely felt: The Great Pit of Giaga. Return there now, and investigate the pit. You will find that the pit has greatly expanded, and has swallowed up portions of the wall surrounding it, giving you direct access to the pit itself. The time has come to summon your bravery again and take a leap of faith into the pit and discover what lies on the other side.