Description on Chubfrom Chub
This is my first lorebook. I try to create a world faithful to Dragon Quest 3 to use in my playthrough.
Listed as “Overworld (Dragon Quest III)”
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It was connected to Alefgard (and by extension, the greater Torland), simply known by the denizens of the Overworld as the "Underworld", through the seemingly bottomless Pit of Giaga, before said connection was severed by the defeat of Zoma.
Both the Overworld and the "Underworld" are under the protection of the Goddess Rubiss, who is credited to have shaped both worlds, and as such both worlds have her as a central religious figure. It is from this world that the Hero, who would eventually earn the title of Erdrick, and their party, began their journey to save both the Overworld and the Underworld from the forces of evil.
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Overworld
40 entries · scan depth 4 · budget 512 tokens
- #1Aliahan
Keys: Aliahan · Secondary:
Geography The Kingdom of Aliahan is a castle town located on a large island in the southeast of the world of Dragon Quest III. The Hero sets off on their quest from this town.
Locations
Hero's House The hero's house is located in Aliahan. This is where the player begins the game.
Patty's Party Planning Place Patty's place is a unique establishment located in Aliahan. It consists of both a hall of registration, where new party companions can be conscripted and named, and a draught counter where party members can be added or removed. This is where the player receives companions throughout the game. However, as added party members are controlled completely by the player, these characters do not take part in the storyline in any way.
Patty's place is also the location where a party member can be found after being a victim of a Bazoom spell.
In the iOS/Android versions Luida's Place is renamed to Patty's Party Planning Place, to be consistent with current localisations. On the second floor you can create characters using the Premiere Adventurer Listing Service, or PALS.
Bank There is a bank in Aliahan which accepts gold in 1000 piece increments. In the original version, this bank will also store items. However, in remakes where the party has a bag as part of their inventory, the item portion of the bank has been removed.
Mini Medal Manor In remake versions, a medal collector lives in a house the bottom of the well in the southeast section of town. He accepts mini medals in exchange for various item prizes.
- #2Alltrades Abbey
Keys: Alltrades Abbey
Description Located in the centre of the Asiatic landmass on the western hemisphere, this holy shrine is a place where pilgrims can pursue new vocations once they are skilled enough in their current vocations to do so.
- #3Asham
Keys: Asham
Overview Asham is a town in the overworld of Dragon Quest III. It located east of Romaria. It is typically a stopping point for accessing Ibis and the Pyramid, as well as the cave leading to Baharata, and travelers can experience firsthand how the town got its name after dealing with the avaricious merchants. It is also close to the left entrance of Nordy's Grotto.
Night Life Asham is one of only a few towns which is quite busy at night. In addition to having a dancing club and a fortune teller open at night, it also has a weapons and armor shop only open at night.
- #4Baharata
Keys: Baharata
Overview Baharata is a town on the south eastern coast of the Asian continent in the world of Dragon Quest III. Baharata is an ornate village, with fine stonework constituting the buildings and several trees peppering the town. The church is the largest building, ensconced with tall ramparts and surrounded by a large garden. Being the largest town in the eastern hemisphere, several merchants have opened shop. The wide river coursing across the southern end of town is considered to be holy by the residents, and many people from all walks of life sojourn to purify themselves in its waters.
Black pepper Baharta is known for having a supply of black pepper.
- #5Castle of the Dragon Queen
Keys: Castle of the Dragon Queen
Overview The Castle of the Dragon Queen is a castle in the overworld of Dragon Quest III. It is located in the mountains east of Khoryv.
Dragon Queen The dragon queen lives in the castle.
- #6Edina
Keys: Edina
Overview The Kingdom of Edina is a castle located in the overworld of Dragon Quest III. It is a small chain of islands situated in the extreme northwest of the world.
Edina is an extremely formal country where "lineage is law, and manners maketh man". The guards deny entry to anyone they deem insufficiently noble, including the hero. The only way to enter the castle is to evade detection by the castle guard by using a Fading jenny or by casting the Fade spell.
None of the residents of the castle have anything particularly flattering to say about the hero's party, with most taking a supercilious attitude and noting how "humble" they appear compared to themselves. The princess, Margot, is fascinated by the group, however, and eagerly expects to be told stories of the adventures of the Great Unwashed. The King is not much better, but he does allow the party to take the Bottomless pot with them if they solve the riddle in the castle basement.
Long before the events of the game, Edina sent an expedition to the new world and stumbled upon Persistence. The soldiers stole the bottomless pot from the natives, and accidentally left behind one of their own. The bottomless pot has been kept in the basement since, guarded by a sokoban puzzle. The goal is to place three boulders on three weight switches, with the rocks resetting when the player reenters the room. A merchant in the castle mentions that the pot has to do with a sunken island off the coast of the new world, which is the player's hint to keep an eye out for Shallows shrine when sailing.
- #7Grimland
Keys: Grimland
Overview Grimland is a land mass in the overworld of Dragon Quest III. It is located north of Persistence.
- #8Immigrant Town
Keys: Immigrant Town
The Immigrant Town is a town that can be created by the player in Dragon Quest III.
- #9Ibis
Keys: Ibis
Ibis is a castle town in the Overworld of Dragon Quest III. It is located southwest of Asham in a large desert, and to the south of the Pyramid.
Story The kingdom that would become Ibis was founded by the late King Faro, who is entombed in the northern pyramid. Due to his intelligent planning, the kingdom thrives in the desert without draining the precious oasis waters it surrounds. The current ruler is the beautiful Queen Isis
The town is a thriving hotspot of trade, with several merchants opening up shop to take advantage of the tourism brought upon by the beauty of Queen Isis, ths foreboding allure of the pyramid, and the Monster Arena. The people take great pride in the their queen's astonishing beauty, and the temperament of the townsfolk is jovial--save for the sullen Mocrates, who spends all day pinning for the encroachment of evening and all night for the break of dawn. There are two bards in the town, with the one strumming around the watering hole singing praises for the Meteorite bracer.
The palace of Ibis sits above the town on the bank of the oasis. The royal abode is open to the public and the guards are welcoming of travellers, recognizing how exhausting traveling the desert expanse is. The palace has a massive sand courtyard walled with ramparts and decorated with fourteen small sphinx statues. The palace itself is littered with the queen's pet cats as well as her several handmaidens. A professor studies the royal records and bemoans the would-be plunderers of the pyramid, while the minister sits in the garden gazing at the water and remarking that his older brother had left for Asham some time ago.
The queen's audience chamber is a large, open space supported by columns and decorated with several flower patches. Children play in the eastern alcove and sing a song that tips the player off to one of the pyramid's puzzles, and the queen's bedchamber stairwell is in the western alcove. Queen Isis will perform her royal duties of saving the player's game when spoken to, but will remark that for all the praise her beauty nets her, it is still but a fickle and fleeting attribute. At night, the Queen will speak to the hero at length about the duty she bears to her people and the envy she has for the protagonists' wandering nature. She will also tell the hero to search behind her bed, giving them a prayer ring.
Also at night, there is a cat by itself in the western corner of the palace. It will declare that it is a servant of Baramos when spoken to. It mocks the hero, telling them to flee to Aliahan and forget the foolish idea of ever reaching him before disappearing.
- #10Jipang
Keys: Jipang
History Jipang is a country of four islands located southeast of Alltrades Abbey, south of Mur, and far north of Aliahan. Locals call it the "realm of the gossamer mists", while foreigners call it the "golden country". Jipang has little contact with the outside world, as it has barred foreigners (or outlanders, as they are sometimes called) from entering the country. Jipang also has no weapon, armour, or item shops due to the lack of trade.
The ruler of the country is Queen Pimiko, who possesses the Purple Orb. However, upon first visiting, the Hero finds the country terrorized by the Orochi, who demands young girls as a sacrifice in the nearby Orochi's Lair. The Hero and their party then confront the Orochi in order to stop the sacrifices, and discover that the Orochi had killed Pimiko and, in disguise, taken her place. The party then slays Orochi and saves Jipang from its reign of terror, and acquires the Purple Orb.
- #11Khoryv
Keys: Khoryv
Khoryv is a village in the overworld of Dragon Quest III. It is located in the mountains north of Romaria and south of Norvik.
- #12Lanson
Keys: Lanson
Lanson is a village on an island in the overworld of Dragon Quest III. It is only accessible via ship or Ramia.
- #13Rimland
Keys: Rimland
Rimland is an island in the overworld of Dragon Quest III. It is located south of Theddon, southwest of Lanson.
The shrine of Rimland is the nest of the egg of Ramia, guarded by twin girls who speak in unison and beseech the Hero to gather the Six Orbs to hatch the Everbird. The twins will also keep track of the number of orbs that have been gathered, but are unable give hints as to their locations.
Rimland is first alluded to by the prisoner in Theddon, who tells the Hero to gather the orbs and travel to the southernmost continent.
- #14Lozamii
Keys: Lozamii
Lozamii is a small archipelago found in southwestern most region of the overworld in Dragon Quest III. Located east of Aliahan, this small island is all but forgotten to the world at large, save for those who use it as a prison to exile the undesirable of society to and save for a group of pirates.
Lozamii is populated by those exiled from various kingdoms and villages, with one denizen in particular being banished for his proclamation that the world is round. He also states that sailing south from the island chain will bring the party to the frozen landmass populated solely by an old hermit, which is the player's hint at getting the Boatman's bone. Several people in town inform the Hero that they need to throw the Mountaincleaver into the volcano in Necrogond to progress in the journey to defeat Baramos.
- #15Manoza
Keys: Manoza
The Kingdom of Manoza is a castle town in the overworld of Dragon Quest III. It is surrounded by impassable mountains and can only be reached via a Teleportal or Ramia.
Important Events Imposter King Manoza has been taken over by a Boss troll who is impersonating the king using the Mod rod. The real king has been imprisoned deep within the castle. The heroes must retrieve Ra's mirror from the Manoza Cave and use it on the imposter king while he sleeps in order to reveal his true identity.
Funeral Event Manoza is the only only town other than the Immigrant Town to have different townspeople placement at a certain time during the events of the game. Upon the first visit to Manoza, the heroes witness the ongoing funeral of a man who was put to death by the imposter king. This occurs only on the first visit and afterward all townspeople are located in their normal locations.
Castle Entrance While under the control of the imposter king, entrance to the castle through the main entrance is restricted. Instead, the heroes can use a side entrance designed for deliveries which is accessible via the Magic Key.
- #16Mur
Keys: Mur
Mur is a village in the overworld of Dragon Quest III. It is located north of Jipang along the edge of the tundra.
Visiting Mur is optional, as it doesn't hold any specific quest-related events. In the original game, it contains the Joker's soaker novelty item, while in the remakes it contains Ortega's helm.
- #17Norvik
Keys: Norvik
Norvik is a town in the overworld of Dragon Quest III. It is located north of Khoryv, and is approximate to Scandinavia in the real world. Appropriately, the village has trouble with the Fairy Folk.
Several years before the beginning of the game, a young man from Norvik had fallen in love with the daughter of the Queen of Faeries, Aniseed. Though the maiden reciprocated his affection, their love was scorned by the faerie law and the two fled together. The Queen loathed humans, and assumed that the young man kidnapped her daughter--in her fury, she placed a curse upon the village that sent the townsfolk into a permanent slumber save for the man's father and an elderly man.
The lad's father pleads with the Queen to lift the curse, as the villagers knew nothing of the affair and that his son would never kidnap a faerie, while the old man remains behind and explains the situation to the Hero. The curse is lifted by returning the Dreamstone from the Underground Lake to the Queen. The Hero also passes along the final words Aniseed left behind, explaining that the couple chose to end their lives together in the underground lake rather than be separated. The Queen is distraught that she unwittingly brought her daughter to suicide, and gives the party the Wakey dust to end her curse.
Once revived, life in the village returns to normal--though none of the townsfolk get tired, not even at night. The father of the young man cannot bear to tell his wife what has happened to their boy, while the rest of the villagers wonder at what has become of their home in the years since they fell asleep.
- #18Persistence
Keys: Persistence
Persistence is a village in Dragon Quest III. It is located in the area of the world map corresponding to North America, and, as such, the village has a pre-colonial theme. Because there are no other settlements on the continent for the people to trade with, the village lives up to its name.
Overview Persistence is a plain village consisting of a few houses and horses protected by a large fence. There is no required reason to visit Persistence, but there are clues given within the village as to the whereabouts of the Bottomless pot, how to use the Echo flute and getting the Lightning staff in front of the well. Because the pot was stolen from the village by soldiers from Edina on a scouting expedition, the villagers are somewhat leery of travellers.
The people speak in short sentences and make a point to never lie, not seeing the purpose of falsehoods. A senior mentions the hermit living on the glacier to the far north and condemns him for using magic, implying the villagers are more suspicious of magic than other peoples. A talking horse with a green mane named Ed gives the player the clue to use the bottomless pot in the shoals in the ocean west of the village. There is a soldier from Edina who was left behind by his comrades several years ago living in the well of the village, undetected by the people. He bemoans his fate and complains that the troops didn't forget the pot.
A man who lived in the village left long ago to start a town in the east field, corresponding to the real life Jamestown colony.
- #19Pirates' Den
Keys: Pirates' Den
The Pirates' Den (formerly House of Pirates) is a location in the Overworld of Dragon Quest III. It is home to a band of pirates who are only present at night.
The pirate's den is a simple log house decorated with armaments, with two imposing skulls fixed at the front door as warning to trespassers. There is a garden pond in the center of the building, along with barracks for the mariners to rest in. The pirates warmly receive the Hero and company, hearing of their mission to slay the archfiend Baramos during their raids. The pirates also claim that they only steal from those who are scoundrels and deserve it.
The captain of the pirates is a woman who asks the Hero if they think it's funny that a slip of a girl such as herself is the ruthless boss of a bunch of sea dogs. If the Hero answers 'Yes', she laughs and remarks that the brassy attitude is akin to her own. She also mentions the location of Lozamii, before asking if the Hero is really up to saving the whole world. If the Hero answers 'Yes', the captain states that they will fail, but if they actually manage to pull it off, then she'll congratulate them herself when they return.
The Red Orb is hidden in a secret basement outside the house, which is underneath a boulder as seen in Reeve. A pirate in the house mentions a red orb, but can't remember where he saw it, meaning first-time players may need to use the Echo flute to learn of the orb's location at the Den.
- #20Portoga
Keys: Portoga
The Kingdom of Portoga is a castle town found in Dragon Quest III. It is a seafaring kingdom of many sailing vessels and a high trade industry, and its location in the world corresponds to Portugal in the real world.
Portoga is ruled by a king who has a particular fondness for the fiery flavour of black pepper. Black pepper is a rarity in the West, however, and it is said to grow in the East; the kingdom has attempted eastern expeditions for more pepper, and many have died in the attempts due to the ferocious monsters.
When the hero arrives in Portoga looking for a ship, the king promises to award them his flagship in exchange for black pepper. He gives the hero the Royal missive, to present to Nordy the Dwarf and gain passage through the mountain chain's tunnel. When the hero returns with the black pepper, he honours his promise and gives them his ship.
Afterwards, it is mentioned that Portoga has established trade routes with the eastern countries.
- #21Reeve
Keys: Reeve
Reeve is a village on the continent of Aliahan in the overworld of Dragon Quest III. It is located north of Aliahan castletown. It contains a resident who makes wrecking balls.
- #22Romaria
Keys: Romaria
The Kingdom of Romaria is a castletown located in the overworld of Dragon Quest III.
Romaria is a typical castletown which features a king who can save the game. It is the first location in a Dragon Quest game which features a Monster Arena where the player can gamble on enemy monster battles.
- #23Super Secret Faerie Village
Keys: Super Secret Faerie Village
The Super Secret Faerie Village is a village in the overworld of Dragon Quest III. It is located west of Norvik and is represented by a shrub tile on the world map. It is a safe haven for Faeries and wildlife, who have retreated into the forest to avoid the encroachment of human civilization, and is ruled by a stern queen who forbids all contact with outsiders, even humans. Regardless of this decree, the queen's very own daughter has recently run away with a young human man, causing grave repercussions for the village of Norvik.
The faerie settlement is a forested glen with trees so tall the foliage obscures part of the screen, and the buildings are made from stumps. The village's existence is told to the hero by the single waking person in Norvik, the old man standing before the house in the southwest end of town. He begs the party to return the precious Dreamstone to the faeries, or the villagers will be cursed to sleep forever.
Upon entering the village, the faeries are terrified of the party once they realize the group is human, and the Queen refuses to lift the curse she placed on Norvik. She explains that her daughter, Aniseed, had fallen in love with a man and took the dreamstone with her as the two fled. The Queen assumes that the man tricked Aniseed and stole the stone from her, leaving her too embarrassed to return home. The Queen then states that just looking at humans makes her sick, and to be gone from her sight. The father of the man is present in the village, but not even he can make the Queen see that what she's done is wrong.
After retrieving the dreamstone from the nearby Underground Lake, the hero learns the sad truth: Aniseed and her lover could not stand the strife their love caused, and chose to end their lives together in the subterranean waters. Aniseed's final words were inscribed in the treasure chest holding the stone.
Upon hearing these words, the Queen is aghast at herself for driving her daughter to suicide, and gives the party the Wakey dust needed to end the curse on Norvik. The Queen is grateful to the hero for revealing the truth behind Aniseed's disappearance, but refuses to change her views on humans and asks them to leave. When speaking to the father of Aniseed's lover, the old man breaks down to tears and wonders what he will tell his wife.
Item Shop The village is home to a prejudiced item shop which will only sell items to elves, dwarves, and other non-humans. As a result, it cannot be used unless the heroes possess a Mod rod and changes into a suitable disguise.
- #24Theddon
Keys: Theddon
Theddon is a a town found in Dragon Quest III, located in what equates to the southern region of the real world African continent. By being the closest to Baramos's Lair, it was the site of the fiend's first assault upon the world. During the day, Theddon is destroyed and deserted; but at night, the former inhabitants return, unaware of their own passing...
Theddon is first mentioned by the keeper of the Portoga lighthouse, which players will see after gaining their ship. Sailing southward from the strait of Portoga across the continent will put the town into view quickly.
The townsfolk were cursed by Baramos after his forces killed them, being unable to move on to the afterlife and not even realizing that they are dead. The innkeeper and store owners operate as they did in real life and the player will not be tricked for using their services, but until the fiend is slain there is no help for these lost souls. The Green Orb is given to the player by the prisoner, who instructs them to travel to the southernmost continent. In order to speak to the man, the Ultimate key is required. In the HD-2D Remake, however, the Green Orb is given to Erdrick after he and the party defeat the Dying Fire and its Phantasm lackeys that reign over the town.
- #25Baramos's Lair
Keys: Baramos's Lair
Baramos's Lair (Baramos's Castle in DQXI) is a castle in the overworld of Dragon Quest III. It is the home of the Archfiend Baramos, one of the chief villains in the game. It is surrounded by impassable mountains and requires Ramia in order to enter.
The castle is the former city-state of the Necrogrond, which was destroyed by Baramos and his forces to claim as their own. As such, it resembles a twisted and sinister mockery of the castles seen throughout the adventure thus far. In the remakes of the title, the final chamber in which Baramos sits is given a heat-distortion effect, alluding to how difficult the battle will be.
- #26Dreamer's Tower
Keys: Dreamer's Tower
The Dreamer's Tower is a tower dungeon in the overworld of Dragon Quest III. It is located on a small island west of Aliahan.
Entrance Although not accessible by land, the tower has 3 separate underground entrances which converge to the first floor entrance. The 3 entrances are from Aliahan castle (Thief's key required), the Shrine South of Reeve, and the Path of Promise.
- #27Fifer's Spire
Keys: Fifer's Spire
The Fifer's Spire is a tower dungeon in the overworld in Dragon Quest III. It is located east across the ocean from Jipang.
Info The tower is an optional dungeon containing no quest-required events. The main treasure within the tower is the Echo flute which is used to assist in locating the Six Orbs.
- #28Gaia's Navel
Keys: Gaia's Navel
Gaia's Navel is a dungeon in Dragon Quest III. Its entrance is directly connected to the nearby village of Lanson. It is the location of the Blue Orb.
Restrictions Entrance to the cave from Lanson is restricted to only one party member. Whichever party member is at the front of the party will be selected to enter the cave. This restriction can be avoided by using Ramia to enter the cave from the overworld.
- #29Ghost Ship
Keys: Ghost Ship
The Ghost Ship is a roaming ship in Dragon Quest III and a recurring monster/location in the Dragon Quest series
The ship contains the Lover's locket, which is required to enter Olivia's Promontory. Finding the ship requires the use of the Boatman's bone and is found in the inland sea between Romaria, Asham and Ibis.
- #30Pit of Giaga
Keys: Pit of Giaga
The Pit of Giaga is a location in the "overworld" of Dragon Quest III.
Only accessible via Ramia, it is the main connection between the overworld and the "underworld". According to a person in Tantegel, the first settlers of Alefgard originated from the "overworld", crossing the Pit of Giaga to reach this new land. Before defeating Baramos, the pit is guarded by 2 men and completely surrounded by a wall, preventing anyone from entering the pit. After the Archfiend's defeat, the pit has been enlarged by Zoma and his minions. Only 1 of the 2 guards is still there, since the other fell into the pit and it is now easily accessible, allowing entrance into Alefgard. (In the HD-2D Remake, there is instead darkness that must be dispelled by the Sphere of Light before the pit can be entered) Once Zoma is defeated, the Pit closed up, forever sealing away the passage between the two worlds.
- #31Kidnapper's Cave
Keys: Kidnapper's Cave
The Kidnapper's Cave is a dungeon in the overworld of Dragon Quest III. It is located east of Baharata and south of the Alltrades Abbey. It is the location of the second encounter with Robbin' 'ood in Dragon Quest III.
Saving hostages The hero and his party enter the cave in order to rescue Tanaya who has been taken hostage by Robbin' 'ood and his gang. Gopal Gupta also goes to the cave to rescue her, but also is taken hostage. The hero and his party must defeat Robbin' 'ood again in order to free the couple.
- #32Manoza Cave
Keys: Manoza Cave
The Manoza Cave (formerly Cave Southwest of Samanao) is a cave in the overworld of Dragon Quest III. It is the location of Ra's mirror.
- #33Maw of the Necrogond
Keys: Maw of the Necrogond
The Maw of the Necrogond is a cave in the overworld of Dragon Quest III. The cave connects to the Necrogond Shrine which is the location of the Silver Orb. It is typically one of the last locations visited prior to confronting Baramos.
Difficulty The cave is notable for its high level of difficulty compared to locations visited prior to it. The cave is quite long and complicated and contains strong monsters throughou
- #34Orochi's Lair
Keys: Orochi's Lair
Orochi's Lair (formerly Cave Northeast of Zipangu) is a cave in the overworld of Dragon Quest III. It is nearly adjacent to Jipang and is home to the Orochi.
- #35Path of Promise
Keys: Path of Promise
The Path of Promise is a dungeon in Dragon Quest III. It connects the continent of Aliahan to the Shrine South of Romaria.
Wrecking Ball In order to proceed beyond the first room of the cave, the heroes must use the Wrecking ball on the blocking wall. By doing so, the wall is destroyed and the heroes may continue into the cave.
Adventurer's Map In the remakes, the Adventurer's map is located in a treasure chest just beyond the blocking wall.
- #36Promontory Passage
Keys: Promontory Passage
The Promontory Passage (formerly Promontory Cave) is a dungeon located on the continent of Aliahan in Dragon Quest III. It is one of three ways to enter the Dreamer's Tower.
- #37Pyramid
Keys: Pyramid
The Pyramid is a recurring dungeon in the Dragon Quest series.
Making its debut, it is located in the desert north of Ibis and contains the Magic Key, but is filled with traps, puzzles, and special limitations, such as magic being nullified in certain areas and a button puzzle. In the game prior to the HD-2D Remake, the Magic Key is obtained without any further battles, but in the HD-2D Remake, the Ripper of the Rift is fought alongside 2 Kyllas to obtain the key.
- #38Tower of Transcendence
Keys: Tower of Transcendence
The Tower of Transcendence is a tower dungeon in Dragon Quest III. It is an optional dungeon located north of Alltrades Abbey. It contains a treasure chest holding the Words of Wisdom book which is required for classes other than Gadabout to become a Sage. In the original NES version, this is the only such item in the game.
- #39Skyfell Tower
Keys: Skyfell Tower
Skyfell Tower (formerly Tower of Shanpane) is a tower dungeon in the overworld of Dragon Quest III. It is located west of Khoryv.
Story The tower is an optional dungeon which is related to the King's crown subquest. It is home to Robbin' 'ood and his henchmen, marking the first confrontation between him and the heroes. Though this can be skipped in the NES Version of the game, in the remake however, the fight with thief is required in order for him to show up in the Kidnapper's Cave later. The crown can be returned to the king for the chance to take on the role of monarch in Romaria, but also can be safely left in its chest or kept with no consequences on the further plot.
- #40Underground Lake
Keys: Underground Lake
The Underground Lake (formerly Cave West of Noaniels) is an optional dungeon in Dragon Quest III. It is located west of Norvik and south of Super Secret Faerie Village. It contains the Dreamstone in a treasure chest on its lowest floor. It also contains a healing spring on its 2nd basement, the only dungeon to possess one in Dragon Quest III.
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